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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    Update 1.20 general discussion

    I don't like the changes to zoom (eyesight) while sprinting. Zoom was already reduced from ARMA 2/3, now reduced more. I don't think it's so realistic to obscure your vision while sprinting, if I run in real life I don't suddenly have half the vision as if I was walking (you can try this at home). In my opinion it would make more sense for the zoom to reduce when you TURN your head past a certain point while you are sprinting, just because in real life you can't practically look steadily behind you while running full speed across a field or forest... But most of all, it's distracting and annoying, instead of seamless gameplay you notice this annoying zoom in and out.I hope this new feature is removed or at least made into server option. It feels worse to play!
  2. It's bizarre, because in many ways the game is very hardcore. The permadeath was always "hardcore" but it's also the mechanics. For one example, loading ammunition round by round into your magazines, having to take the magazine into your hand to do it? Even Tarkov doesn't have this. Then you look at the weapon ballistics and it's just complete nonsense, hardly based on real life at all. Same or worse as in games like PUBG and Battlefield 1. Both those titles have correct muzzle velocities, by the way. Why do they make some stuff so "hardcore" and other stuff you would expect to be "authentic", like ballistics, it has no relation to real life? And by the way, it used to be realistic values. The development direction is extremely inconsistent! From data on WOBO's tools, left some out... Pioneer 977.5m/s this weapon has a shorter barrel than "AUR A1", but it's shooting 255 m/s faster. Over 800 feet per second. In real life this would result in 83% more kinetic energy. LOL! CR 550 Savanna should be about 860-865 m/s. M 70 885.5m/s should be about 870-875 m/s. SSG 82 880m/s should be about 980 m/s. It's right there on Wikipedia. AUR AX 850m/s too slow, should be about 940 m/s. LE MAS 850m/s should be about 940 m/s. M16 850m/s why are they all so slow? Should be about 940 m/s. Mosin 9130 824.25m/s should be about 860 m/s. Blaze 808.5m/s slow, should be about 860-865 m/s. VSD 785m/s too slow, should be about 835 m/s. CR 527 768m/s too fast,18.5" barrel, should be about 730 m/s. KA 101 765m/s again so slow. should be about 900 m/s. Extra couple inches barrel vs the M4. M4A1 765m/s sloooow. Should be about 880 m/s. AUR A1 722.5m/s this 5.56 weapon has a 20-inch barrel, why did the devs give it AKM speed? Should be ~940 m/s. KA 74 704m/s should be 900 m/s. SK 5966 704m/s should be more like 750 m/s. LAR 693m/s extremely slow! should be more like 840 m/s. BK 18 672m/s extremely slow! should be more like 760 m/s. Longhorn 616m/s extremely slow! should be more like 780 m/s. KAM 576m/s crazy slow. Some air rifles are faster. Should be 715 m/s. Repeater 550m/s this one is actually correct for 158 gr ammo. KAS 74U 501.6m/s should be 735 m/s. Deagle 440m/s this is not bad. Sporter 22 425.5m/s not outlandish, but pretty spicy, I would put about 375. Magnum 396m/s again not bad. Derringer 352m/s and again! it's not bad! Sawed Off Magnum 352m/s should be NONE. The existence of this weapon is moronic. CR 75 350m/s not too bad. Mlock 91 350m/s not too bad. CR 61 Skorpion 345m/s too fast compared to IJ 70, barrel is not that much longer. Maybe +15-20 m/s. VSS AP 320m/s not a big deal, should be more like 290. P1 Pistol 315m/s it's way too slow, longer barrel than "Mlock 91" or "CR 75" but it's 45 m/s slower... MK II 314.5m/s way too fast, this pistol actually has a very short ported barrel under that silencer... it should be around 260-270 m/s, IIRC. IJ 70 300m/s not bad. VSS 280m/s not bad, would put 290 again. USG 45 273m/s not bad. Kolt 1911 260m/s not bad. But then if you sort that out you can examine "authenticity" problems with the health damage, SHOCK damage, armor damage, air friction (ballistic coefficient)... oof.
  3. The answer is that the base velocity of 770 will not do the full damage of the .308. The Blaze has 1.05 multiplier so v0=808.5 m/s. The typicalSpeed is 940 so it means the 150 damage (and penetration) occurs at 940 m/s. But the defaultDamageOverride is at 0.9, so the damage dropoff only begins at 0.9 x typicalSpeed = 846 m/s. So you also have the 150 damage at 846 m/s. And 808.5 / 846 x 150 = 143.35. Slightly different from WOBO tool number. I DID NOT test this weapon in game. But that's your answer.
  4. -Gews-

    Let’s talk about the M4

    I found it a long time ago but didn't know why, someone else reported the actual cause on Feedback Tracker. It's because the player simulation is run at 30 Hz. So the interval between shots must be a multiple of 30 Hz.
  5. -Gews-

    Let’s talk about the M4

    The official rate of fire is "700-950 rpm". I checked 8 random videos of US Army soldiers firing M4/M4A1 on full auto and the average cyclic rate in those was 780 rpm, the video with the lowest rate at 731 rpm and the one with the highest at 835 rpm. 780 rpm is closer to 900 than to 600. Maybe if there is a "DayZ 2", the developers will figure out a way to put a rate of fire between 600 and 900 rpm. It must be a difficult task, but I think some other video games can do it. Maybe I'm wrong!
  6. -Gews-

    Zeroing on certain weapons

    This sight came in the same patch as the Model 70 (Tundra), so I can only assume they set 200 m because it is reasonable for .308? Especially for military weapons. But on .22 Sporter it doesn't work well so it should be changed to minimum 100 or even 50. This combo of weapons and sight also results in zero dispersion in current version of DayZ (🙄🙁😤😡) so that cannot be blamed. I tested in Community Offline Mode, this should be the highest point of the bullet with CR527 + 200m zero. I have had a couple annoying misses so I would say, try to aim at the chin or mouth height under 200 to make sure. If you aim at eyebrow level it could go over.
  7. -Gews-

    Zeroing on certain weapons

    I don't think there is any good reason, doesn't make sense to me. The question should be, why can we "zero" that scope at all? But just aim lower. The bullet from those two weapons at sub-200m distance should only should rise to the player's eyes if you aim at their lips. Not a big deal.
  8. -Gews-

    More shotgun ammo types

    I made a post but it was automatically hidden until approved by a moderator. That's a first. I won't hold my breath, so: Birdshot has two problems: 1. too many pellets! A 1-1/8 oz load of #7-1/2s contains about 375 pellets! you can reduce it. but not realistic. realistically useless outside very close range. 2. brain. any damage at all and the player is killed. So you can make 0.5 damage per pellet but it will still have a good chance of killing someone if a single one hits their head. And as mentioned birdshot has many pellets. Fragmentation (segmented) slug is redundant and uncommon ammo type, regular slug of any type is already devastating (at least, it should be). Armour-piercing slugs of any kind is extremely uncommon and are not actually used by anyone because armour-piercing bullets work better = unrealistic. Just my opinion, exotic shotgun ammo is not realistic to find. What I would want is redoing of this crappy pumping animation. Incredibly slow! It takes over 1.5 seconds per shot! Not only that, but you have to do awkward key combo and time it right to achieve that rate of fire. And while doing it your sight picture is broken each time because that's just how DayZ works, but also the character points the gun to the sky... I also think slug should have at least 150 damage. It does only 110.
  9. Yes, IIRC Sumrak said this basically cannot be fixed. Just have to deal with.
  10. -Gews-

    More shotgun ammo types

    Birdshot has two problems: 1. too many pellets! A 1-1/8 oz load of #7-1/2s contains about 375 pellets! you can reduce it. but not realistic. realistically useless outside very close range. 2. brain. any damage at all and the player is killed. So you can make 0.5 damage per pellet but it will still have a good chance of killing someone if a single one hits their head. Fragmentation slug is redundant and uncommon ammo type, regular slug of any type already has enough damage. Armour-piercing slugs of any kind is extremely uncommon and are not actually used by anyone because armour-piercing bullets work better = unrealistic. Just my opinion, exotic shotgun ammo is not realistic to find. What I would want is redoing of this crappy pumping animation. Incredibly slow! It takes over 1.5 seconds per shot! Not only that, but you have to do awkward key combo and time it right to achieve that rate of fire. And while doing it your sight picture is broken each time because that's just how DayZ works, but also the character points the gun to the sky... I also think slug should have at least 150 damage. It does only 110.
  11. -Gews-

    STOPPING POWER!

    5.56 can cause an impressive wound at close range because it tumbles and breaks apart, which is better than 5.45 which only does the first half. But even at ranges where the bullet doesn't break apart it still is likely to tumble like 5.45. Which is more "tumbly", I don't know. And you have factors like M193 vs SS109 (or even M855A1) and 7N6 vs 7N10. Check https://pubmed.ncbi.nlm.nih.gov/6708147/ FAL is 21 inches, Winchester is 25 inches (it is "Alaskan" model which doesn't actually come in .308, because "Alaskan" has iron sights). If we were comparing muzzle energy among .308 weapons it would look very much like this: "Tundra" 25-in barrel: 100% "Blaze" 22-in barrel: 96% "LAR" 21-in barrel: 94% "Longhorn" 15-in barrel: 81%
  12. -Gews-

    STOPPING POWER!

    If we were being "realistic" they would have some kind of consistent formula and plug the real life numbers in to get a DayZ damage value out, versus randomly picking numbers. Not sure why you put 5.56 in "3rd tier bleed damage", it fragments unlike 5.45. I think bleeding and shock should be proportional to damage. This is the energy of rounds and that is the starting point when considering what to put for "realistic" damage.
  13. -Gews-

    New engine

    No.
  14. -Gews-

    Firerate buff

    Because of the way they designed the game they can either make it too high or too low. 600 rpm or 900 rpm. In reality it should be in between. The 9x39 AP doesn't go through plates. Only through soft armour like a PASGT flak jacket or level IIIA vest. But that soft armour would still stop 9x19 from MP5.
  15. I like Namalsk survival server where the food is rare and you need to unfreeze it. You spawn cold and get colder fast. Ignore your stats and die quick. A bit annoying to get started. But it just felt like what DayZ should be like.
  16. -Gews-

    Debate on hit markers

    Nothing unrealistic about a hit indicator, in general. Usually the hit itself has been pretty obvious in DayZ. Unrealistic is when a player with a minor cut could bleed half to death without noticing it because the game only gave a tiny chevron to inform him.
  17. -Gews-

    Debate on hit markers

    I just want server owners to have the option to disable the directional indicator. Not even the hit indicator entirely, just the directional part. And I'd choose to play on those community servers.
  18. -Gews-

    1.15 Experimental Release

    If someone lobs a silent bullet into your character you shouldn't know the the shot came from your 11 o'clock. If you weren't at least wearing a plate that stopped the bullet, you shouldn't even know the general area you were hit from because you probably have two holes and an even bigger hole in between them. Knowing where it hurts makes sense, knowing the location of the shooter doesn't. The feature is pointless for melee because you already know where you are being hit from. Can see them? In front. Can't? Not.
  19. Of course, it would work in ARMA, not in DayZ. A great new feature! No fire rates between 600-900 rpm or between 900-1800 rpm? Who thought it was a good idea to construct the game in such a fashion?
  20. Good god. Well that's an entirely terrible design. I reported this as a bug on the feedback tracker last year, but no devs replied to my ticket. These were my findings:
  21. M4A1 seems about 900 rpm. I'm not downloading experimental right now to check the exact figure. Probably reloadTime .066 or .067. I think it's a bit fast. The official rate of fire is "700-950 rpm". But more typical would be around 750-800 (.075-.08). In other words slow it down by 10-15%. Saiga is going around 450 rpm. Looked at some videos, seems most are around 500. Some a lot faster. The real rate of fire should be semi-auto, as Saiga doesn't offer a select-fire version. Those are custom creations by Americans.
  22. Can't have community DLC without creators to make it. And so far (apart from Namalsk + Namalsk Survival, which is free, and created by a longtime ARMA modder and Bohemia employee), I can't think of ANY mod for DayZ which is of the appropriate quality level and/or scope. The DayZ modding scene does not yet have mods of the same quality as the ARMA modding scene. There is no DayZ modding team producing mods of the same quality as Global Mobilization or CSLA Iron Curtain, or as the free RHS mods, ACE3, and so on and so forth. And the ARMA community DLCs are a lot more than simply a map.
  23. -Gews-

    Sniping in dayz is too easy

    And you get a 30-40% drop in framerate. Depending on map/hardware could even be a LOT worse than that. Apart from frame drop I'm not sure how this is harder than black borders. To make it harder? What I would like to see, for starters I would remove "zeroing" on hunting scope, because it doesn't work like that IRL. Same with ACOG. Second, make people zero in mil clicks instead of simply choosing a range. You would need to know the amount of clicks to set for a certain range for the weapon you are using, except on scopes that have turrets with marked ranges for certain weapon (PSO-1 on SVD, PU on Mosin). Third, simple wind drift mechanic would be nice, nothing fancy, even one wind over whole map, HUD indicator to estimate current wind speed / angle. Fourth maybe barrels heat up as you fire multiple rounds, point of impact starts to walk and the accuracy goes down. None of the above will actually happen.
  24. -Gews-

    My opinion on DayZ gamebalance

    Dispersion is not a big deal. Scope on M4 only inreases accuracy by 33% from iron sights, not double. And even with carry handle sights, or no sights, it's still accurate enough to "snipe". Check the dispersions: M4A1 Carbine in ARMA 2: 0.00175 M4A1 Carbine in DayZ: 0.0015 (carry handle sight) M4A1 Carbine in DayZ: 0.0010 (ACOG) DayZ is more accurate if you have any kind of iron sight. Even if you take iron sight off it's only 14% difference. AKM in ARMA 2: 0.0018 AKM in ARMA 3: 0.00145 AKM in DayZ: 0.002 AKM is less accurate than ARMA. But by 11% more than ARMA 2 not a big difference. Even 38% more than ARMA 3 not crazy. And unlike those games you can put PSO-1 on, that makes it 31-44% more accurate than ARMA games. If you also put suppressor on it's 66-72% more accurate than ARMA games. These numbers don't make much sense for realism. But in terms of hitting, there shouldn't be major accuracy problems to 250-300 m for AKM and 350-400 m for M4A1 with the iron sights. And people are tiny at those ranges in this game. Which brings us to the real reason you can't hit at long range with iron sights in DayZ. In ARMA 2/3, you get 66% more "eye zoom". 300 m in ARMA looks like 500 m in DayZ. And you don't have a time limit based on breath in ARMA because it's your character's eyesight and that doesn't make sense. In DayZ they reduced your vision for some reason so you can't see at long range and without a scope you only have a few seconds to make the shot before eyesight zooms out again. Super annoying. You should have seen the early dispersion of this game. The M4 could not make reliable headshots past 15-20 metres and hitting a torso-sized target at 100 m was about a 1-in-4 chance.
  25. -Gews-

    is favoring of donors ethic ?

    I don't follow these sort of things, but I thought providing gameplay advantage to donors was against monetization rules.
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