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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    100-round magazine for MP5K

    Nah, this is one of those huge magazines for civilians who want to do random mag dumps
  2. -Gews-

    Adding dynamism to gunfights

    Why not? You could fire from the hip while sprinting in OFP. Literally wouldn't hit the broad side of a barn but the option was there. It feels kinda restrictive when you "click" and the gun does nothing.
  3. -Gews-

    akm stock

    Plastic stock alone reduces dispersion by ~4% compared to all wood, plastic handguard alone reduces it by ~12% compared to all wood, all plastic reduces it by ~15% compared to all wood. However you will probably be unable to tell any difference between them in normal gameplay, and probably not if you were trying to test them in-game either, so I wouldn't worry about it. You can also remove all M4 and AK stocks and handguards if you wish with minimal practical difference...
  4. -Gews-

    MP5k_compensator.p3d

    It's just a pronged flash hider and it currently set to reduce dispersion by less than 4% unlike the Mosin compensator's 25%-33% reduction.
  5. -Gews-

    Have you ever given guns and ammo to freshspawns?

    Not in the standalone
  6. We already have a repeating shotgun with internal magazine inbound, no need to fill the game with a bunch of atypical weapons.
  7. -Gews-

    Reconsider the AK-74 and 5.45x39

    I disagree, I think they chose .380 ONLY because of potential confusion between "9x18" and "9x19". 9x18mm is used in more Eastern Bloc pistols and submachine guns than you can shake a stick at. So there are more .380 weapons but so what? They aren't going to add a dozen types of .380 pocket pistol and as a military cartridge there are a lot more 9x18mm SMGs than there are .380 SMGs. So only because of the name IMO.
  8. -Gews-

    First Balancing pass on firearms

    It's a quarter as accurate as the Mosin plus LRS plus compensator.
  9. -Gews-

    First Balancing pass on firearms

    Yes, it shouldn't change much at all, only reduce recoil, it should not make the rifle or shooter more accurate. It will reduce recoil but it will increase noise and blast. Right now you are effectively FORCED to use one if you want to snipe at people with a Mosin, it's really not an option if you want to hit where you're aiming, which is not authentic at all, and I don't like the aesthetics of it either. The brake in the game is a really cheap clamp-on one as well. On a semi-automatic rifle or something that kicks real hard a brake or compensator will have more use, on a DayZ Mosin where it already takes a full 2 sec before you can shoot again it should not be very helpful at all.
  10. -Gews-

    First Balancing pass on firearms

    You don't :lol:
  11. -Gews-

    First Balancing pass on firearms

    Haha, I was going through the numbers and noticed something funny. Right now if you wish (experimental), you should be able to remove the stocks and handguards from M4s and AKs without any significant effects. Even with the handguards and stocks removed, those weapons are still more accurate than ANY weapons in the previous patch (except those with 0 spread). Experimental M4s, AKs without stocks are much more accurate than even the old Magpul M4s so enjoy that before it's patched!
  12. I never liked servers that displayed who shot me.
  13. -Gews-

    CR527

    Not very good because bolt-action no scopes
  14. -Gews-

    First Balancing pass on firearms

    9.11 MOA about the same as the SKS used to be.
  15. -Gews-

    First Balancing pass on firearms

    All 5.4" at 25 yd = 20.63 MOA T/C Encore = 6.88 MOA
  16. -Gews-

    First Balancing pass on firearms

    Mosin compensator is still around, reduces dispersion diameter by 33% compared to Mosin that only has LRS - should be changed - makes this a kinda useless attachment but, hey... All the other stuff still exists but the effects are now much smaller. Apart from Mosin compensator AK plastic and railed furniture is the other main thing IMO, using AK-101 polymer furniture instead of laminated AKM furniture reduces AKM dispersion to 3.78 MOA from 4.47 MOA (error in first post, AKM is less accurate than standard M4A1, AK101 is more accurate).
  17. -Gews-

    First Balancing pass on firearms

    Yes π/10800 rad Prolly 'cos people usually shoot smaller groups with optics. But it could be argued they'd already shoot more accurately without needing to change the dispersion on account of the better precision.
  18. -Gews-

    First Balancing pass on firearms

    It makes a difference at extreme range but for iron sights, red dots, it will be mostly unnoticeable, only time I really noticed weapon dispersion in A2 was CZ550 past 1200m and SA58 ACOG 600m plus. 1.5 vs 1.0 MOA is a 63% larger difference than 3.5 vs 4.0. One can't really argue Mosin should have a certain precise dispersion either, there were 37 million made, they will vary, it must be relative. Even with the LRS it only shoots 2.7" at 100 yd, not exactly great.
  19. -Gews-

    First Balancing pass on firearms

    Experimental now Scopes now reduce dispersion, so it is: 3.09 MOA with PU scope 2.56 MOA with long range scope I'm sure it will still be tweaked furthermore in the "2nd balancing pass". 3.5-4 sounds around right. Players probably would not notice a difference +/- 0.5, 1.0 MOA so it's a li'l bit nitpicking.
  20. -Gews-

    First Balancing pass on firearms

    For reference ARMA 2 M16A4 = 3.44 MOA AK101 = 4.30 MOA M4A1 = 6.02 MOA AKM = 6.70 MOA AKM, AK-101 are both the same dispersion as M4A1 in experimental with their equivalent attachments [edit: not so]
  21. -Gews-

    First Balancing pass on firearms

    Reduced dispersion for one thing SKS = 5.16 MOA M4A1 CQB = 4.30 MOA M4A1 = 4.13 MOA M4A1 RIS, standard = 4.04 MOA M4A1 Magpul = 3.78 MOA CZ527 = 5.16 MOA Mosin = 3.44 MOA Blaser = 3.44 MOA 10/22 = 3.44 MOA 1911 = 5.4" @ 25 yd
  22. Um, I hope they fix the extreme basics first... Like no car being able to go much faster than 120 km/h without scripts due to an engine limitation... Or the crazy acceleration... Or the crazy braking... Or the crazy handling... Or the insane fuel consumption... Or the off-road terrain ("sticky grass")... I tested in ARMA 2 some cars, lost most of my notes but here is some of the wackiness 1977 GAZ Volga (94 hp) was tested with the following results: Top speed = 104 km/h (65 mph, real life: 145 km/h) Roadholding, g = in excess of 2.5 (...) Braking 60-0 mph = 206 ft (equal to 2012 McLaren MP4-12C, 2013 Nissan GT-R) ARMA 2 1977-1981 Skoda 105L had the following in-game characteristics: Acceleration, 0-50 mph = 4.7 s (1.1 s faster than '73 GS455) Minimum fuel consumption, 2.1 mpg (112 l/100km) (real life: 7.5 l/100km, 31 mpg) In real life this car has only 45 hp and takes 29 seconds to go 0-100 km/h (0-62 mph)! There's a lot of room for improvement...
  23. -Gews-

    Fighting in Police Stations

    Yes http://feedback.dayzgame.com/view.php?id=13138&nbn=1 http://feedback.dayzgame.com/view.php?id=10157 http://feedback.dayzgame.com/print_bug_page.php?bug_id=7275 http://www.reddit.com/r/dayz/comments/23kttn/so_you_can_shoot_through_2_doors/cgyaci9 http://steamcommunity.com/app/221100/discussions/0/540744299938229643/#c540744299939906024
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