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Everything posted by -Gews-
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Anyone worried there will be too many ammo types ?
-Gews- replied to gibonez's topic in General Discussion
I don't want to see anything dumb. -
Anyone worried there will be too many ammo types ?
-Gews- replied to gibonez's topic in General Discussion
Not really. I think the following are necessary: -12 gauge 2-3/4 -7.62x54R -7.62x51 -7.62x39 -7.62x25 -9x19 -9x18 -5.56x45 -5.45x39 -.22 LR In addition I would not mind seeing some of the following but not limited to these: -.45 ACP -9.3x62 -8x57 -7x64 -7x57 -6.5x55 -.300 WM -.30-06 -
Subsonic and Supersonic Rounds [Torchia Tweet]
-Gews- replied to Katana67's topic in General Discussion
IIRC the aggro in ARMA was based on the bullets that were "spawned" when the gun fired, AI didn't react to the actual noise made, hence the need for the subsonic ammo for all suppressed weapons. -
Subsonic and Supersonic Rounds [Torchia Tweet]
-Gews- replied to Katana67's topic in General Discussion
It's in there. They were looking into it, I doubt they'll adopt any in 5.56. It's a .22-cal... the other two are much larger and have more purpose. I would bet they've also played around with the .300 Blackout. The Russians seem to have got it right with the 9x39mm. Single chambered rounds are still magazines, and magazines themselves still can only use one single type of ammunition. Single rounds inside magazines are just a digit. They should copy real life, you don't need subsonic ammunition for a suppressor to be effective, even with supersonic ammunition it still reduces the sound considerably, and you get to keep the supersonic's superior killing power, range and flat trajectory. An M4 Carbine produces about 165 dB, with a suppressor that could be reduced to a mere 135 dB. For comparison a Ruger 10/22 (unsuppressed) produces about 140 dB. So to the human ear, even with supersonic ammunition the suppressed M4 carbine should appear roughly 6 times quieter... In addition a suppressor can confuse enemies as to the location of the shooter, since the loudest sound for the target is the crack that accompanies a passing bullet (90 degrees from the shooter's actual position) and which may also reverberate off surroundings. -
Subsonic and Supersonic Rounds [Torchia Tweet]
-Gews- replied to Katana67's topic in General Discussion
This is not the way the engine works, everything is considered a magazine. Magazine = magazine. Clip = magazine. Single rounds = magazine. Changing that would require a bunch of work and so it is not a priority at the moment. Here is a SOCOM solicitation topic from 2013 which states: "Today, there is no sub-sonic ammunition currently type classified for use in the calibers provided by any DoD Service." http://www.sbir.gov/node/385624 and goes on to detail the problems with subsonic ammunition in general and how they aren't currently using any. So I assume that contract was for evaluation purposes. If you see a picture of a soldier with a suppressed 5.56mm weapon - any weapon - he is using supersonic rounds. I don't want to see random, rare, only-used-by-civilians-who-want-to-show-off-their-suppressors subsonic 5.56mm which in all likelihood would also be unrealistically represented, as it was in ARMA 2 - and therefore I treat the lack of subsonic as generally good news. -
That depends what gun you're holding
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Subsonic and Supersonic Rounds [Torchia Tweet]
-Gews- replied to Katana67's topic in General Discussion
Thank God for this... The only gun that would benefit from subsonic would be the 9mm CZ-75. -no military anywhere uses any form of subsonic 5.56 -.45 is already subsonic -the Amphibian uses high-speed .22 which is automatically rendered subsonic as it passes through the barrel and integral suppressor -
For those who don't know: "Crocodiles (subfamily Crocodylinae) or true crocodiles are large aquatic reptiles that live throughout the tropics in Africa, Asia, the Americas, Australia and Eastern Europe."
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It is the same as bullet drop. Only sideways... not hard to figure out. As for being forced into something, it is the same as being "forced into" bullet drop, time of flight or dispersion. If you are shooting below 400 meters you should have few problems. If all else fails, fire one round and note the impact. Adjust. Simple.
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Dayz Anti-Game philosophy, is this still relevant and true?
-Gews- replied to ProGamerGov's topic in General Discussion
Not really. We've all been playing DayZ for ages. It might be an "anti-game" to someone who's never played before, but to anyone else... nope. Too familiar, we're used to it by now. -
handgun sights, knife swings and protector case
-Gews- replied to akafugitive's topic in Suggestions
Unfortunately that's all it is going to do, block your vision... that's why many players remove the carry handles on their M4s. It is hard to represent the advantages of a non-magnified optic in a game, maybe that's what the extra zoom was for. I don't like that approach though. Even adding an accuracy bonus would be preferable to making it zoom... As YorkMorgan mentioned in experimental they have added back in the iron sight zoom so the magnification issue should be fixed, although it zooms less than in ARMA (and also less than it zoomed before). -
Nope, then they wouldn't have added the Magpul and compensators etc... who knows. Chris Torchia said he wanted the guns "to perform as close to their real-world counterparts as possible".
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Why does everything need to be balanced at the expense of realism and authenticity? One may as well say "to keep it balanced it needs to be less accurate"... oh wait... Nope, if it's so good, then they just make it correspondingly rare. But 7.62x54R could be corrosive. The only 7.62x39 right now is based on Brown Bear and Brown Bear isn't corrosive.
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What corrosive 5.56? NATO spec does not allow corrosive primers so it's not military ammo. Who even produces corrosive 5.56? Does anyone at all? And why would the game's 5.56 be randomly corrosive when 99.9% of 5.56 is not?
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Hopefully it has the correct magnification, reticle and adjustments. I hope they don't make it non-adjustable like ARMA 2's version. Like OFP ARMA 2 initially lacked the ability to change the zeroing, all guns had a fixed zero (ie: M107 was stuck at 500m). The SVD reticle was designed with this in mind... When they introduced Operation Arrowhead they added adjustable zeroing but left it out on many of the older rifles. This is why the Mk17 and M110 have zeroing and the DMR and SVD lack it... those older weapons were never updated to OA standards.
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*thigh holster* *drop leg holster* I don't see any advantages at all for a "survivor" using a drop leg rig, I just see a bunch of discomfort and annoyance. The whole reason for using them is if you are wearing stuff like this: which "survivors" are not. Survivors are running kilometers everywhere. That shit would get old fast.
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handgun sights, knife swings and protector case
-Gews- replied to akafugitive's topic in Suggestions
Why? There is nothing hardcore about it. Right now all the non-magnified optics magnify... imagine if in ARMA 2 you entered iron sights, and then held down the right mouse button and zoomed in fully, THAT is where all the red dots put you in DayZ. Limits peripheral vision. -
FNX45 = high-capacity lots of attachments .45 1911 = low capacity less attachments .45 CZ75 = high-capacity lots of attachments 9mm P38 = low-capacity less attachments 9mm It slots nicely into that place the game. And also because it is a common pistol in Europe, the P38/P1 design was produced from 1938-2000 and is a relatively modern design... 1.2 million P38s and 470,000 P1s.
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As always, depends... someone might shoot better with one or the other and you will need a Ransom Rest to find the mechanical accuracy. And of course energy alone does not determine the severity of wounds created.
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I will contest that... 9mm Makarov = 95 gr 1030 fps = 225 ft-lbs 9mm Luger = 124 gr 1150 fps = 364 ft-lbs .40 S&W = 180 gr 1000 fps = 400 ft-lbs .45 ACP = 230 gr 850 fps = 369 ft-lbs 10mm Auto = 180 gr 1180 fps = 556 ft-lbs .36 Colt 1851 Navy = 80 gr ball 1000 fps = 178 ft-lbs .44 Colt 1860 Army = 140 gr ball 850 fps = 225 ft-lbs .56 caliber pistol = 250 gr ball 675 fps = 253 ft-lbs .69 caliber pistol = 390 grain ball 650 fps = 366 ft-lbs ------- .44 Walker = 140 gr ball 1200 fps = 448 ft-lbs .58 1855 Pistol-Carbine = 450 gr Conical 600 fps = 360 ft-lbs .44 Magnum = 240 gr 1180 fps = 742 ft-lbs .50 AE = 325 gr 1400 fps = 1414 ft-lbs -------- .54 Hawken = 230 gr ball 1900 fps = 1843 ft-lbs .577 1853 Enfield = 530 gr Minié 900 fps = 953 ft-lbs .58 1861 Springfield = 500 gr Minié 950 fps = 1002 ft-lbs .450/577 Martini-Henry = 480 gr 1350 fps = 1942 ft-lbs .303 British = 174 gr 2440 fps = 2300 ft-lbs 7.62x51 = 147 gr 2800 fps = 2559 ft-lbs 8x57 IS = 198 gr 2475 fps = 2726 ft-lbs .30-06 Spfld. = 180 gr 2700 fps = 2913 ft-lbs And accuracy depends, pistols might be similar to this era's but modern rifles are equal or better and the best are in another league...
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Because Daryl
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I'm no bowhunter but it looks kind of like an Excalibur Axiom SMF. Weight:6.4 lbs Length: 37-1/8 inches Width: 35-7/16 inches So it is 4 inches longer than an M4 Carbine with stock extended (it is also WIDER than an M4 Carbine is long!) and it is heavier as well. Yup... primary.
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Actually the least dispersion is the Mosin with compensator (no dispersion at all).
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Ah, but in DayZ there is no maintenance, every weapon is 100% reliable at all times, and every weapon and its magazines is equally durable. In addition there is no shortage of ammunition.
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You misunderstood. Wind drift is physics. They should put the basic mechanics into the engine itself, the physics should not change based on what bullet is being fired, the calculations remain the same. Example: they don't give each bullet a different gravitational constant. They put -9.80665 m/s into the engine and it remains the same for all bullets. Wind drift is proportional to lag time. So for a 4 m/s wind at 90 degrees 500 meters: drift = vwind (t500 - t500v) 5.56x45mm: 4 m/s (0.785 - 0.538) = 0.876 m drift 7.62x39mm: 4 m/s (0.958 - 0.668) = 1.160 m drift 7.62x54mm: 4 m/s (0.737 - 0.581) = 0.624 m drift Like I said before, assigning drift numbers to each bullet is like giving each bullets its own acceleration due to gravity: it could work okay if they spend the time calculating the right numbers, like in ACE... but it also presents the opportunity for mistakes, inconsistencies, physical impossibilities, lack of realism, etc. We could end up with wind drift proportional to time of flight (ahh!).