floogy (DayZ)
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Everything posted by floogy (DayZ)
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Some ideas regarding gear progression = character progression.
floogy (DayZ) replied to Droidlife's topic in DayZ Mod Suggestions
Well thought out posts. I like the idea of increasing the amount of time to complete tasks. Bandaging maybe a little longer than it is now. But I'd hate to bleed out just because I couldnt bandage in time. I think quick clot would be a good addition. Really gnarly stuff but totally applicable to this game setting. It reacts to the liquid in blood and creates intense heat cauterizing the wound. The tradeoff for speed would be intense pain. Another idea would be to add time for painkillers to work. You would have to retreat to give them time to work. Even if you bandaged yourself quickly you'd have to deal with the pain. I'd like to see big trauma kits similar to what a frontline Corpsman or medic might carry. But it would take up your backpack slot. I think the can opener idea is reaching a bit far. I see what you're saying but maybe something like having a medkit in the toolbelt which speeds/improves treatment. For example, with no medkit a bandage would take 25 sec to apply. With a good medkit maybe 10-15 sec. Have gear that may not be necessary to complete to task but makes it faster/better. You could go on for days with all the ideas. Camp stoves for better food with no fire, better knives for more meat from a kill, mag pouches for more mags/faster reloads etc etc... So much cool stuff is possible. I think there will be room for mods to the SA to incorporate some of the more complex survival aspects of the game. Not everyone wants to deal with little things like can openers and sewing kits. But some do, and that's cool. -
Would you play Dayz without Zombies?
floogy (DayZ) replied to Flavalicious's topic in DayZ Mod General Discussion
So clearly this is somone who has missed the point. The point of zombies is to make things like shooting in a city dangerous. I think shooting new spawns from a hill is easy enough without making it easier to shoot people inside a city. Now that Dayz has outgrown Arma's popularity I think people are forgetting that they could just shoot people in Arma without pesky things like scavenging and zombies. They have a challenge for SA keeping things interesting enough to prevent a degeneration into a sniper fest. -
I'd like to see the 94 Winchester 30-30. Much more common lever action rifle (compared to a 150 year old antique) using a bottlenecked rifle round similar ballistically to the 7.62x39 round used by the AK.
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Is it only a certain type if gun that makes the "cracking"sound when shot at u?
floogy (DayZ) replied to richjones19772000's topic in DayZ Mod General Discussion
This. Very disorienting for someone who has never experienced it. It's actually louder in reality but it's the only game I know of that simulates this. -
{OFG} Old Fart Gaming looking for aged blood.
floogy (DayZ) replied to Chewy102's topic in Clan / Group Recruitment
Geez, I bet most of these guys' parents didn't even watch MASH. I'm interested in your clan/group whatever you want to call it. I've been looking for some people to play with and I can't stand kids and the way their voice sounds in VOIP. Looks like I'll seek out your server tonight if I have some time to play. It'll give me an excuse to try out Taviana. -
Where have you found your NVG's?
floogy (DayZ) replied to hemp0325's topic in DayZ Mod General Discussion
Found two a a helo crash once. Then one more on a body. I didn't kill him but I sure didn't have any problem taking it! -
[MOD] Weapons Poll - Overpowered vs Underpowered - Tell me if you think a weapon should be buffed or nerfed
floogy (DayZ) replied to Grimzentide's topic in DayZ Mod General Discussion
I am a gun collector/hobbyist who is also a gamer. Guns and PC games have been a hobby of mine since I was a boy and I like them both equally. I like the fact that Arma bases the damage of it's weapon on the round and not the gun itself although barrel length/no. of twists does have a slight effect on accuracy and velocity, but I digress. Any round from the .22 short to the .50 BMG has the potential to kill with one shot. Now the flip side to this is the fact that this a game, albeit one attempting to be as realistic as possible. I do feel that the handguns should be tweaked up a bit for damage and down for accuracy. A handgun is rarely effective beyond maybe 25m in a combat scenario. I'm not sure how many here have used a handgun extensively but it is challenging to fire under perfect conditions, much less combat. But, you catch a round in the vitals or the head you aren't going to be a happy camper. Shot placement is everything. Check out the FBI report on terminal ballistics, interesting read for those who want a down and dirty lesson on the subject. Overall, I think the damage is fairly well represented in Dayz. There are a couple of gripes I have though. I'm not sure why there is significant difference in damage between 5.56x45, 5.45x39 and 7.62x39. As far as terminal ballistics are concerned these are very similar. I have fired all three in many types of weapons (5.45x39 in an AK74 is my favorite). 5.56 is the most accurate but that could just be the M16 platform, it also shoots a bit flatter than the 5.45 and a lot flatter than the 7.62. The modern 5.56 NATO round has probably about 100m more effective range than the other two. Ironically the 5.45x39 may be the most deadly type of round if you consider the original bullet for the AK74 had a hollow space under the jacket (not to be confused with a hollow point). This would cause the bullet to disintegrate on impact causing a devastating wound channel prone to infection. The Mujahadeen fighting the Russians in Afganistan called it the "poison bullet" because of this. I think the damage for the 7.62 class of weapons is just about perfect. Head or chest, done. Legs, broken and useless. There is a reason US special forces brought the M14 back into service as a a combat rifle. I have mixed feelings about the .50 BMG rifles in the game since they do have a place as anti-material rifles but they are so rare in the military that I could never see them finding their way into the hands of a post apocolyptic survivor. In a unit of thousands there may be 2-4 of these rifles in use. Have any of you ever actually seen or held an M82/M107? Just walking around with that thing would be a challenge, much less running. They are realistic in the sense you can use them to great effect against people but the mobility/rarity of them in a real scenario makes me question their validity in the game. I like the suggestions for including .338 Lapua which is a very powerful round similar to the .50 BMG in ballistics. But again, very rare in the military (the Brits use it) and rarer still for civilians. I do like Rocket's comment about adding more civilian weapons in the SA game. Makes sense to me. Yes, I have a collection of real guns. Yes, I was an active duty US Marine which is where I was able to handle and fire a lot of US and other weapons during my career. No, you shouldn't take my opinons as fact. No, a game cannot be absolutely realistic. It still needs to be fun, real life is often no fun at all. Sorry for the winded post but I really enjoy this game. Thought I'd add my opinion to the topic.