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Everything posted by -Gews-
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It would sully the game's image... the point of DayZ is not zombies, it has always been about player interactions, and that is not limited to wiggling through Elektro and campfire chats with randoms... that includes killing. They should stick to the pure, original DayZ vision and not accommodate people who want to play something entirely different. Might even be worth having "friendly fire on" at the engine level so modders could not create any safe havens...
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Maximum priority on the development of vehicles in Dayz?
-Gews- replied to theprototypeOEZ's topic in Suggestions
That's 10km in a straight line or 14km via coast road. That would be 10÷⅓ or 14÷⅓ = 30-42 km/h. -
Okay... The gun says "CMMG, INC" on the receiver. This is because CMMG gave the devs some CAD files to help them make the gun. It also says "MOD4 SA" which is a civilian semi-automatic rifle. The model in-game does not even have a setting for "full auto" on the selector switch. It is NOT a true M4A1 regardless of what the text says, they could change the name to "M4 Carbine" or "MOD4 SA" or "Bushmaster M4A3" and switch the firing modes around and all would have the same validity as the current gun. CMMG is also the reason we have the tactical bacon... and someone from CMMG apparently helped design ARMA 3's MX rifles. I'd rather it had just been a Colt or FN M4 or M4A1...
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Well, they only need to be "informed" that they dislike it. I see no good reasons to put that gun in and it's not provided for either in real life or Operation Crimson Lance. The M107 TWS would make way more sense.
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The spreads in-game are like this: Agreed 200 yards is way too far to be "effective"... a simple bead, smoothbore... having the two separate barrels makes things way worse... more like well within 50 yards as you stated.
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weapons_firearms of course.
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They just put that AS50 there to mess with people who like nosing around the files. I suspected the first SMG was gonna be an MP5K. Chris Torchia mentioned it a few times these last few months. I would much rather it had been a full-size version but whatever. It better come equipped with a stock.
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These are random alpha placeholder values and you say they're fine as is? They're not fine. The game's sawn-off spreads its shot into a 57-inch circle at 15 yards. Small Arms Review tested the patterns of buckshot from short barrels by cutting down a barrel step-by-step: Barrel length----------spread (15 yards) 30 inches-----------------10 inches 24 inches-----------------11 inches 18 inches-----------------8 inches 12 inches-----------------12.5 inches 6-7/8 inches--------------17 inches The sawn-off shotgun in DayZ has barrels that are about 12 inches long. The DayZ sawn-off's spread is approximately FIVE TIMES too large. The spread on the full-size version is nearly THREE TIMES too large. Skip to 3:18 please.
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760 870 SWAT teams only uses one of those two... 7,6 and 8,7 are right next to each other on the keyboard. :lol:
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I'm gonna guess you hit "7 and 6" instead of "8 and 7"...
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Black text made it look like you just ended with "so they could add in a Mp5 or a..." I bet dollars to doughnuts they will add an MP5. But Remington 760/7600s and SWAT teams? Something's not adding up there.
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The unfinished implementation sucks right now. A .30-caliber hole in a jacket or backpack hardly ruins it... not to mention everything contained in the pockets. And would anyone in real life-or-death situation "go for the headshot" to avoid ruining stuff in the target's pockets or backpack? Nah, that just doesn't happen.
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I went back to playing it (vanilla) these last few days, it is the same as I remember it. I like the Winchester and CZ combo. I tend to die a lot. Fun.
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ARMA 3 doesn't have all 3D scopes, for example the sniper scopes are 2D overlays but unlike in ARMA 2 they are transparent.
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+1 the spread is roughly twice what it should be. Removing slugs might have been a deliberate choice as I'm confused as to how they could have been bugged. The shotgun is almost as inaccurate as the pistols, and the sawn-off version is so bad you would be missing people at 10 meters, with that kind of accuracy the slugs would be near useless and pellets would be preferred in almost every situation anyways.
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That would be 122mm or 152mm artillery shells filled with several thousand flechettes... 122mm and 152mm guns do not fit DayZ IMO.
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Impression of Standalone (from a DayZ Mod Veteran)
-Gews- replied to chrismgtis (DayZ)'s topic in New Player Discussion
They only released it because everyone was continuously screaming for them to do so. Rocket himself said it was not nearly finished and many people would be better off not buying it. And they put a huge warning on the game's Steam page: "WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING." Whoever reads that, buys the game anyways, and then complains about the bugs is a fool.They made themselves quite clear, you could have kept your money in your wallet if you wished to do so. Sorry, as of yet there is no false advertising, no scam.- 78 replies
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I like the crosshair in ARMA 3. You can't use it with precision and it's relatively unobtrusive.
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I hate side chat. Glad it's gone. It's fine in ARMA where you have, you know... sides... but I played the mod recently and it was annoying and immersion-breaking. Nothing says "this is a game" more than blue text repeatedly asking "any snipers in Elektro?" Side chat has a tendency to be stupid as well
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They didn't, they had AK74s as you will see in almost every photo... they are not "all over Crimea". Any AN94s are being used by special units. Not many AN-94s were produced. I'd be interested to see an actual photo of an AN-94 in the Crimea, if they're "all over" the place. The only thing that turned up in a cursory Google search was one extremely blurry shot of a muzzle brake.
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Russians never used the AN94 apart from a few small units in limited numbers. And the rifle was withdrawn from service in 2009 on signed orders by the Defence Minister. The AK107 does fit because in ARMA 2 it was the Russians' service rifle. So the AK107 makes sense within the Armaverse. I find this unfortunate because in real life no one uses this rifle, but I can't really complain given the facts from ARMA 2.
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Well, judging by the complaints it's not "fine" (this is not beta yet either) and it breaks my immersion... but since you don't seem to worry about these details, realism would also be "fine", no? So let's go with that instead.
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The best time to have a machine gun is if you're part of a squad The role for these things is infantry support A "lone wolf" who wants to run all across the countryside with an M240B instead of some handy carbine is a crazy man And the same should apply in the game... unlike in weightless ARMA 2 They are not the "best weapon", the "best weapon" depends on the situation
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are pistols worth using indoors over rifles?
-Gews- replied to Thaeggan's topic in General Discussion
Over an SKS? "Maybe" if it's an FNX45 "no" if it's anything else. -
It was somewhere about 19 km/h in the mod and around 23 km/h while sprinting. The speeds felt even faster in standalone never mind the old fists-up-while-running but I never checked it. But too fast either way.