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Everything posted by Daemonkid
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That's the thing, we don't want them to be easily portable and easy to use. We want them to require teamwork and effort to maintain them. We want them to have significant draw backs for other gains. It would require a team effort to make them viable weapons. Imagine getting the jump on a small clan that has a machine gun team running through the woods trying to set up their machine gun, there is 3 of em'. You take out the 1 guy whose has his main weapon out, the other 2 scramble, trying to drop the pieces they have in their hands so they can pull out their gun and engage you. Their not quick enough and you just ganked a teams heavy weapon team.
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I don't have a problem with crew served weapons, as long as they remain CREW served. For the mortar as long as it takes 1 person to carry the weapon in their hands, and the other person needs to carry a box in their hands that holds the ammo. (A special storage box that CAN only hold mortar rounds, and the ammo and the box should be rare at that) When the box is droped on the ground it allows the person to load the ammo, but the ammo must be taken from the box then inserted. This will require 2 people for the operation of the mortar, and maybe a 3rd for perimeter defence. For crew served HMG's I see no problem with this either, as 1 person will have to be the ammunition carrier/loader. 1 Carries the main weapon system, the other the tripod. This will take time to deploy give you limited arc to engage enemies. Your speed will be limited when carrying it. The ammo would be significantly rare. These weapon systems wouldn't be pick up and shoot, there would be effort into making them effective weapons to use. Sure there would be people who would troll with the mortar, but with all the effort going into actually using it, it would be a waste to use it on fresh spawns.
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You counter that heavily armed humvee via shooting out that mother fuckers tires. Lob a molotov onto the hood. Start plinking away at the rest of the tires. Sure, they still have the mounted gun, but do they get out at risk getting shot by everyone that sees it, or stay in their heavily armed immobile fortress car?
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Nah, it's zero'd correctly, it's harder to hit moving targets with it because at range the big block horizontal lines obscure my target when they're on the move. The thin lines of the LRS gives me better view of my target and therefore better judgement of where I should aim.
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Wrong wrong wrong wrong. All of you are wrong.
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Issues with firearms in Dayz SA (real world shooters perspective)
Daemonkid replied to daltar08's topic in Suggestions
Your M4 needs magpul gear to be accurate. It's odd yes, but with MPstock and barrel cover with an ACOG the M4 shoots out to 500 meters accurately. It doesn't make realistic sense, but that's how it is in game right now. -
I require being topless for my future gameplay enjoyment. Being the forest man and all, I can't wear a shirt. That undershirt is ugly.
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And you anti-everything rocket people are just as bad as the fanboys. This whole community is shit on this here forum. I wouldn't have it any other way.
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All this "Go play rust, adjdgasdashdasjdhsajdafsdj I have my head up my ass." Crafting of weapons is a must for a survival game. By the sounds of it a lot of you want DayZ to continue being CoD with Thrist and Hunger. We need improvised weapons, we need a better melee system. Crafting should play a very important role, it's the fucking apocalypse after all. Finding weapons in bad condition or useless condition should be the norm. I want DayZ to evolve into the actual SURVIVAL HORROR game it was intended to be but a lot of you don't seem to want that. He's not saying remove all the guns, he's saying cut their spawns in half, make em rare, or make em common but in such shit condition that it doesn't matter anyways. Finding a gun needs to be on the backburner. Always on your mind, but never just your sole task. Actually surviving to get it using you wits. If melee was more of the initial focus, lets say for most fresh spawns like it should be. As I said before, it's the intern between spawning and finding that elusive gun that needs work. Hell, you should be spending most of your time trying to find a working gun, or scavenging parts to bring a gun you found to working condition, and that's not counting ammo. For this to be fun and viable we need a good crafting and melee system. I don't understand how people just want this to be spawn-->water--->food--->gun--->ammo--->killpeople for lulz.
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So I was at the suburbs of Cherno. (prigodorki I think that's how it is spelled.) With a buddy of mine, we were on a hardcore server with about 30 or so players. We stop by the pond for a quick drink, and there was a berry bush there, so I decide to show my buddy how to take berries. He tries it and as i'm telling him how to do it I turn my head to my right...and to my horror a dude with a shotgun comes charging at me. He had me blindsided, I couldn't react fast enough, I manage to fire off 3 rounds into his direction, hitting him once. It wasn't enough, I took 2 volleys in my direction. You are dead. My buddy was able to react and drop him getting vengeance for me. Sidenote: He had killed the admin, and before I could respawn the server restarts. I spawn back in unconscious and what appears to be the ocean.
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Sadly you can't swim and punch at the same time, I would have looked forward to that though.
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To the contrary, not enough military loot spawns and what currently spawns what needs to be changed. Hangers shouldn't spawn ammo and weapons, barracks should have really really low chances at weapons should mostly be soldier clothing and gear. The jails should have a decent chance at both weapons and ammo. While the control tower should have a low chance at a weapon. The weapons that do spawn should have a high chance of spawning in damaged or broken. (We need a deeper weapon maintenance system) I should see barricades and roadblocks/checkpoints that are dotted around the map that have the highest chance of spawning both weapons and ammo, but also in a damaged state. (After all, the checkpoint has fallen to the infected.)
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Bases, Base Value, Groups and More! Read to find out! :)
Daemonkid replied to [email protected]'s topic in Suggestions
Oh, and lets not forget people! His last version of this post had a disclaimer stating he will pursue legal action if his "intellectual property" was used in game without credit or compensation! It was hilarious! -
Well there is supposed to be "types" of infected. Rocket wants a zombie life-cycle going. So each zombie would in essence have it's own stats. According to age, decomposition ect. A fresh infected will be faster, see better, hear better and attack faster. Compared to more decomposed infected that move slower ect. I just hope they get it right, it would be very nice to have a mix of zombie behaviour.
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Loot Clothing Request--DayZ Mod new spawn clothing
Daemonkid replied to mjp808's topic in Suggestions
I was actually thinking about this today. I am nostalgic to gear up my guy to look like the mod version. For memories sake. -
If Dayz wants to go far. Get the basics down. Then add all the little nuances like this. It's there for the people who want it, and you don't have to use it if you don't. It's the little things that count.
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There are certain bugs and lack of responsiveness/punch for blunt melee weapons
Daemonkid replied to alleycat's topic in General Discussion
Except for the wrench and fire extinguisher those things kill players like nobodies business. -
Magnum is piss poor at super close ranges like 5 meters. At 15 meters it insta-kills. Less than 10 is 50/50. 5 Meters is like lolwutdidyoushootmewith?
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Because people can gear up fairly easily on the coast if they want, NWAF is a pretty far trek for some and a lot of people don't bother. I've killed maybe 3 people there the entire time I played. Shit needs an incentive like in the mod. The best gear could be found there. You can find the best gear on the coast.
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I don't like the PU because it's really hard to shoot moving targets at close range with the blocky sights. I can't judge accurately where I should shoot with it. The thinner sights let me judge a lot better. (Short range with these 2 sights to me is 50-100 meters. If I know some one is getting close, switch to irons real quick or just hipfire) Personal preference really.
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is there a link that has all the signs labeled and explained?
Daemonkid replied to bioned's topic in General Discussion
Bro. If you can't stand not being able to read the signs in Russian, I don't think you have a clue about this game. It's not about convenience. Knowledge of the game comes with playing the game. I've played the game for a long ass time, and I still don't know some of the names of the towns further north. I still know my way around to and from though. Just got to memorize the map in your head man and remember significant landmarks. -
Better than the PU scope, can't seem to hit shit with it. I get close, but never where I want it to shoot. Long range or irons all the way.
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But that's the thing.. getting one being the priority in the back of your head. But it's the interm between obtaining one that needs significant work. The melee system and crafting of weapons.
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But on topic. The B95 is very accurate. Just because it's expensive does not exactly gauge accuracy, but it does. It's quality of workmanship can reflect its price point. The Mosin is a very old design, while accurate, the B95 is more modern and would obviously entail modern design techniques. Stating this the Mosin is an old surplus military rifle, an accurate one at that. It's old tried and true. It's accurate enough to do the job you want it to. The B95 is a newer rifle incorporating modern methods. It's designed to be an accurate hunting rifle. They both have different roles entirely. But the B95 is more accurate which is fine, it has it's own draw backs.
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My friend. There is an even more scathing way to do this on the internet. http://lmgtfy.com/?q=Blaze+95+hunting+rifle There you go. Use it with great a vengeance.