-
Content Count
6841 -
Joined
-
Last visited
Everything posted by -Gews-
-
Yeah, it spawns, had one the other day.
-
It's usually decent on fresh spawns and low-gear players, but not always. There's nothing like being chased by an angry fresh spawn with three arrows sticking from his arms.
-
Ah, but I didn't mention the second guy with the suppressed Krink hiding upstairs who shot me as I was looting the body (╯°Д°)╯︵ ┻━┻
-
Don't know if it was me that killed him, but I wanna believe.
-
Select fire modes for AKM, AK74, STYER,FN FAL, M4
-Gews- replied to Xbow's topic in General Discussion
Standard FALs are select-fire, and besides: -
Didn't survive their attack but I was still satisfied with that headshot, hehe.
-
It would be quite nice, but right now they've only shown us the recurve currently with no sights, which would not be too different from the current improvised since the latter now makes 328 ft/s with composite arrows, 262 ft/s with the bone arrows, etc, and has good potential accuracy (recurve would realistically be under 200 ft/s, improvised, let's say up to 150). I don't know if they have a compound planned since the crossbow also fills that role in progression but it's been a common request.
-
The range for clean kills is much less than the range at which one can merely hit the target, and I'm speaking of the improvised bow in particular. If you fire on someone with that improvised bow at 75-100 yards you should have a fair chance of missing and a very small chance of killing or disabling the target right there and then.
-
It used to "load" arrows in sets of five. As for mechanics: A) Obviously, the current method of using the improvised bow in combat is not ideal. It is -functional- but we have a good ways to go with it until we're happy. Most of that is either A) Going to be affected by upcoming changes to the animation system, and player controller and B) Going to come in beta, when our focus shifts from primarily feature development, to bug fixing. In short, in the end - we most definitely want bow combat to be both viable, and rewarding. The problem I have is that I don't think "bow combat" should be truly "viable". The improvised bow should be okay for short-range hunting and ambushing people within 25 yards or so (given the construction that's generous). However, it's still going to be easier and far more effective to just grab a gun than messing around with the bow. I doubt they'll make firearms very difficult to obtain, without changing that they have two options: "useless" bows or unrealistic bows that turn the player into Legolas or Robin Hood.
-
QoL change: Make RV1 RDS and M68 remember zoom level
-Gews- replied to Buakaw's topic in Suggestions
Last time I checked, higher, about 1.4x. -
QoL change: Make RV1 RDS and M68 remember zoom level
-Gews- replied to Buakaw's topic in Suggestions
It's the same with all optics. It would be nice to have this change for the hunting scope and any other variables, but being non-magnified red dots, these two shouldn't have a zoom greater than character eyes in the first place. -
Well, teaching others to glitch is hardly helpful.
-
The bow is very accurate if you follow certain techniques and meet certain conditions. Unfortunately, these are impractical in most PVP situations, so most bow kills will consist of running around in circles firing wildly until making a hit at point blank range. But for target shooting, zombies, etc: you have to be fully rested, then aim with your bow lowered and without zooming in. No zoom for a couple reasons, one, the impact is closer to the crosshair and requires less apparent elevation, so easier to aim, two, consistent zoom gives more familiarity with the arrow's trajectory, three, zooming in tends to encourage taking shots past the bow's effective range. Red crosshair is where arrow hits at close range, it will be different depending on your settings, I play on fov=1.2867. Hold over as necessary, impact seems to become more centered with range. Once aimed, raise bow and fire as normal. The group of arrows in the picture were fired from 300 meters while testing.
-
Probably not hacker, just animation bug from double-carrying.
-
I had this bug some time ago, try removing the scope from the weapon and then relogging.
-
It does work in barrels, backpacks, vests, etc. There was a spate of similar videos not too long ago.
-
Sometimes it's too loud and sometimes too low, but I never had a problem hearing footsteps, in most situations the opposite. I hear people from a fair distance on most surfaces, certainly 30-40 feet. Footsteps save my life often.
-
No editor.
-
I was going over my figures and something didn't add up. Turns out I messed up a conversion, make that a nine-foot rise at 200 m.
-
Composite arrows are shit at the moment, they drop like rocks and presumably have low very damage as well. It looks like someone entered a wrong number. Unless this behavior is the reason you're looking for them, I would wait until they're fixed.
-
Oops, you're right, it does attach. There's another weapon I need to add. Thanks for the offer, if I have trouble finding one I'll let you know. I can say with that scope the bullet will rise around 6 feet at 200 m.
-
SVD should be very close to AK74. I'll try to add it when I next obtain one. VSS, ha ha... doesn't attach, but the bullet would rise triple the height of the 7.62x39.
-
Manual setting of aspect ratio and UI scale was disabled, it's now automatic based on your monitor.
-
From the February 16th status report: