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Everything posted by Castle (DayZ)
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As far as DayZ goes that could not really an option for a lot of people. Since DayZ standalone is going to be steam exclusive and most people have multiple steam games and possibly items you don't really want to sell your steam account. If it'll just be like the Arma 2 key thing (which I doubt it will, but even if it is) there's no way for the buyer to make sure the seller can't suddenly decide to use it whenever they want or sell it to another person. Point is I think a lot more people will be hesitant about DayZ account trading.
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Yeah. Of course. There's no issue with the loot. A lone player going by himself will spawn absolutely zero loot, not even trash on 98% of loot piles. A group of 3 players will spawn 1.8 style loot, often having items respawn in a pile immediately after it was emptied and every single possible loot pile will have spawned something. For some reason loot spawns fine for a solo player shortly after a server restart, but try joining any semi populated server an hour after it's been up and go around solo. You won't find dirt.
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1.8 spawns were kind of ridiculous. A single firehouse often contained up to 5 guns. That being said I think 1.8.0.2 barracks are insane if you have a group of people to fix the messed up loot spawns. Been going around with two friends and about 50% of the barracks we go into have a machine gun, a sniper rifle, and usually 2 other guns. Including one that had a Mk 48, an M4A1 Holo, and two M40A3s.
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Dear Rocket and his team, no private hives, please.
Castle (DayZ) replied to Dekkymane's topic in DayZ Mod General Discussion
To be honest I've never found it any easier to find vehicles on a 500 vehicle server than a vanilla server. Excluding helicopters as the increased helicopter count can make a big difference. -
Dear Rocket and his team, no private hives, please.
Castle (DayZ) replied to Dekkymane's topic in DayZ Mod General Discussion
You have to work for cars in vanilla? Certainly never seemed that way to me. -
Fairly certain it did exist around the time the bandit skin was originally removed as after killing a bunch of them your humanity icon would become extremely happy. By the time humanity was added back to debug and we had turbans it definitely no longer increased humanity though.
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The only animal corpse it's let me take the meat off of in 1.8.0.2 was one where someone else was within 30 feet of it. The rest they were even further away (with one being at least 100 meters) and no gear option. If I'm not mistaken though I'm pretty sure they added something awhile ago so that if you took out an animal with a high powered round (like from a DMR or an M107) it would have a chance to not have meat. I figure it's just applying to the new melee weapons with their high damage. This might have been in some mod of DayZ, I'm not 100% sure. I just think it must be regular DayZ as this would explain my problem.
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Helicopter stolen again... le sigh....
Castle (DayZ) replied to JPWiser's topic in DayZ Mod General Discussion
Admittedly I've never found anything but the Misty Peaks bus spawn doing this, but I've done this many times. Also it's easy for anyone with a helicopter of their own to find the other helicopters. -
What is your sidearm of choice?
Castle (DayZ) replied to meat pie's topic in DayZ Mod General Discussion
G17 because it's all around the best Flashlight helps in dark nights Best sights for aiming Only sidearm with more ammo per mag is the PDW which is impossible to aim because of its atrocious sights Only pistol that could be more useful, the silenced M9, has horrible accuracy and is awful as a result. -
[SA] Deathmessages - yes or no?
Castle (DayZ) replied to Wayze's topic in DayZ Mod General Discussion
To be honest I like those 200-300 vehicle servers (as long as they still have only a couple helicopters) more than vanilla vehicle counts. Why? Because of how painfully easy it is to get vehicles even in Vanilla. When playing DayZ with my friends (90% of the time we play on official hive servers) we are going around with 4+ vehicles, usually including a helicopter, at nearly any given time. The difference in 200+ vehicle servers? We actually have variety to pick with like do we want the blue GAZ or the white GAZ? Do we want the red military offroad or the green? -
There's quite a difference between Russian and NATO ammunition. In case you missed it earlier in the thread, the DMR mags do ~8000 blood per shot and the AKM mags do ~4500 blood per shot (those are both high enough to onehit kill zambodiddlybops without hitting head).
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The M14 knockout rate is actually quite low at longer ranges. You ever noticed how often you get shot by DMRs but don't get knocked out? Yeah sometimes those were actually M14s. The other guns do considerably less damage but the quick firing lets you get your shots off earlier and with less regard to your aim. The M14 is better for killing players than an AK-74, it's arguably better than a standard M4, it's considerably worse than an AKM at close ranges (but better than an AKM if you actually intend not to kill them). At farther ranges it's about who sees who first because if you see them, have good aim, and aim your shots you are going to be able to kill them before they can do that back at you even if all you have is an AK-74. At close range a well aimed pistol shot is better than a less than well aimed M14 shot. As a once twitch gamer I've found that my ability to quickly land a shot on someone's face far outweighs the advantages to having larger bullets. If you like the M14 that's fine, but as far as killing goes it's less efficient in most situations than an AKM is (both for players and zombies). It's easily the best weapon if you don't intend to kill other players; while being more efficient than lower powered rifles against zombies if you don't want to go for headshots (more useful outside of buildings). I've used it many times, I've used other guns many times. Knowing things and calculating what is best and happens to be something I am particularly good at and I don't prefer the M14 because I'd rather have the flashlight on an M4A3, the grenade launcher on an M4 Holo, or the quieter non threatening AK-74. In terms of gun coolness, I think the M14 is the coolest gun in the history of the universe so it's not like I have some personal vendetta against it.
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Generally speaking suppressed weaponry, reduced size rifles (AKS-74U), and SMGs get 200 meters, while assault rifles get 300 meters. http://dayzmod.com/forum/index.php?/topic/148943-bullet-drop-and-lead/ Someone who tested the guns and found that the AK-74 is in fact zero'd at 300 meters and thus there is zero bullet drop at 300 meters. Common military spawnrates (like say a firehouse): AKS-74 Kobra 3.14%, AK-74 3.14%, M14 AIM 1.57% Barracks spawnrates: AKS-74 Kobra 2.26%, AK-74 2.26%, M14 AIM 1.36% As for not hitting dead center at 300 meters, you must not shoot guns in Arma 2 very much if you haven't noticed that pretty much every gun ever has no side spread when aiming down the sights. I ain't got time to debate with people who don't know shit because if they don't know shit then the basis for their "arguments" are often flawed. Liking the M14 over an AK is a preference, it's not better. It's not like the Mk 48 vs M14 where the Mk 48 is literally a better M14. There are tradeoffs to using an M14 versus say an M4A3 CCO or an M4A1 Holo.
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Found one of the best servers so far.... imo
Castle (DayZ) replied to beavis_5000's topic in DayZ Mod General Discussion
1.7 came june 2012. Difficulty just means settings like peripheral vision, 3rd person, waypoints, etc. It has nothing to do with zombie difficulty. Veteran CH:ON just means veteran settings modified to have crosshairs enabled. http://relay.pp.fi/Gamesave/Arma%202%20Combined%20Operations/Difficulty.html -
Found one of the best servers so far.... imo
Castle (DayZ) replied to beavis_5000's topic in DayZ Mod General Discussion
Someone didn't play DayZ pre 1.7. Oh those days back when you couldn't lose zombies, they ran 1.5 times as fast as you, your guns alerted them 200+ meters away, far more of them spawned, and they respawned faster than you could kill them. And people still killed everyone else. Good times. -
[SA] Deathmessages - yes or no?
Castle (DayZ) replied to Wayze's topic in DayZ Mod General Discussion
They both did. It was originally removal of sidechat but not deathmessages. Most servers figured out how to bring side chat back then we lost death messages and people didn't like that. Eventually Rocket figured out how to make it so people couldn't re enable sidechat or death messages and poof went everyone. -
[SA] Deathmessages - yes or no?
Castle (DayZ) replied to Wayze's topic in DayZ Mod General Discussion
Removal of death messages upset players and caused player decline. It was added back in. We've been through not having them, it's better to just leave it as an option for people who don't want it and people who do. If so few players don't want it that you all have to play on the servers with it, that just means that keeping it in was the right option. If it's the other way around then you still get your cake and eat it too. If you've never had a laugh because of a death message I don't believe you've actually played DayZ. -
Hahaha oh my god. 1. The guns are zero'd to 300 meters by default. At 300 meters you hit dead center. 2. The AKs have the absolute best iron sights in all of Arma 2, and the AK-74 can come with a Kobra sight which is just as good as a CCO that you'd find on an M14. I'm not even going to read the rest of your post, just leave.
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[SA] Deathmessages - yes or no?
Castle (DayZ) replied to Wayze's topic in DayZ Mod General Discussion
To be frank: What you want is the feeling you had back when you started. It's not coming back, not ever, and you had it despite side chat and death messages existing meaning they don't stop it from happening. Side chat and death messages didn't stop the tense moments, the adrenaline, everything we felt over things when we were newbies. Side chat and death messages offered a great amount of relief when it came to cooling down from the adrenaline. They offered something you could watch during the 30 minute run from town to town. If new players were forced into DayZ with no idea where anything is, what to do, getting attached to what little they can find and getting into adrenaline inducing tense moments with no way to break it they'd simply get worn out and relate that worn out feeling with DayZ. DayZ didn't have a big popularity boom after those were removed, it began the sharp popularity decline. Which is why they were added back in. I'm not against being able to disable them because not everyone likes the same thing, but there's no good reason to deny players the option of enabling them. It has already been tested and proven that we liked having them more. -
As a guy who knows how to get places fast and concealed I rarely have to shoot anyone >50 meters away. Dealing with people really far away is more about who sees who first than what gun you have. If you have a good aim and an AK-74 and you see someone 300 meters away before they see you, a DMR isn't going to save them. I legitimately cannot think of a situation where the guy who shot first lost without a third party being involved or him missing long enough to lose the guy and the guy coming back with a better vantage point. I also lost count of the number of times I took out people with mega rare guns using only a 1911 or Glock (which happen to be where the vast majority of my kills come from) because in DayZ it's 50% headshots, 50% tactics, 0% what gun you have.
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Sa58 and G36K which have short and long range optics don't require you to even have two guns. M4A3 CCO/M4A1 Holo share ammo with the M16 ACOG allowing you to do that with them as well. And the AKM / Sa58 fire 3 shots before it even registers that the person you shot was even shot in the first place, and if you shoot a second time with the M14 that's also faster. Making the knockout irrelevant. Stanag, AKM, and AK mags are also all very common. Mk 48 boxes are way common enough that you can go around with 8 or 9 of them at a time if you get one of those. The gun has no reason to not be a common military spawn. There is nothing special about it that makes it better than other common military spawn guns, while it is an inferior version of the rare military spawn Mk 48. It should definitely be found in firehouse / common military if the Mk 48 is found in barracks / helicopter crash. Hell the only reason to give it a rarer spawn rate than AKs is just because we players expect AKs to be more common here in Chernarus than US Military weapons.
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Does anyone else think the tractor is hilarious?
Castle (DayZ) replied to Jex's topic in DayZ Mod General Discussion
That video is after the ATV change that made them not the worst vehicle in the history of time. That is the destiny of crossing a bridge on an ATV. They still flip over from sharp turns, you can just flip them back now. Sometimes after 5 or 6 attempts before it really works. -
Does anyone else think the tractor is hilarious?
Castle (DayZ) replied to Jex's topic in DayZ Mod General Discussion
There is only one outcome Maybe two. -
An AKM can fire 3 shots before an M14 can fire two. Since an M14 shot doesn't kill without hitting the head, it is therefor inferior to the AKM in terms of killing other players. The M16 can come with an ACOG or grenage launcher, the M4 can come with a sight AND a grenade launcher or a silencer and a sight, or a sight and a flashlight. The AK-74 is admittedly less impressive because we don't have the GP-25 or PSO AKs, but we do have the AKS-74 Kobra which provides you with a good automatic weapon, plenty of ammo, and a good sight versus the semi auto M14. The Sa58 comes in various forms while having the power of an AKM. An Sa58 CCO is arguably way better than an M14 due to having both the sight and superior killing power. The Sa58 RCO comes with ranged optics and backup irons, while the G36K comes with long range and short range optics. The M14 isn't a bad gun, it's certainly useful, but it's inferior to the AKM/Sa58 at what the stronger bullets could let it do. The Mk 48 then just spits all over it by being an M14 with automatic fire and 100 shots before reload.
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[SA] Deathmessages - yes or no?
Castle (DayZ) replied to Wayze's topic in DayZ Mod General Discussion
The problem with saying "death messages are used to confirm," is that there's quite a few other ways to confirm it that are just as handy. Even if you're removed everything you have to confirm if the unconscious damage bug is fixed everyone will just shoot you in the head after you're down if they're too far away to hear the flies. The death messages plus side chat have been a great source of comedy throughout the year and I think it should be an option to have them enabled.