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gizm0

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Everything posted by gizm0

  1. While that is true at times, I believe a majority of our issues with the 50.cals is that they handle just like the smaller rifles even though they are "heavier", do more damage, and have forgiving ballistics.
  2. Set up test in editor and see for your self. Also what I was saying is that even assault rifles add to the tension.
  3. that is excatlly my point, a lot of people just ignore the lower end snipers because of how common the 50. cals are and how common their ammo is. I also believe the as50 ammo should be have the same ballastics as the m107 ammo since they are the same round, and the increased speed,lower drop and higher damage of the as50 round makes no sense. edit: I forgot to bookmark it zdb, I'm sorry.
  4. I agree however my point was why have 50.cal snipers but not have say light armor or even weaponized vehicles(like the off-roader). Ok than call me that, fine by me, but really m107s and AS50s should be as rare if not rarer than the drivable Heli. Now I think High end gear as well as vehicles should have Unique Ids tied to them to help prevent clients spawning them in game without the server telling the client to spawn it. (as well as duplicates of the ID get auto deleted)
  5. Have you read the current discussion past the OP and title?
  6. Well really a few things broke last patch, and really alpha really explains why there are so many bugs and issues. And quite honstly I'm liking this type of alpha testing over what most big companies do
  7. your right but so are a lot of things that are not in dayz, so lets add them as well like weaponized vehicles and incendiary grenades... why not add CS grenades and rubber rounds as well as tasers since they are used against people and would fit into simulation. See just because something is used against soft targets doesn't mean it fits well, when compared to other gear in game.
  8. well yea but saddly its used more so on soft targets, and the reason they are in game is because dayz isn't balanced... just food for thought
  9. gizm0

    Physical addresses of hackers?

    If someone figures this out so I can make a list of known bandit addresses ;)
  10. and explain how and why AMRs fit the setting of Dayz. yet there are barely any weapons with PSO scopes, let alone, wrecks of heavenly armor vehicles.
  11. Well really wouldn't the high damage cause both bleeding and a knockout and/or even shock, which means your dead anyway. I mean since alt-f4 is getting a "fix", there is no point in us having to take matters in our own hands.
  12. so I'm a newbie for not going out of my way to kill other players or even killing them for gear, I wish I had?
  13. they are in your C:/ drive what what ever drive you install games on. if you use steam, its in your steam folder
  14. copy chernarus from your arma 2 addons folder and paste it into your arma 2: oa addons folder
  15. gizm0

    The carebears BECAME the hackers

    So your gonna claim no bandit has became a hacker?
  16. But can't a m24,dmr, or even the CZ550 do the same anti-personal role as an AS50/M107?
  17. gizm0

    Seriously???

    are you talking about the rocks infront of the ATC tower? if so double control and you can walk/run right past them.
  18. gizm0

    Arma 2's mechanics make dayz lame

    1) are you standing,crouching,prone and what speed were you going, also any cover/concealment? 2) bind it to "E"? I mean its not like controls are locked to their respected keys. But than again middle mouse is still quite easy to press. 3) never seem to have this issue even with editor placed gates
  19. gizm0

    Arma 2's mechanics make dayz lame

    So not being able to tell which way the door opens isn't really a fault against the interaction system or even the engine but merely the textures and models.
  20. gizm0

    Arma 2's mechanics make dayz lame

    Rocket is working on the Arma 3 engine and will most likely have direct access to the arma 3 engine, instead of modding a game already built from the older engine. I mean compare APB vs other Unreal 3 games. having full engine access is a hell of a lot different than just being a mod.
  21. gizm0

    Arma 2's mechanics make dayz lame

    Well to be honest I don't seem to find anything clunky besides using custom sounds. I mean granted I've spent a shit load of time working on a training scenario for my group. So I may have grown used to the controls, and even managing AI team members which I'm glad is binded to space for quick access. also I love doing calling in fire missions(artillery)
  22. gizm0

    Arma 2's mechanics make dayz lame

    So your blaming the engine for the animation files?
  23. gizm0

    Arma 2's mechanics make dayz lame

    than where you do suggest we map command mode if vault is mapped to space, and changing between walk and run as well if sprint is gonna take up shift key? have you played arma 2 in custom missions where the current key mapping is better than a more mainstream one?
  24. and But don't headshots do the same thing? I mean yea it takes a while longer before lining up a good shot but still prevents alt-f4. the validity to the OPs thread is not measured in beans or by how many people agree with their post.
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