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Everything posted by -Gews-
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Shotguns, reloading internal magazines, and Chainsaw / power-tools?
-Gews- replied to KnoXy (DayZ)'s topic in Suggestions
Saiga is "domestic", popular shotgun... would be almost a travesty if it is not added at some point. Seen here with IZH-43 and MP-153 -
Unpack .pbo containing sounds (Eliteness), convert from .wss to .wav (wss2wav, wssdec).
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I drew my line at the Taurus Judge :ph34r: someone suggest gold-plated AKs on r/dayz and see what happens.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
-Gews- replied to alexeistukov's topic in Suggestions
Weird... because the model is an AK-74M. That decision would make little sense to me... okay, Chernarus uses original AK-74s in ARMA, but what's the point of keeping 5.56 AK-101 (using a 5.45 magazine model)? Unlike, say, AK-107 or AKM, it does nothing different to the AK-74, it's worse because ammunition will presumably be rarer, and it's not needed for "realism" or "authenticity". It doesn't make too much sense either (who bought them, and why?). And what's preventing players popping off the handguards and interchanging them? -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
-Gews- replied to alexeistukov's topic in Suggestions
You can take the ones from AKM. AK101 is the AK74M. -
bandit /'bændɪt/ n. (pl. bandits) 1 one who has a humanity of zero or below.
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100 seems like too many people, especially since people tend to all go to the same few areas. If they are not in a city or military base it means they are probably heading to a city or military base. But if the server handles it well I guess it could be fun, there is much to be said for a target-rich environment.
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Yes, it would easily be a one-shot kill (mod Winchester was one-shot knockout sub-50m). Then it would be far more powerful than 7.62x39 and close to 7.62x54R. So the damage have to be all rearranged. It's not realistic or balanced to have it so high. Apart from velocity change a problem is handgun and rifle damage is inconsistent with each other. 357 and 45 ACP are already way more powerful than 5.56 and 90% as powerful as 7.62x39. Rifle damages 5.56, 7.62x39, 7.62x54R basically follow level of energy, handguns don't. The whole thing is messed up this way. Can't remain the same, can't be corrected, everything needs to be redone to fix it.
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Maybe so, but fact is a 20" carbine will fire the same .357 round 600 ft/s faster than a 6" Python with 125% greater energy. It's not realistic to keep the damage on the same level for both. Here is Winchester ballistics for the same .357 load in revolver and rifle. It's just the basic 158-gr Super-X, #X3575P. 4" revolver: 1,235 ft/s velocity and 535 ft lb energy 20" rifle: 1,830 ft/s velocity and 1,175 ft lb energy
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The initial velocity doesn't matter, changes in velocity matter (per ammo type). They may have since changed this but I doubt it. irishroy is correct, according to that system the carbine should do 1.5x revolver damage. Compare to other existing damages, now there would be a balance problem.
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A bit ;) but I do think .38 Special is unnecessary compared to various other calibers. 7.62x25 and 9x18, .32 ACP and maybe .25 ACP too would all be either equal or preferable IMO while providing more firearms albeit no revolvers. .357 and .38 are tied. But from gameplay perspective alone, .38 is unnecessary. And also I don't really want to see Colt Detective Specials and various other firearms in Chernarus, a couple modern revolvers okay... a couple. With revolvers in the game, .38 is necessary for "authenticity" but then so is .357, both are very popular. Did any dev confirm this? I have read this on here but I haven't seen a source. Neither of them would inherently be common in an Eastern European country, so I'd reckon they could make .38 Special the more commonly spawning ammunition. I don't know, I remember them saying .38 special would be added back when the Magnum was first implemented, so I was just building on that. I'm not so sure about that, I can't think of a good reason slugs wouldn't work. I know initially they did not work but it should have been a very simple task to fix it. It should only have to do with config - if the gun can fire any kind of ammunition - it should fire slugs. And did they not temporarily change the shotgun ammo to single projectile slugs a few patches ago when proper buckshot ceased to work?
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
-Gews- replied to alexeistukov's topic in Suggestions
.375 is overkill for most game so most hunters not heading to Africa or Alaska won't own one plus the various flatter-shooting magnums are way more popular (cough cough .300 WM) also the trajectory of the popular 270-gr is relatively flat. 9.3x62mm is a better option especially for Europe but it shouldn't be "the" civilian round. A single rifle is enough, first the caliber is not common or popular enough to justify several types of 9.3mm rifles and adding to that there's not much variation in the 9.3mm firearms available, without resorting to obscure firearms it would all end up being the same gun with a few different skins. At the moment the only way to make trajectory matter is to give it a permanently-attached or weapon-exclusive scope without zeroing. or BDC, or with limited zeroing. Right now tap "PageUp" to desired range and it will hit, making any differences in trajectory moot, plus there's no wind drift, plus precise shot placement rarely matters, plus slight ToF difference is nothing compared to lag and desync and for 99% of players running targets at very long ranges are just potshots that got lucky anyways, on a stationary target slight ToF difference rarely matters. Proper CZ550 (not mod's Frankengun) in 9.3x62 would be nice. But they would never add it! -
Visual indication of hitting your target
-Gews- replied to GhostDivision (DayZ)'s topic in Suggestions
There shouldn't be much red mist at all -
Little redundant no? They've made it clear the don't want to have too many confusing ammo types, even to the point of ignoring reality. Who knows? Maybe slugs were removed for that reason too. Are they really going to add something the exact same as .357, only with a 0.135" shorter case? All potential .38 firearms have .357 Magnum equivalents and unlike many guns using 7.62x25mm/9x18mm/5.45x39mm/7.62x54mmR they are not essential or highly desirable given [1] "authenticity and realism" or [2] the setting and atmosphere, and in fact, many .38 Specials would be severely out of place. Then there is the fact firearm recoil is defined in the gun, ie: without redoing that part of the engine or adding undesirable external scripts they are not going to be able to change the recoil to account for the weaker round. Most players would probably see it and be asking "why is this even in? It's just .357, but crappier, what's the point?" So much for ammo streamlining. Jussayin'.
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Try changing Resolution_W and Resolution_H, Render_H and Render_W in ArmA2.cfg and ArmA2OA.cfg to your native screen resolutions... also check though your graphics card panel... I had this problem a while ago... unfortunately I forget how I fixed it :P
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As long as it's not "no variables allowed" :thumbsup:
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Put in Helicopters, Humvee's with grenade launchers, and mounted machine guns
-Gews- replied to over9000nukez's topic in Suggestions
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I always thought they should add in some common cheaper/older hunting scope without target turrets, variable magnification but fixed 200-yard zero. A 4x scope would be fine for the 10/22. Maybe Mk4 LR/T 10x. But these days variable is too popular to limit all the high-end "sniper" scopes to fixed magnification. Real-life LRS costs $3,000 and has at least a 76 MOA range, enough to get the 7,62x54R to 1,050 m with a 20 MOA base and it is only available with mil reticles. It's suited for long range, they just need to fix the details.
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The real-life scope is a 3-15x variable and doesn't come in a fixed-power version. The in-game model also has a clearly-visible power ring marked up to 15x.
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Check the magazine's description :lol:
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Anyone excited for the .357 Lever action?
-Gews- replied to Whyherro123's topic in General Discussion
Carbine should be ~520-560 m/s, revolver should be ~360 m/s, but both are 360 m/s. -
If it can't get a reading it just doesn't display anything. Haven't tried it but WOBO said his didn't work at all.
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It's a 12 inch blade, not an uncommon length.
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Aaand it just so happens they added a civilian rangefinder... aaand it just so happens to be the exact one I mentioned above. :lol: