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Your DayZ Team
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Everything posted by Cap'n (DayZ)
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Ammo Calibration : Poll & Discussion
Cap'n (DayZ) replied to stielhandgranate's topic in General Discussion
Still, will 5.45x39 be an option? It's a pretty ubiquitous cartridge, it's chambered in practically every service arm of the Slavic world. Agreed? Because if not, I'll feel very betrayed. So would the lore, as the CDF use the AK-74. -
Some questions regarding the AK-74
Cap'n (DayZ) replied to Cap'n (DayZ)'s topic in General Discussion
While I understand the concern Shadow...the model still looked pretty good. They first showed a screenshot of it alongside the Blazer model, and that was a LONG time ago. And the Blaze looks fine. I just want a definitive answer from someone. -
Some questions regarding the AK-74
Cap'n (DayZ) replied to Cap'n (DayZ)'s topic in General Discussion
Why, exactly? -
While I agree with everything being said, I still have one question... Whose down with more CDF gear? The sweet ass autumn TTSKO from A2, the flak jackets, the modular US chest rigs from Vietnam, the helmet with radio headset..so much more cool stuff we don't have. The CDF are fucking sweet.
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CR75 Worthless and Equip Weapons a Hindrance.
Cap'n (DayZ) replied to Insane Ruffles's topic in General Discussion
I like the current CR75. The name was not actually a poor attempt of avoiding trademark issues with CZ (but it sure helps), but as a sort of addition to the current lore. Torchia said Chernarus+ rides the back of ArmAverseum lore, so we can assume that the CR is a replacement for the Makarov in the police and CDF use. So, there is a flimsy but acceptable excuse for the absence of the Makarov. Besides, it seems that Chernarus as a whole has grown quite a bit since A2 and the mod. -
Not again. We've seen this before. A million damn times before.
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Yesterday I played the Mod after 200 hours of Standalone.
Cap'n (DayZ) replied to Bambi Population Control's topic in DayZ Mod General Discussion
Alright: How would you describe the smell of unwashed gym shorts? -
Yesterday I played the Mod after 200 hours of Standalone.
Cap'n (DayZ) replied to Bambi Population Control's topic in DayZ Mod General Discussion
I don't like your attitude. I guess it's the "cool" thing to diss on standalone and leave for the mod (much like another community I will not name), but I really could care less what you think. The mod was good, and the standalone is a continuation of the mod, and it's in the early testing stage. I'm sure you'll all be gone when it's released. Good riddance, spigot. -
Anyone else think DayZ should switch engines?
Cap'n (DayZ) replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
It's pretty simple why they keep it. Bohemia knows the engine inside and out, and it really suits the game well. Huge terrains, real time light cycle, the best ballistic model in games period, oh, and it looks good too. Pretty much perfect for DayZ. -
Hey, the Chernarussian Defense forces had quite a few T-72's. Wouldn't be too implausible to find one left around. Ammo should rare as shit, and they should guzzle fuel accordingly. It would be something for well equipped, well prepared groups who've finally found a foothold, and wish to wreck the competition.
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The challenge and saga of Zombie Pathfinding
Cap'n (DayZ) replied to SmashT's topic in News & Announcements
This is GREAT to come back to, as I've taken a hiatus from the community, mainly out of resentment from the complaining in the community. The new camo looks great, and our fellow CHDKZ Chedaki cosplayers will finally be properly dressed. Now us CDF cosplayers can murder you comfortably. Also, everything looks great. Most rewarding hard-on ever. -
Alright, ever since the introduction of the SKS in the last major patch, we now have two major intermediate, medium ranged weapons, which tend to be used about equally. Because they're arguably the two most popular choices for a primary weapon, I thought I might as well compare them. In the first corner, we have the M4. It's been around since release, and it is a love and hate relationship. Attachments are plentiful. ACOG, two red dots, and two different iron sights? Nice. A variable rainbow of magazines and handguards, with the added plus of fair commonality in military bases. Seems like a solid choice, right? From my experience, it depends. First of all, I'm being blunt, it's accuracy is absolute shit. Sort of negates the need for an ACOG, when I can't hit jack diddly past 150m. Me and a friend once came under fire in the Balota ATC by two men armed with M4's, both on opposite sides of the airfield. They both emptied roughly 30 rounds, before we went prone, and another 90 while we layed down. Missed every shot. We proceeded to go downstairs and make a run for the other side of the airfield. Again, they both fired for about 30 seconds and missed terribly. They were still kicking up rounds at our feet when we got past the fence. In my mind, this is absolutely pathetic. It's also hella rare to boot, and the sight of it alone labels you as a KOS'er. And in the other corner, we have the SKS. Fairly new, it was introduced in the last major patch. Unlike the M4, it's ammo is moderately rare, and it doesn't have a whole lot of attachments. We do have the PU scope, which makes a nice medium range optic, and the bayonet, which is pretty much useless. It carries a measly ten rounds, which is still better than that of the Mosin or B95. While it lacks the accuracy of the Mosin, it still shoots better than the M4. Despite the low capacity, I can still manage to squeeze of ten rounds in a very short time. At medium range, this thing dominates. With it's improved accuracy, higher damage and range, it beats the M4 past 50 meters every time. Plus, it's not too difficult to find in military and farm settings. In my mind, the SKS is superior to the M4. While lacking the capacity and attachment choices, it still has better range, accuracy, and damage. It can even hold it's own fairly well in urban environments. So, what are your thoughts?
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Walking Dead Zombies vs 28 Days Later Zombies
Cap'n (DayZ) replied to ZoroX (DayZ)'s topic in New Player Discussion
Personally, slow zombies do not scare me. They're shambling corpses who couldn't outrun my grandmother, and could be dispatched with EASE. Running zombies however, present a problem. You can't shake the fuckers without zigzagging through street corners. Even then, you'll run into another two around the bend. I remember when I was eight, when I first saw 28 days later. I was scared shitless, and from then on, walking zombies were sort of easy (to me, at least). Besides, Bohemia is going for an "authentic" bend with this. It would be more "realistic"(in the sense of, plausible, however insignificant), and Bohemia is about authenticity and realism. I say keep em'. -
Yep, I said it. With my experience with the new patch, the combat knife is better in my opinion than the fireaxe on zombies. I came across this revelation screwing around at the International Airfield. There it was, pristine combat knife in the ATC. Grabbed that sucker, ran outside, and went nuts on the local population. Little did I know, it was actually GOOD. It'll take two hits to the head from the front if they're aggroed, and the first knocks them down, which makes the follow up a lot easier. But a headshot from behind, non-aggroed, is a one hit kill. So this knife actually rewards stealthy gameplay. Sneak up on zombies, stab in the back of the head, and viola! Problem solved. After finding this, I dropped my unwieldy fireaxe and continued on with my new melee of choice. And that is not its only advantage. It can be used with ease in close quarters. I can't hit shit with an axe indoors, so this suits me well. Another advantage; you can HIDE it! Alright, you get held up by a loot hungry bandit. You drop your rifle, your spoils, and have nothing left but the clothes on your back. And that shiny new knife! Now, wait for him to approach to handcuff you, and stab him in the eye! So, with the .44 patch, the M9A1 Combat Knife is one of the best melee options in the game (in my opinion). Thoughts?
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Alright, I am finally concerned about the standalone
Cap'n (DayZ) replied to JimmyGate's topic in General Discussion
I don't think the average person can understand or accept the concept. -
M9A1 Combat Knife: The new fireaxe
Cap'n (DayZ) replied to Cap'n (DayZ)'s topic in General Discussion
I actually have run into two or three. One actually managed to cuff me and put a bag over my head. I sat there struggling for thirty or so minutes before I managed to break free. The other two, both ended up bleeding heavily and unconscious. They didn't think that I had a kitchen knife stowed in my pants... -
I spawn Three Valleys, then I'll head up and loot Msta and Staryoe for basic starter loot. After that, I'll take a detour through the forest west until I hit Mogilevka. I'll loot that, hopefully get a pack/gun/food/water and any other necessities, and I'll pass through Vsyhnoe and Rog. From then on, I'll cut across a few fields and meadows to reach Pustoshka, and then head through Lopatino. After that, I'll enter NW from the NW tip (lel). After getting most of the gear I can, I'll just head back south directly through to Zelenogorsk, then to kamenka, and follow the main road to Cherngorsk, where I'll try to help out players.
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Found an Engrave 1911, shoved a magazine in, later emptied that magazine into someone who didn't know how to breach
Cap'n (DayZ) replied to hannibaldaplaya's topic in General Discussion
You can't deny the cool factor. I pack one myself. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Cap'n (DayZ) replied to alexeistukov's topic in Suggestions
I'd imagine it'd be useful in close quarters, where recoil doesn't really matter. Plus, I just thought it'd be a cool and authentic feature. -
Small, meaningless, yet rare items
Cap'n (DayZ) replied to IReadTheAgreement's topic in General Discussion
Lucky bastard. -
Would You Support A Gun Shop Loot Location?
Cap'n (DayZ) replied to Katana67's topic in General Discussion
I love your threads. Because I can always find and excuse to discuss the lore behind Chernarus. Suprisingly, I'm not all that opposed to it. As gun spawns are a LOT less centralized than the mod, it wouldn't hurt all that much. Plus, Chernarus has a pretty sizeable hunting community. And guerrilla fighters. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Cap'n (DayZ) replied to alexeistukov's topic in Suggestions
I'd love to see some AKMS/AKS-74 variants in the game. The Chernarussian Defense Force used both, to varying degrees (the latter by militia, the former by squad leaders). If it had an actual folding stock, I would be so giddy. As a matter of fact, we need more Chernarussian Defense Force equipment. I'm getting VERY tired of all the Western gear, and it doesn't help that the devs seem sort of non-partial to it. We need a TTSKO helmet cover, we need the flak jackets and chest rigs! Anyone else agree? -
So the MP5K is in the files, so...
Cap'n (DayZ) replied to over9000nukez's topic in General Discussion
Well... I don't know, I just want to see them stick with the lore. I know that most people don't care, but it sort of irks me they're seemingly focusing on Western weapons. Chernarus is a Eastern European country, after all. -
So the MP5K is in the files, so...
Cap'n (DayZ) replied to over9000nukez's topic in General Discussion
I thought that the development team was trying to be authentic? Wouldn't the authentic thing to do would to focus on weapons that actually belong in the setting?