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Everything posted by -Gews-
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I dont understand why there is no AUTO RUN KEY!!!
-Gews- replied to Bohannan (DayZ)'s topic in Suggestions
Auto-run is hardly an advantage... in many circumstances quite the opposite... -
More accurate than SKS, CZ527, 10/22, AUG. ( ͡° ͜ʖ ͡°)
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C:\Program Files (x86)\Steam\steamapps\common\DayZ\Addons\pistols\DZ\weapons\pistols\derringer\config.bin
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It's zeroed at 100 meters and it's five times as accurate as all the other pistols.
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Internal elevation = 34 mils Mechanical zero = 100 m Elevation up = 17 mils Mosin, 860 m/s, .2 G7, ICAO = 1039 m, + 20 MOA base = 1197 m CZ-527, 730 m/s, .245 G1, ICAO = 703 m, + 20 MOA base = 822 m
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I get more like 1000-1200 (surplus) and 700-800 for the CZ 527 (flat-base bullet) I hope we get a bunch more "normal" scopes or better precision rifles because it seems silly putting this scope on Mosins, CZ 527s and M70 Alaskans. The scope weights more than 1/3 of the CZ's weight (okay, we can't put it on... yet).
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Yup, the M4 is one, IZH-43 and Blaser are two others.
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If you can fit the Sporter or Crossbow into a pack, then you can also fit an AK, M4, Repeater, MP133, Blaze... etc etc. All or nothing. There is, however, this:
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I dont understand why there is no AUTO RUN KEY!!!
-Gews- replied to Bohannan (DayZ)'s topic in Suggestions
Or you could just bind fast-forward to W(x2) and keep the jog. -
None of the rifle scopes zoom enough. Not a single one! LRS = 7.5x (should be 15x) PSO-1 = 3.75x (should be 4x) ACOG = 2.34x (should be 4x) PU = 2.08x (should be 3.5x) With FoV slider all the way left this becomes: LRS = 15x (correct zoom) PSO-1 = 7.5x ACOG = 4.68x PU = 4.16x Therefore I don't think this is a big deal and it's certainly not an exploit. The mere fact there's a 3rd person camera is much more "unfair" than the slider. That being said I don't like the fact the slider is able to be accessed while in-game. The scopes should be fixed and the slider should be only at the main menu.
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Land Rover?
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Why is such a drastic increase in enterable buildings considered a good thing?
-Gews- replied to BC_Hawke's topic in General Discussion
Enterable buildings is one of the best improvements SA has made. I find looting in the mod is very boring, looting in SA is much more satisfying. Goodbye textured cubes. The only problem I see with all the enterable buildings is 3PP. Thousands of new nooks and crannies to camp and periscope. Even less point trying to sneak carefully through cities, may as well just sprint and zig-zag for maximum evasion because [A] odds are someone is watching you and you can't know since if they were watching you, you couldn't see them anyways. But now I can play 1PP on populated servers, so... As for player density much more of a problem than the enterable buildings are all the new cities and towns and military bases and the fact various decent weapons, clothing and other items can be found almost anywhere on the map. There are huge cities just sitting there devoid of players. Instead of the mod, where quite a few weapons spawn only at NWAF barracks. A while ago I met a player who had never gone inland. When we started heading to Orlovets from Solnichniy factory, he said "not inland! will get lost". I asked if he was new - no, he informed me he had been playing the game since launch. He made it to Gorka ("whats gorka") before dying from incompetence ("all this way just to die..."). I was disgusted. I would say in at least half my play sessions I never see anyone at all. -
Correct Mounting of Suppressor East on AK Variant Rifles
-Gews- replied to erock482's topic in Suggestions
Well, all those things you mention should happen, or should have happened... although I doubt they will ever. CMMG is on the M4A1s, the A3 MX-series rifles, the DayZ/A3 ball caps and the tactical bacon... not sure if product placement deal or for friendly amusement, but I would rather they didn't do this. Most all M4A1s should spawn with Aimpoints, ACOGs, railed forends, etc. AUG shouldn't use the STANAG magazines. The AKM and the AKMS should be two different weapons. Side rails or versions with side rails should be relatively uncommon. Scopes, handguards, stocks should not be instantly swapped out, it should take time, people shouldn't be swapping various optics in the middle of firefights. SKS should spawn with bayonet. Mosin shoulda hadda straight bolt. M44 Compensator shouldn't be in the game as they are useless. The Makarov and its magazine should have been modeled after a PM or IJ-70 and not a 12-round PMM as has been done. Etc etc etc. I never liked the idea of random scopes, disembodied stocks and handguards, various parts lying around everywhere. Doesn't make sense. From a "gameplay perspective" yes... item upgrades and progression... still don't like it. Attachment system should be used to make desired changes to acquired weapons, not an excuse to spawn every single weapon in its most basic form and then upgrade bit by random bit. Although some weapons should be basic, AKM, AK-74, it's annoying to have so many AKs with US Palm magazines, 75-rd drums, painted green, railed handguards, PSO-1 if they are lucky... the great majority of AKs should be quite basic but it doesn't seem that way, many I see are tricked out. -
Agree with the naysayers, fights should be determined by player skill, not by how much time they've spent grinding and leveling-up. Player skill vs character skill... I prefer them to be the one and the same, especially when it comes to shooting things. Similar leveling, attribute, experience, skill systems have been suggested since 2012: http://forums.dayzgame.com/index.php?/topic/118211-skill-system-in-dayz/ http://forums.dayzgame.com/index.php?/topic/157478-suggestion-skill-system-based-around-crafting-and-maintenance/ http://forums.dayzgame.com/index.php?/topic/24419-player-skillsskill-trees-bad-idea/ http://forums.dayzgame.com/index.php?/topic/65224-skillstat-system-reduced-and-adapted-to-fit-dayz/ http://forums.dayzgame.com/index.php?/topic/45870-slight-skill-system/ http://forums.dayzgame.com/index.php?/topic/2742-lets-discuss-a-skill-system/ http://forums.dayzgame.com/index.php?/topic/1781-skill-system/ http://forums.dayzgame.com/index.php?/topic/31057-suggestion-character-development-backstory-and-talentskill-system/ http://forums.dayzgame.com/index.php?/topic/120173-on-game-design-progression-through-equipment-and-a-system-of-micro-skills/ http://forums.dayzgame.com/index.php?/topic/86589-skill-system/ http://forums.dayzgame.com/index.php?/topic/65310-revised-rpg-skill-system/ http://forums.dayzgame.com/index.php?/topic/90325-a-static-skill-system/ http://forums.dayzgame.com/index.php?/topic/177124-gameplay-mechanics-pt1-the-playerskills/ http://forums.dayzgame.com/index.php?/topic/179895-dayz-experience-system/ http://forums.dayzgame.com/index.php?/topic/205499-strength-system/ http://forums.dayzgame.com/index.php?/topic/134771-for-sa-player-diversity-and-customization-through-skills/ http://forums.dayzgame.com/index.php?/topic/176165-a-reasonable-skill-line/ http://forums.dayzgame.com/index.php?/topic/3133-talent-tree/ http://forums.dayzgame.com/index.php?/topic/183479-perksskillsprofessionsstats/ http://forums.dayzgame.com/index.php?/topic/123886-skill-tree-based-off-of-playstyle-and-improved-player-bases/ http://forums.dayzgame.com/index.php?/topic/21057-skill-advancement/ http://forums.dayzgame.com/index.php?/topic/62065-instead-of-a-class-system/
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Nope, since there is no PU scope on it. In fact, the AK is more accurate.
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After reading the DayZ wiki's page on planned weapons
-Gews- replied to 5mirkeh's topic in General Discussion
Exactly. As far as the game is concerned, the Garand "requires a magazine". And I still doubt we'll see that rifle. Too silly. -
After reading the DayZ wiki's page on planned weapons
-Gews- replied to 5mirkeh's topic in General Discussion
Haha, that reminds me of this guy on another forum shot a couple bears with a .577 double... hey, it killed the bears. :lol: -
German military vehicle: LGS Fennek. An Easy addition to SA
-Gews- replied to stielhandgranate's topic in Suggestions
In-game there was also the unarmed BTR-40, M113 Ambulance and BMP-2 Ambulance, all of which were suggested multiple times and never added. And speaking of real life: It is indeed pretty much immune to anything in the game. They are "trapped" in a 23,000 lb battering ram... I don't care if it's "OP" or not (bet you 90% of players say it is) since I wouldn't have a problem with RPG-7Vs, I just don't think this vehicle belongs in the game. -
Peter Nespesny: "So it's official, vodka is now configured."
-Gews- replied to Tatanko's topic in General Discussion
-tracksuit -flat cap -leather shoes -vodka Gopnik confirmed -
German military vehicle: LGS Fennek. An Easy addition to SA
-Gews- replied to stielhandgranate's topic in Suggestions
Those were Fennek specifications. Not BRDM or Vodnik. -
German military vehicle: LGS Fennek. An Easy addition to SA
-Gews- replied to stielhandgranate's topic in Suggestions
What Dean Hall didn't choose to add in was Vodniks and BRDMs... hmm: -full protection from 7.62 armour-piercing rounds -protection from anti-armour mines -1000 km road range -thermal imaging system with 20 km rangefinder People complain about GPMGs... imagine the rage if they ripped random armoured vehicles out of 2035 ArmA III :lol: never happening. Even something a bit lower-tech and Russian/Eastern like BRDM, Vodnik, Tigr would be met with a backlash. -
Fixed for you ;)
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Forging a bonafide sword is not something players should be able to do... sharpened leaf springs and lawnmower blades, broadheads, simple axes, rustic machetes, that would be more like it... but by the time you had a forge set up you could have found such items anyways. Seems like this idea would be more useful in an RPG where you could join some bladesmith guild, develop your skills and hawk your wares to other players. In DayZ you would easily find better stuff lying on the ground, bandits would come spoil the fun before you got anything done, your forge would be raided or destroyed when you logged off, and forging cool stuff like plate armour, longswords or katana wouldn't be realistic. Not a bad idea but of very limited use right now. For example
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It's the discontinued Premier Heritage Tactical 3-15x50mm. Price was about $3,000. Had some variations but relevant specs: Reticle: mil dot or "Gen 2 XR" proprietary, FFP, illuminated Internal elevation: 34 mils Turret elevation: 28 mils Click: 0.1 mil Weight: 2.2 lbs In-game it's only 7.5x zoom, so moving the FoV slider all the way left gives it the correct 15x (relative to default FoV, technically it's still 7.5x), and by coincidence also the same minFov as all the ArmA 2 10x snipers.
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Ironically the "super zoom" you are talking about is exactly how much the LRS actually should magnify...