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-Gews-

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Everything posted by -Gews-

  1. No, I reported (IMO) a more serious bug with the reloadTime setting, no response on that, I will make a report about the incorrect airFrictions and velocities later because who knows, maybe it's all an error, placeholder, accident (lol), but takes time to write up a decent report like I did for 0.63: https://feedback.bistudio.com/T133383
  2. I didn't test or look at the rubber slugs. But with the regular slugs, I found this very amusing! Results of 5.56 vs a 12 gauge slug at fairly close range against naked fresh spawns. Probably not what you would expect. For reference... I should say, the 12 gauge slug actually has accurate ballistics in terms of the velocity and airFriction etc. But it does not enough initial damage, it stays the same since 1.11 while all the other rounds increased.
  3. Yes @Buakaw , here, damage drops off like my chart below, the WOBO one has a mistake. Got around to setting up a server to confirm. 22:49:24 | Player "Unknown/Dead Entity" hit by Player "Survivor" into Torso for 73.4908 damage (Bullet_556x45) with M4-A1 from 215.304 meters @J.A.T- here's another comparison. So here is 5.45x39mm (blue) vs 5.56x45mm (green) in real life. The 5.45 is a bit less powerful, but it's more aerodynamic, so it catches up downrange. Overall the performance level is rather similar (duh). Aaaaaaaaaaaaaaaand here is DayZ 1.12. The 5.45 is a peashooter compared to the 5.56, not only does 5.56 kill in ONE SHOT at close ranges, but it's DOUBLE the power by 250 m and it's TRIPLE the damage by 550 m. In other words M4A1 is a two-shot kill at any range you can except to hit, except under ~50 m range, where it's one-shot kill! Whereas AK-74 is two-shot kill, but over ~150 m it becomes three shot kill, then over ~270 m it becomes 4 shot kill! At 360 m you will take 5 shots to kill! At this range, M4A1 still only takes two shots to kill! What kind of nonsense?
  4. It's the same in CR527. Again a 1.5x velocity modifier. Real life value should be only about 3%, so 1.03x (compared to the AKM). Now we have 7.62x39 bolt action that instead of a realistic ~2400 feet per second, shoots its bullets at over 3600 feet per second. That's ridiculously fast. 7.62x39 is not a fast round, it's fairly slow, it has a small casing and a fat bullet, it should have longer flight time and more bullet drop. That was actually quite realistic in 1.11, but now it's sent at hyper speeds from CR527, so bullet drop and time of flight and all this has no connection at all with the real thing. Can you even really call it "7.62x39" or such if the game depiction has no characteristics of that round? Again for reference, if you increased the speed that much in real life, your little 7.62x39 would suddenly be as powerful as a .300 H&H Magnum: In DayZ 1.12 however increasing speed seems to just delay dropoff, so you get a waaaaay longer killing range. It's 17x longer killing range from CR527 compared to same bullet fired from an AKM. That graph is not correct, maybe WOBO put an extra zero in the airFriction or something like that. It should be a 2-hit kill past about 55 m. And a 3-hit kill past about 420 m. Unless you are shooting from the railgun "Pioneer". However you can barely hit anything at that range with an AR anyways.
  5. I made one some pages back on 5.45 vs 7.62 Soviet, but I was assuming dropoff mechanic works the same as 1.11. Don't see why not, but just in case it doesn't I didn't make more because I need to test more to confirm.
  6. It doesn't deal that much damage that far. If my calculations from prior patches hold it will stop one shotting healthy player after about ~55 m. And that's only because it has an arbitrary 0.9 in config instead of 0.95 like the 5.45 or 7.62x39, which would halve that range. And I didn't test that 55 m barrier exactly, but I can say that it did not one-shot a few naked player characters I placed at 70-80 m. However I see the developers had ANOTHER GREAT IDEA™ and gave the new Scout rifle (aka "Pioneer") a 1.5x speed boost. From ~2,990 feet per second to a whopping ~4500 feet per second. Absurd numbers. And the "Pioneer" doesn't even have a long barrel, it's actually 1 inch shorter than the barrel on the Steyr AUG, which is 20", like an M16. Unbelievably ridiculous. In real life it's maybe 6% increase in speed, a 12% increase in energy, going from a short 14.5" M4A1 to a 19" Steyr Scout barrel. Here is some real velocity levels, +/- 10 m/s, with 62 gr ball ammo: M4A1: 880 AK101: 900 (+5% KE) Steyr Scout: 930 (+12% KE) Steyr AUG: 940 (+14% KE) But in 1.12 the devs give this shit 50% more velocity: 1.12 Steyr Scout "Pioneer": 1365 (+125% KE) This "Pioneer", if this was real life, would shoot 5.56 with 225% of the regular energy. That's like the energy figures for an M1 Garand .30-06 compared to an M4 Carbine. But from the same 5.56 round. So not only are we are also doing the untrue "bolt actions are more powerful than assault rifles firing the same rounds from the same barrel lengths" meme in this game. But the caliber is actually entirely irrelevant now to ballistics or to damage, the fact it shoots 5.56 has little or no bearing on the speed, the damage, the trajectory, time of flight. This 5.56 from the "Pioneer" has a 9x longer killing range than the 5.56 from an M4, and a 25x longer killing range than 7.62x39 from an AK. Weapon authenticity = out the window! What's going on in that office? Just in patch 1.11, the very last patch, they reduced velocity of 5.56 "to match real values": Now they turn it into some kind of fictional railgun thing? Shoots 4500 feet per second? No damage dropoff for hundreds of metres? Is it just a missed placeholder value? If so I complain for nothing. But along with airFriction changes I'm suspicious. It does not appear to affect initial damage, only range at which the dropoff begins. M4 vs "Pioneer", I'm assuming damage dropoffs looks something very much like this. Bizarre.
  7. Well first, DayZ was always advertised to be "authentic", and it attracted players who expected some level of this, so you need to have a certain level of realism, this is not a game like Overwatch or League of Legends where it's a cartoon world and the only concern between weapons/characters is making them nicely balanced for fair competitive gameplay. Where that level of acceptable realism depends, but unlike those other games, it exists. The developers already made plenty of things with no gameplay benefits. What is the gameplay benefit of having to fill my radiator? (simple annoyance). Or having different blood types? (only very few people bother to use blood bags). Actually DayZ was advertised as "anti-game" in early days. I don't know who enjoys some of those examples of "realism mechanics", because they can be tedious, but quite a few people enjoy having realistic gun battles. Second: DayZ is not a competitive PVP game. You do not have the choice of picking your loadout in DayZ. You have to use what you find in the game world, which involves random luck. So unlike games like the above mentioned, or CSGO, or whatever, we are allowed to have weapons which have no redeeming features. They are simply worse. For example the BK-18 vs the CR-527, a single shot rifle without optics, versus a bolt-action rifle with 5 shot magazines and taking a 12x scope. That's just worse. There is no reason to use it. And that's fine, because unless you find both, which may not happen, you don't get to choose. You are exaggerating when you say there's no use for sniper rifles if assault rifles can one-shot. Back in old patches (0.5X era) even weapons like the UMP45 submachine gun could one-shot a geared player with a single round to the chest. From WOBO's 2015 guide to the UMP45: https://www.youtube.com/watch?v=-ptRkm167i0 But snipers were still very powerful and desired weapons in 0.5X patches, and in all patches... why? Because they had a lot more damage and could one-shot and knock out players a lot further, and it was way easier to hit players at long ranges in the first place when you have the hunting scope vs assault rifle scopes. I don't think it's a big deal for the gameplay if the 5.45, 5.56, 7.62x39 one-shot to unprotected torso (1.12), or if they do not (1.11). They do not one-shot for a very long range anyways. I think it would be better if the assault rifle cartridges could one-shot, but needed to hit a vital organ box like heart, otherwise it would take multiple shots. And maybe a larger round like .308 would only need to hit the torso to one-shot, or one of the much larger vital organ boxes like lungs. Unfortunately vital organs were dumped (lmao??). As for the enjoyable "gameplay balance", how about this one: 7.62x39 with some actual power would allow players to defend against geared people using low-tier weapons like BK-18 or CR-527 (as it used to be). Whereas in 1.11 even a careful headshot, on a mid-geared player results in... nothing, not even a knockout. Any old helmet, very common to find, and it stops the bullet completely, they just run away full speed. And now they can zig-zag and spray you down as you reload your single shot.
  8. Here I made a comparison, first real life energy drop, second this 1.12 damage drop (assumed) and third, the same but only putting realistic airFrictions. Current airFrictions: 7.62x39 = -0.00135 (not that bad) 5.45x39 = -0.00165 (ridiculously high) Realistic airFriction (military bullets): 7.62x39 = -0.00140 5.45x39 = -0.00118 Kinetic energy drop in real life, the 7.62x39 is more powerful, but the 5.45 has better aerodynamics and catches up at longer ranges. It's already pretty close at only 200-300 m. Now how the rounds look in DayZ 1.12. Real life properties ignored, the 5.45 just gets worse and worse. By only 200 m the 7.62x39 already does 1.5x the damage, and by 600 m it's almost 2x the damage. And now keeping all properties the same, the only change is putting realistic airFriction values. Compare to the real life chart. Look at that.
  9. You got it close anyways, if you based damage on muzzle energy alone, if 5.56 was 55 damage, then 5.45mm would be about 48-50, and 7.62x39 would be about 65-68. And recoil impulse about 5.0, 5.6, and 7.6 kg*m/s for 5.45, 5.56, and 7.62x39 (11.7 kg*m/s for .308).
  10. They did gamify ballistics!
  11. The .45 has more shock, it can knock out faster.
  12. Nice, I saw it was increased in damage to 20, which would be enough to headshot at window distances on old zombies. But don't know how zombies may have been changed.
  13. If 380 and 9mm also took two shots it would at least be consistent, but I fail to see the gameplay or balance benefit from .22 pistol taking two shots, meanwhile aggroing the zombie after the first hit and attracting yet more zombies, while a suppressed 9mm/380/45 takes them cleanly in one shot. The .22 pistol is crap for PVP, it should at least be a useful tool for sneaky zombie clearing. What is the thought process for deciding it should take two? Improves gameplay how? Besides unrealism and inconsistency (kill player in one brain shot, a much weaker zombie... no way). But from that response, talking to a wall. It was 0.33x for arms and legs, and 0.1x for foot and hands last I checked.
  14. I played on Namalsk with servers using that mod or one like it, much improves the game and the usefulness of those .22 weapons. I was annoyed to see this dev response to a ticket about that on the Feedback Tracker: "The damage for the .22 rounds works as intended and has been set up the way it is right now by a design decision. The .22 round is not supposed to kill a zombie in single shot to head."
  15. I didn't test it since then, I assume it's the same as the ticket was not responded to. I would like to mod a few weapons but I lacking in time and skills. Also unable to create any animations for weapons, as far as I know no one has a mod with any new weapon animations on the workshop, it's all recycled vanilla animations. The damage is much increased on many rounds, here's some off the top of my head: 9mm: 35 45 ACP: 35 357 Magnum: 55 5.45x39: 75 5.56x45: 100 7.62x39: 100 308 Win: 170 7.62x54R: 170 So 5.56 would one-shot at closer ranges. They also have greater differences in shock, the .45 has the same damage as 9mm but more shock to knock out faster.
  16. There is an error with the rate of fire configuration on the vanilla weapons, all the weapons fire at 600 rpm maximum. In the config it's set to different speeds, MP5K is set at 900 rpm for example, but it still fires only 600 rpm in game. However when I make my own weapons it fires the correct speeds, so it would be an easy fix for the devs. On a related note, when making some alterations to rate of fire I encountered another bug which is more problematic, I can't make a weapon fire faster than about 900 rpm, except if I want 1800 rpm. So last time I checked you can make anything 0-900 rpm, and you can make 1800 rpm, and that's it.
  17. I wonder if it's an April Fool's joke. On a bright side I checked a couple weapons' accuracy changes and nothing really drastic like old alpha dispersion, the M4 and the AKM get 40% more dispersion but it's still under 6 MOA on both with stock furniture, Mosin stays the same, and Winchester gets a lot more accurate at 1.7 MOA vs the 3.4 MOA it used to have (unscoped, same as Mosin). With hunting scope shrinking that by 50%, Winchester should be sub-MOA.
  18. If my math is right it seems like at 400m, a 5.56 will now do 2.5 times the damage of a 5.45x39. 2.5x the damage, from similarly sized rounds with similar performance. In real life it's only maybe 2-10% more at that range, depending on ammo. (above 5.45, below 5.56)
  19. Sounds like some balancing at work, and I mean the type that ignores authenticity... let's see... not sure why pistols and sawed off weapons needed more precision, and assault rifles need less. I thought assault rifles and pistols were alright, values for specific weapons could be mixed around but the levels of accuracy for classes of weapons in general were acceptably realistic. I hope this doesn't go back to old DayZ where the M4A1 had literally musket-level accuracy. Or the alternative where a Mosin becomes a precision sniper (Mosin needs no accuracy buff). Stable branch (IIRC) AKM = 4 MOA M4A1 = 4.1 MOA Mosin+PU = 3.1 MOA Most pistols in the game are around 5-1/2 inches at 25 yards, it varies from 8 inches for the Magnum to 3.6 for the Desert Eagle. In terms of airFriction I read a couple, and the numbers are WAY OFF, I see they are all screwed up again, there is no realism here anymore. airFrictions are pulled out of a hat like a rabbit, instead of based on ballistics tables... so trajectory and time of flight of the bullets will be nonsense, as well as damage dropoffs which is linked, and on top of that, the damage drops start at somewhat different arbitrary points for various ammo types, instead of being based on the bullet's velocity dropoff (ie, randomness instead of having partly real life basis). It's really bad. So you can see how off the numbers are in new patch, here are some "report cards" for select rounds in various DayZ patches compared to realistic values for these rounds. Within 10%of realistic = green Within 15% of realistic = yellow Within 25% of realistic = orange Over 25% wrong = red Over 50% wrong = DEEP RED (clown hours, should not happen) Patch 0.54 (years ago!) Now Patch 1.05: And here is the new Patch 1.12: It's like they took the numbers they just calculated a few patches ago from ballistics tables, threw them all out, and replaced with random numbers from someone's head, "I'll give this one a 7, this one I'm feeling maybe a 4, how about a 4 for you, we'll make some happy little 4s, how about a 8.5 for this one, la la". WTF. Like a 5.45 has higher airFriction (worse velocity drop) than 7.62x39. A joke, it's the opposite. Which one looks more aerodynamic to you? Just random. A .308 now has an airFriction like a .408 CheyTac: DayZ .308 = -0.00045 ARMA 3 .408 LRR = -0.00048 realistic value = -0.00047 LOL. It's the worst state for the ballistics since they calculated them wrong back in 0.63 and had numbers many times lower or higher than they should be. WTF. I kind of lost track of the other patch notes after digging through these values... probably just as bad. I will assume these new airFrictions are incorrectly calculated and report it on the feedback tracker.
  20. Just sharing some progress on my upcoming weapon mod PinfireExpansion. This mod will add a variety of anticipated pinfire weapons. The first one I've created is the 2mm pinfire derringer. Its tiny size means it takes up only one slot and weighs only about as much as 4 pennies! The perfect sidearm for those with overburdened inventories. As you can see, the dimensions make for a great sneak attack weapon! The weapon does 0.1 health damage, which is enough to kill an enemy. A box of Federal 2mm Pinfire ammo and the pinfire gun itself compared to .45 Automatic rounds: As usual this weapon uses 4K textures, and shoots a fully-modeled projectile (if you have a sharp eye you might see your bullets in flight). It also avoids using LODs (low-quality versions of the real models which are swapped out when they think you aren't looking so the Xboxes and PlayStations don't overheat). Not here, in this mod you get 100% of the quality, 100% of the time!
  21. -Gews-

    Base building needed materials

    I played on the Namalsk hardcore only, "DayOne" and some others, I don't recall starting fire every five minutes. Maybe every half hour if that. Once you get nice clothing easy.
  22. -Gews-

    Death Animations

    spam bot
  23. -Gews-

    DayZ in 2021

    Well, that depends on the round and armour, if someone shot you with a .380 ACP on the plate for example you would not feel much at all. Those plates are typically designed to stop either 7.62x51 FMJ or .30-06 armour-piercing, or the Soviet equivalent, and to prevent serious injury from blunt trauma they must do it without exceeding the back face deformation standards. Of course lots of combinations of round+armour could still cause serious injury from blunt trauma. I don't think the body armor is a great idea for DayZ to spawn all over especially how it works now. One crappy steel helmet = can tank headshot from not only most pistols but most rifles too. I missed this note, it's unfortunate if they removed that because it would have been able to be used by modders, I wonder if they removed these boxes from character model itself as well as code/scripts for it, I would assume so but who knows. Bizarre they go to the trouble of adding a new feature at such a late stage (5-6 years after alpha release), then just remove it a minute after it's implemented (no attempt on fixing balance it seemed to me, initial "organs" balance is bad? remove the whole feature!)
  24. -Gews-

    DayZ in 2021

    Each to his own, I would just want gunplay to feel "authentic" and rounds to have a basis on the real life performance, in many cases that is not occurring now. It's impossible to kill even a naked fresh spawn shooting him in chest with single shot 7.62x39. Is that realistic? So you could say it needs "buff" which may or may not be true, but I would say player damage model is actually what needs changing more. But if they shot you with .380s and it only hit in hardplate or on soft armour it would be fair to have basically no damage. Solution, make bulletproof vests a lot rarer + what I said above about no fire geometry on these things.
  25. -Gews-

    DayZ in 2021

    Those rounds are fine in the relative sense. Real life a .380 is 13 to 15x less powerful than a .308 Win. In DayZ a .380 is only 5x less powerful than a .308 Win. So the .380 doesn't need to be buffed anymore relative to .308 Win, you could argue they both need a buff (or that .308 Win only needs a buff - unlikely). .380, 9mm, .45 should be useless hitting armor plate or even soft armor. The "buff" should be reactivating some of the player character's vital organs so you can kill or severely injure unarmoured players with a well aimed shot from weaker weapons (aside from usual headshot). Fix the helmet so it doesn't protect the face. Fix plate carrier to have weak spots. These items protect entire body sections and have no hitbox of their own, dumb. You could say the same thing about 9mm, .45 is severely overrated.
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