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Everything posted by -Gews-
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Lead Producer of DayZ says, "1PP is better"
-Gews- replied to rickyriot's topic in General Discussion
I prefer 1PP but not for the reasons Hicks gave, the PvP is better, nothing to do with "interactions" for me. 1PP doesn't reward lengthy camping behind every object and give people floating cameras 6-1/2 ft behind their heads, can't claim any "authenticity" with such features. It's almost pointless complaining about stuff like weapon realism when the entire combat experience is so silly. -
[Question] Public Shard vs Private Shard
-Gews- replied to Weyland Yutani (DayZ)'s topic in General Discussion
Because you can't take the character to other servers and the private ones can't offer different gameplay from regular servers. -
The SKS is easily best of those if you can find ammo... not much to be said... I find more 357 though.
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Nah the iron sights have their own camera location. TrackIR... what other kind of control scheme would you propose? I just bound freelook to my side mouse button and it works fine.
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If it's not already just set turbo and fast forward to 2xW and then you only need to hold one key.
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Why are the devs making the gaming so diffcult?
-Gews- replied to Asheville44's topic in New Player Discussion
+1 i agree its complete walked around in some forest for 20 minutes and didnt get to shoot anyone also there are no hitmarkers or killstreaks and the first vehicle is some lame truck we already had in arma 2 top speed of that thing is like 20 i was hoping for comanche helicopter gunship or something cool? -
Well it should be narrower, they had it at over double real-life values (sawn-off, quadruple).
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11 pellets, up to 11 times the damage.
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11 pellets
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Gah, I hate invisible barriers, impassible random mountains or magic minefields and death rays. I like the fact I can walk or swim into nothingness. It's necessary for planes as well. They just need to find a way to extend the border so people don't always encounter it by mistake. The map was never supposed to have large cities and military bases within 200 m of the debug zone. There always was a deep forested border of about 2+ km.
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It does 5.5 so the pellets do (6/5.5)^2 = 1.19 times the damage. 60 is obviously too much, that's 25 times as powerful as a Mosin, 5 times as powerful as M107. Also when the alpha was released it was 8, also too much.
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It's supposed to be 4x fixed
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If you want a worse gun just use chambered Sporter or crossbow, much more skill required than either SKS or AKM. Who needs a semi-automatic rifle to kill? :lol:
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Tap fire... (still don't know why they haven't given it proper fire modes, would only take a minute, they've even done it for the SxS shotgun... they want moving selectors? But the selector is on the wrong side of the AKM, you couldn't see it anyways. They want minimalist UI? But they have already given us the weapon and zeroing information in upper right)
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The AKM has slightly better accuracy, same damage, same recoil, better scope available, better capacity, full auto.
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Nope, it's not a Dan Wesson.
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Nope, still waiting for this too, I hope it's just an oversight otherwise I'm reverting to stable.
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Some more pictures. 7,62x39, 5,45x39, 5,56x45. Leg wound, 1. 7,62x39 2. 5,56x45 3. 5,45x39 Thigh wound, 5,45x39 left, 5,56x45 right Recovered 5,45 bullet Recovered 5,56 bullets
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The thing for me was the lag. You'd be driving (or driven) through a cluttered road and suddenly, shoop, the car clips 10 meters further than it should, hits a small pile of trash and instantly explodes in a ball of fire... fun times.
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Oh, and speaking of this... I choose to ignore the boxes. I think they have made some poor choices here and the devs don't stick to what is written on the boxes anyways. I think they only care about making each box look distinctive. For example: -9x19mm is "125 grain tactical hollowpoint" or some such... which means it should be more damaging than even the .45 ACP, which is merely "230 GR FMJ". :huh: -7.62x39mm is also "123 GR HP", which would make it way more powerful than it is now, perhaps more damaging than even Mosin (assuming HP is constructed properly unlike Brown Bear). :huh: -12 gauge buckshot is based on Critical Defense, which is a unique round... 1600 fps (way faster than any normal buckshot) and only 8 pellets (in-game fires 11 pellets). Plus it has a special wad which reduces spread far more than any normal buckshot round (shotgun in game? spreads 2x more than any normal buckshot round). And to make things worse, the shells themselves say "1140 fps" which is much slower than regular buckshot, "low recoil" velocity. :huh: -5.45x39 is 60 GR instead of military issue. Why? The AK-74s come from the military, surely they do not buy some small boxes of commercial 60 gr ammunition, where's the military 7NX? :huh: And with the last one, Wolf 60 gr FMJ is not designed to not fragment either, target shooting ammunition.
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Chernarus used old AK-74, one can assume they used older and still very common 7N6 as well. Newer 7N10 is not designed to fragment either, is instead designed to penetrate more armor, so effect on unarmored targets would likely be very similar. In ARMA 2 guns were given damage based on muzzle energy: 5,45 mm 7N6 AK-74: 3,4 g @ 900 m/s = 1377 J 5,56 mm M855 M16A2: 4,0 g @ 940 m/s = 1767 J 1377/1767 = 0.78 so the AK-74 was given (7/8)^2 = 77% the damage (round numbers). But following the same simple metric AK-74 should be given 90% of the damage in SA (swap M4A1 figures for M16A2). But that's not a great way to do it. 5,56 is more powerful, 5.56 fragments, 5.45 does not, both rounds tumble, Fackler claims 5,45 7N6 "causes relatively nondramatic wounds", the famous "wound profiles" plastered across the internet are in favor of 5,56. The evidence so far does not support 5,45, only some various unverified anecdotes here and there about a deer someone shot, or Afghanistan "poison bullets" (which, haha, some people claim is because the target died days after), the exact same type of things which are said for (and against) 5,56. So making it stronger than 5,56? No justification. In ARMA 2 I agree it was too weak. And it's about the same in standalone, 19% less damage. In ARMA 2 I would say it's still too weak, but people seem to die much easier in standalone. I think around 85-90% would be fair. The "damage" of the round should not be such an important factor so differences should be toned down, things like accuracy and reliability are more important and this should apply in game as well. Compared to M4A1, AK-74/M should be slightly less accurate, less damage, less recoil/better controllability, less attachments/chance of finding them, more reliable, easier to find ammunition. The two guns should be at the point where it is mostly personal preference between them, not a clear winner which makes the loser half useless by comparison, like in ARMA 2 / DayZ mod.
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http://www.ar15.com/ammo/project/Fackler_Articles/ak74_wounding_potential.pdf
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I agree but I liked the wilderness, although a lot of people called it "wasted space". Where's the "middle of nowhere" gone? Now it's just the middle of a few towns. No more truly isolated areas, there's always something to draw players nearby whether it's a village, "unique location" or military base.
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I was running around the North recently and they actually need to expand it. Not with cities or unique locations, just with "useless" forest and rolling hills. Novo in particular is WAY too close to the debug border given it's such a large city. There aren't supposed to be cities that close to the nothingness plains, that's why they had those huge Northern and Western forests serving as a giant buffer zone. It's jarring to suddenly encounter debug plains just a couple hundred meters from such populated locations. We need some extra forest and hills to patch things up. Adding all these new cities draws more players north but it also spreads the players more than in the mod. Combined with the thousands of enterable buildings you're less likely to see people than ever before, that is if you play wandering hermit instead of just waiting in cities to "interact" with people.
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Try zeroing up with tank coaxial in ARMA 2 or 3 and watch tracer behavior, bullet disappears before 2000m and then elevation messes up. I think Red Orchestra sight actually works but is pointless for that game. Also pointless for ARMA/DayZ, but cool. They should make it go to 1000m at least and also fix for PU, SKS, remove zeroing for M4A1 and make it depend on the sights attached, remove zeroing on Blaser, shotgun, fix zooms, lots of little things to correct that require next to no effort, unlike new animations etc.