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Everything posted by -Gews-
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It would be cool to have internal hitboxes for organs, along with penetration through the body. They won't do that for various reasons but right now damage effects seem better than the mod for the most part. I'd prefer it if leg shots never killed outright, at most they should result in rapid bleeding to death and perhaps unconsciousness. No t-shirt bandages for arterial bleeding or serious wounds. I think the screen visuals and all sound should end the instant your character dies, but your character shouldn't die completely instantly in many cases, so it would be fade to black. I also think it would be cool to have more of a chance-based damage system so a bullet from any gun could result in a 1-shot death, whether instant or prolonged, instead of "caliber x always does y damage at z location".
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Of course I'm aware. I suspect he was only maybe 300-400 meters away since the sound doesn't travel very far at the moment. Thing is, that doesn't matter - if I had been shot 2-3 times in real life, I wouldn't be jogging several kilometers taking out zombies with a fire axe and then totally fine 15-20 minutes later, so that felt pretty unrealistic to me.
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I measured the model, the window is about 1.8 by 2.2 meters. That means the spread pictured here is about 1.95 by 1.95 meters, a circle around all the shots measures about 2.20 meters in diameter. Assuming this is at 800 meters, that means the following approximate dispersions: 2.20m at 800m = 0.00275 1.95m at 800m = 0.00244 The dispersion of an unmodified Mosin is 0.0025. Feel free to draw your own conclusions :lol:
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No. If anything it needs to be increased, my character got shot 2-3 times by some sniper with an M4 and he was totally fine. He shouldn't be totally fine.
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Finally found a ushanka.
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I'm not talking about all available scopes, there are many scopes with all types of reticles. I'm talking about this particular scope. It should have a mil or MOA reticle, better if it matched the turrets. Very large... LOTS of elevation. More than most. The turrets are massive, the scope is very large as well. Again almost nobody would buy that kind of scope with a simple crosshair or duplex. We will be getting this scope eventually. A hunting scope is a way more appropriate choice for a duplex reticle. After we get this the long range scope should be much rarer top-end loot and this should replace it for most distances.
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Please do some research on optical sights and what different features are suited to what different uses (and offered by companies that make them) before telling others to do research. :rolleyes: That is very obviously a scope intended for long range shooting and the vast majority of those will have mil or MOA reticles, or ballistic reticles, many companies wouldn't even offer a simple duplex on such a scope. I'll try it when I get a long range scope. When zeroed at 100m it should only drop about 1 meter at that range, and 1 meter at 400 meters is 0.0025 radians, which just so happens to be the dispersion of the Mosin, so perhaps that has something to do with it. Over 22 MOA of elevation per revolution and it's gonna have a duplex? Nope.
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I see why you want it. But it doesn't make sense, so nah. This is a weapon for ArmA 3's sandbox and the FDF mod.
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Don't want RPG-like character classes or attributes in DayZ In a perfect world any helicopter would be fully simulated and you'd actually have to learn all the instruments and controls, same with everything else, no need for classes. Oh daydreams.
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Any rifle that you can buy for $75 isn't gonna be much of a performer in the accuracy department "The M4's main issue is that it's inaccurate without bipod, and has no high-powered scope. This gun will resolve this, plus the bullet will most likely have a shorter travel time. I'm in love!" This is very optimistic... the bullet should have a longer travel time at any distance and the SKS and variants aren't known for their accuracy. "Zeroing" would also be laughably bad, I posted on here a couple times that the AKM in ArmA 2 said it zeroed to 800 meters, but the bullet actually went just under 1,100... put a long range scope on an SKS and the zeroing system would simply break down in the same manner (the same problem was present in ArmA 3). This is assuming they change the ammunition and aren't planning for all weapons with a 7.62mm bore to use the same cartridges.
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I think: -only a few players really wanna see zombie children -the great majority of players don't care much either way -the rest don't want to see them, and neither do government regulators or parents -there are more important things to be spending time on That's why.
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I want to see weapons fixed, pretty much everything that could be wrong, is wrong about them right now, and it annoys me since that's always been my pet issue. And then disappearing bodies, combat logging, server hopping, and more zombies, about in that order.
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I never gave this too much thought. But thinking about it now, this is unacceptable. The long range scope should DEFINITELY have a mil-dot reticle. The upcoming Zeiss (?) hunting scope should be the one with a simple duplex. Look at the scope: Very large target/military-style elevation and windage turrets. This is clearly intended to be capable of long range shooting. It should have a proper reticle for long range shooting, nobody buys that kind of scope and orders a simple crosshair on it. In most cases a crosshair would not even be an option offered! As for how to zero, you just have to estimate. But this has gotta be changed.
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Unconfirmed Weapons from official Russian Wiki
-Gews- replied to Ultramarine Neko's topic in General Discussion
Mmm hmm. Notice the M59/66 is missing it's folding bayonet <_< presumably it will have a regular bayonet instead (which AFAIK didn't exist). -
Unconfirmed Weapons from official Russian Wiki
-Gews- replied to Ultramarine Neko's topic in General Discussion
These are all correct, and they ARE the actual models we will be seeing. :thumbsup: -
It has a folding bayonet. It's supposed to come already attached. However in-game it's an attachment, which I suppose you'll have to find. It also looks like they've made a fictional bayonet instead of using the real one. The blade appears the same, but it seems to have a knife-like handle and I expect it won't fold.
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Could be wrong, but looking at the texture, it kinda looks like it's a Yugo SKS... huh. I see what appears to be a muzzle brake (looks like the grenade launcher had a bunch of holes drilled into it) and part of the grenade launcher sights. Also it seems to have night sights. Yes, it's almost certainly a Yugo SKS. I tried to make one of those a while back so I recognize some of the pieces. My model was pretty basic.
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Yes, now also modified by attachments. Edit: also, probably... but then again, the boxes only say "7.62mm ammo", not "7.62x54R". DayZ currently doesn't have any "realism" in regards to the guns either, I mean, literally nothing is correct about them. So it is worrying.
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It depends on the armor, but any armor unable to stop 7.62 ball isn't going to stop 5.56 ball either. Blunt injuries are still better than having the bullet pass through. Also even with plates damage can occur. Also soft "civilian" armor intended for use against handguns won't result in blunt injuries from a 7.62mm, it will just go right through, same with 5.56mm and most rifle calibers.
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Nope, all those properties are in the projectiles and magazines. I don't think they should dumb down ammunition to make it easier to find it. Most people seem to want it to be harder to find. Rocket put blood types in, I would be disappointed if we didn't have ammunition types.
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Why not? Body armor stops 7.62 all the time, and the standard 5.56mm is supposed to penetrate armor better than standard 7.62mm, because it has a steel penetrator whereas 7.62 ball does not.
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class SKSBase : Rifle { chamberedRound = "B_762x51_Ball"; magazines[] = {"CLIP_762_5Rnd", "B_762x51_Ball_Single"}; }; class Mosin9130Base : Rifle { chamberedRound = "B_762x51_Ball"; magazines[] = {"B_762x51_Ball_Five", "CLIP_762_5Rnd", "B_762x51_Ball_Single"}; };
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Stop with the "This weapon doesnt belong" posts.
-Gews- replied to bassist05's topic in General Discussion
Ya... sorry, no. Just because the game is fictional doesn't mean anything is appropriate or believable. -
Yes, right now it would be like a DMR or M14 because it uses the Mosin's 7.62x54R ammunition.
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The M4 sound is very bad, along with the ballistics
-Gews- replied to [email protected]'s topic in General Discussion
The damage needs to be increased, it's still pretty bad judging from when my character got shot two or three times by a sniper the other day. I wasn't even badly injured. I'm kinda wondering how you checked that. DayZ-----------"Real" 0.23m----------0.30m 0.62m----------0.73m 1.26m----------1.43m 2.27m----------2.47m 3.76m----------3.99m 5.91m----------6.16m 8.90m----------9.21m