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Everything posted by Chaingunfighter
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Yeah - truthfully it's impossible to tell. People here seem to have a hard time believing that you and your friends can be dedicated to a game - and also underestimate how stuff is found. It's not like these groups are gearing up in five minutes - oftentimes when you see large groups with set amounts of gear these are days or even weeks of accumulation and you just happened to run into them when they peaked out. And honestly - whenever I do see groups with truly identical gear it's smaller ones (3-4 at most) - larger groups tend to have tons of variation, with maybe a few staples such as "all wear bandanas." Not to say that no one's ever duped - clearly it's happened more than enough times. It's just that finding gear is pretty easy and honestly getting "identical" uniforms for everyone when there are only 3-4 variants in the game isn't difficult.
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Remaster Weapon Controls, Interaction, and Loading
Chaingunfighter replied to forester155's topic in Suggestions
True - mechanically. You'd still generally prefer the longest barrel were you firing at something furthest away, though, because other factors become important at that point. -
Any News on REAL Snipers?
Chaingunfighter replied to therandomredstone's topic in New Player Discussion
Mosin will still have the PU scope so potentially using it as a ranged weapon will still be possible but the original plan was to remove the LRS from the Mosin once other rifles that are more accepting of scopes get implemented. Winchester was chosen probably precisely because it has built-in ironsights so you have to loot the scope separately. Hopefully we'll get a different rifle without irons later on, maybe with a larger capacity to compensate for it. -
Traps: Trip-lines, land-mines, and claymores...
Chaingunfighter replied to E.J.'s topic in Suggestions
Landmines and claymores (or the Russian MON-50 equivalent) I'd love to see at some point - having viable but rare explosive traps for defending your base or planting alongside the road would be awesome. Tripwires and gun traps I'm not too sure about - many of them can be quite complex and they seem far too situational to be practical in DayZ. For crafted traps I'd prefer things like molotov cocktails or IEDs, or improvising things like bear traps (which are confirmed.) Nothing extreme like Fallout's baseball pitching machine traps. -
Yeah, although we haven't reached the extent of power of military weapons we'll get. Battle rifles, DMRs, machine guns, and directed explosive weapons are either confirmed or very likely at this point, but aren't going to be added for now until we have proper loot management and spawning. I mean, having a surplus of ARs isn't that bad but the devs at least acknowledge that everyone running around with actual sniper rifles (i.e. SVD) would be problematic. And yeah - that is a pretty common complaint. I normally agree with guys like gibonez who are very knowledgeable on the subject and have creative ideas, but I don't like their argument that something that's modern or high-end is jarring and shouldn't be included simply because of the stigma and aesthetics. I didn't see a whole lot of people complain when the SKS was added because it's basically a staple rifle you can find in reasonable quantities pretty much everywhere on the planet. Yet you had people who did complain when the AKM was added because it's an automatic AR and is used by a lot of armies to date, unlike the SKS which is (mainly) a civilian weapon nowadays. Despite that - both weapons are very capable and powerful. But yeah, at this time we're going to have an overabundance of pretty much all loot, including higher end gear. Later on in development we'll see stuff properly managed and not everyone will be using high level weaponry. I don't have a problem with that. My problem is when people suggest that the only gear should be the low level stuff and even having a small chance at finding some higher end gear is a bad thing.
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Remaster Weapon Controls, Interaction, and Loading
Chaingunfighter replied to forester155's topic in Suggestions
Well, higher muzzle velocity often allows for higher accuracy as the round has less time to be affected by the environment. But you're right in that having a longer barrel doesn't make the gun more accurate - muzzle velocity and recoil control are the largest factors it controls. An M4A1 is far shorter than a Mosin and uses a smaller round but is still far more accurate (not to mention has better quality irons and optics) To OP Weapon-object collision should definitely be fixed at some point in the future. Gibonez pointed out a pretty good representation for the system - Call of Juarez: Gunslinger has a system where length-dependent guns will automatically be raised/lowered if you get too close to a solid object. Obviously it'd need some fleshing out because it would be annoying to have your Mosin automatically be lowered if the object's mesh is larger than the actual visible parts of the model are, but I can agree with this. As for learning the guns - I have to disagree. Most of the firearms stuff we do in DayZ is rather simple and the game shouldn't decide for us that we don't know how to use guns - when many players have real life firearms experience. Otherwise they may as well make you have to "learn" how to do every medical procedure, craft every object, and take a driver's test before you can get in the V3S. It's better that we just have everyone able to perform every action from the start assuming the right conditions are met. -
Care to explain specifically how each word I said was wrong? What you've said tells me nothing other than that you disagree with my viewpoint. At least justify it.
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Well then you'd agree that it needs to be more of a balance rather than intentionally detracting from one side in order to create some false differentiation. That doesn't mean "don't add the AK-12", but moreso "if we add the AK-12 then let's put in a hunting rifle and over/under shotgun to counterbalance it - so the spawning weight of weapons overall favors the civilian ones." That way you can differentiate from ArmA in quantity, variety, and aesthetics - no inherent limits on anything but far fewer military objects spawning and an overall larger amount of them available so you feel like you're actually improvising from across the board rather than just taking a 100% civilian or 100% military approach - balance is key.
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I dunno - content isn't really the inherently defining feature of the game. Seems to me like defining aspects of ArmA are that you spawn with a set level of gear and are fighting against forces with equal capability who are also actively supplied - unlike DayZ where your loot is progression based. Adding rarer military guns just increases the amount of progression you undergo to get to the top. They could have attack helicopters and tanks in DayZ and it still wouldn't be anything like ArmA outside of content if you were required to find the parts and fuel necessary rather than just having them good to go off the bat. Not that I necessarily want heavily armed air vehicles or tanks, but they wouldn't change it. Regardless, the amount that spawns seems to me like it's far more important than the amount that's potentially available. Variety just keeps it interesting - and in fact one of the biggest things about ArmA is that you're fighting conventional forces who more or less use the same weapons, unlike in DayZ where there's a wide variety of stuff you're able to come up against. Limiting stuff would just make it more like ArmA in that regard.
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Do you mean as in large amounts spawning or variety? The first one I agree with - second one I do not.
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Seems to me people are just biased against the stigma of "military" based content rather than actual power. Having content used by former organized government forces doesn't inherently make the game into some simulator where everyone is a soldier - that's poor logic. And you're right - there's no good reason the devs have to remove military based content from the game, especially considering that it would be far less realistic given the environment (are we seriously supposed to expect that not a single military object would be left behind in any of the military bases?) We aren't playing a military simulator - we're playing a (currently incomplete) survival game based at some point in the future after a devastating "zombie infection" (caused by unknown means) has ravaged (at the least, possibly elsewhere) South Zagoria, an eastern region of Chernarus, which is itself a highly militarized country based on various Eastern and Central European nations that has suffered through several conflicts and dealt through all of the regards of the Soviet Union. In said environment, you're going to have a large presence of military forces. And in the event that those forces and regions capitulate, a considerable amount of their gear (as well as that of the police force and civilian ownership) is going to be left behind. And that's going to include guns - powerful ones. With all of that stuff left behind it's quite likely that powerful and organized groups are going to get their hands on them and use them extensively. That's what would happen in real life. We wouldn't all resort to becoming cavemen where the only guns we use are 5 round hunting rifles, especially not in a time where you can still find non-rotten imported foods and working electricity/vehicles. I agree that using third party communication methods is sort of dishonest in a way, but unfortunately it's here to stay. Using advanced tactics is completely up to a group, but they're effective so there's no reason groups wouldn't use them unless they were roleplaying or the situation called for otherwise.
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Drugs are fairly loosely defined - any chemical substance that has an effect on a living organism's body and/or its functions. So no, the paper that the nicotine is surrounded by is not inherently a drug (though were you to swallow the whole thing it'd definitely have effects on you) but as a proper English sentence it's not incorrect to refer to it like that, just as how we call a can of beer alcohol despite the fact that the can itself is nothing more than a vector to contain the substances. However, at the same rate, that also means that a basic substance like glucose classifies the same as, per say, methamphetamine, despite the two being completely different chemically. So it's just needless categorization that neither of you really needed to argue about. But as has been said before, I'm quite sure that tobacco as well as other recreational drugs were confirmed or at least being discussed internally to a degree - as even at the least having them in game for variety purposes with only adverse side effects would still be quite realistic, as it's very hard to find places where you can't find some kind of tobacco product. Regardless, it's definitely been suggested a billion times already.
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Still using the same overall basis and built on older ArmA code. Map editing is perfectly possible in the Arma engine... it's how they made and update Chernarus (not just scripted, they use an actual terrain editor program.) As for an ingame editor similar to what the ArmA games have had; I'm not sure - a big portion of the game is run serverside so setting that up for a clientside experience in single player (even if it was set up as if it were serverside) would not be an easy task for the devs to do and I don't know whether it would even fit with what they have in mind for the future. If it happens I'll gladly support it but I don't see anything official happening anytime soon. When modding comes around we'll definitely get new maps and upgraded variants of ported ones, and maybe some game-friendly editing tools. We'll also see more in the future from the Devs after Chernarus is completed.
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Meh... I think the random laughing and whatnot from paranoia is already "eh" considering it defines a voice for your character. Having people start speaking and crying out when they log off just breaks the immersion too much because it's basically saying; "this is what your character talks like", not like you do ingame. Honestly the combat logging situation is fine as it is; anyone you know you're in a firefight with sits down for 30 seconds, giving any attacker ample time to get them. At the same time, it doesn't inherently punish people who are just logging off regularly by having them scream out or make loud noises and thus allowing random people to find them and kill them before their character disappears. It's the only way to have a balanced system that isn't leaning too far in either direction and works well (if they do your idea they have to define what combat logging is through a way the game can detect and that's very hard to do given context, which a game cannot understand.) I do like the idea of having various materials you burn giving off different levels of smoke, with certain types of wood or other flammable material giving off different effects based on what they are. This creates more than just signalling, as some materials you burn might be create really heavy smoke and present a hazard to the people who start it, as well as decreasing visibility. It'd have quite a bit of utility. (I also really hope we'll be able to light buildings on fire at some point. It'll be hard to do properly and might not make it in but I'd really like if it happens.) In the future we'll presumably be able to fashion spears from combining sharpened sticks with improvised knives, as well as other objects. I see no reason why we shouldn't be able to use them as weapons when throwing objects is implemented fully. 2nd & 3rd ideas are great - 2nd was in the mod to an extent and 3rd is a given. Only idea I really don't support at all is having cross-town billboards - it's not realistic and feels too gamey to be an official feature, though some mods might do that well. I do support being able to post notes on walls and surfaces so you can read them in the world without having to pick them up, though.
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Well, obviously. I doubt any regular forces would be using 9x39mm weapons. As for the GP-30 for gameplay reason it'd probably be better off not spawning with it... though I could see the utility in doing it anyway since it'd already be rare. The GP-25 in the game files will probably be a separately spawning attachment, though.
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If they decide to add 9x39mm then I'd prefer the Groza... of course they could do both the Vepr and Groza. However if only two are an option then I'd say do the Groza simply because it'd also mean the VSS Vintorez/AS VAL and SR-3 - A unique rifle, sniper/DMR, and SMG; all high-tier loot justified with a specific ammo type.
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Yeah... the only reason they'd have to add one would be to remove the AUG's ability to use STANAG mags... which technically they should anyway since only specific variants of the AUG could. But then again AUG's couldn't (easily) swap their built in scopes for RIS like they will be able to in the future, so. Even then it'd only be a niche reason because for all intents and purposes the standard capacity would be 30, only difference being the newer bullpup could use the 10, 20, 40, and coupled mags, too. Maybe in the future for variety they could but honestly I think we're pretty good for firearms as is and I'd rather see guns like the M16 for a full-length AR-15 and regular rifles with different capacities, like the IMI Galil and SG-552 As for other calibers they can do the AKU-94 which is a 7.62x39mm bullpup AKM conversion, the OTs-014 Groza, or even the Ukrainian Vepr.
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At release... now the map is quite different. Still recognizable and familiar but a lot has changed.
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I'm 100% sure they've had the idea before... but I doubt they're seriously considering at this stage. We're only about halfway through the planned public alpha phase, and we still have the entire beta to go through before we even get to the standard release version. And that doesn't mean they'll just stop... we'll probably get additions and whatnot after release is finished. Honestly we'll have to see how the game turns out before we start talking about a sequel. Right now I'd have to say no but of course that all depends on how the game comes out in the following months and years. It's just too early to be talking about this seriously - I doubt that really anyone has a valid and complete opinion on the subject yet anyway.
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It'd be cool but they could do the PPSh-41 which uses a round fairly good at piercing armor and has high capacity mags available (71 rounds, actually higher than the P90's 50.) There's also the Bizon-2-02 which uses .380 ACP and has 64 rounds. And of course they could also introduce high capacity mags/drums for the MP5K. So we're not really at a loss for SMGs without 5.7x28mm. The Five-SeveN and P90 are cool, and used quite a bit in Eastern Europe, but if it came down to it 7.62x25mm Tokarev would be my choice and we don't really need any other pistol calibers after that. As an aside - I like the FAMAS and it is used but I feel like the F2000 and TAR-21 are not only used more often (more Eastern European countries have them than FAMAS rifles) but also accept STANAG mags standard, whereas the FAMAS only uses them on the G2 version. I like the AUG's coming modularity but gameplay wise it renders the need for any other 5.56x45mm ARs moot save for variety since the big discerning factor would be modularity (The AUG would essentially only have the suppressor it has now whereas a Tavor or F2000 would have the rails for optics.) I guess they could also have the AUG only use its own mags, and have the alternate 5.56 rifle use STANAGs, though.
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Still, the fact that Polish, Croatian, and Slovenian special forces have them means that they could've very well been used by Chernarussian Special Ops and spawn at helicopter crashsites. TAR-21 is the same, only it's used by countries like Ukraine. FAMAS & AUG could work either way because they're used by quite a few "interventionist" countries as well as Eastern European countries. They don't necessarily have to be from foreign involvement just because they aren't Russian or Eastern European. The actual origins of the term aren't known - It's just one of those names that denote a specific kind of weapon without any real meaning.
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New map in the future?...whats the rumours?
Chaingunfighter replied to svisketyggeren's topic in General Discussion
I don't get why people are assuming that any user created maps would be added to the standalone, especially considering most of them weren't even built for the DayZ mod. I mean, yeah, they're great quality but chances are the devs would just make their own map or create a remake of preexisting BIS maps, like Takistan. User created stuff will be for mods, just as they were in ArmA/DayZ Mod. Though I'll admit playing Keystone (Pennsylvania) in the Standalone sounds horrendously awesome (biased native resident here :D) -
New map in the future?...whats the rumours?
Chaingunfighter replied to svisketyggeren's topic in General Discussion
The next map is going to take place in Rome shortly after the fall of the Western Empire in 476 AD (the game takes place in 480.) The vast majority of zombies will wear togas. There's also rarer zombies of senators, Praetorians, a super rare Julius Caesar (says "Et tu, Zombie?" every 3 seconds instead of groaning), a zombified Poseidon (yes, the Greek god), and Generic Male Zombie 04 (aka Jamie Hyneman) still spawns as well. When hordes are added they'll be skeletonized legions. Western (NATO) Helicopter crashsites are now replaced with ballista crashsites while the Eastern Byzantine (Chernarussian) ones are replaced by horse and trebuchet crash sites. All of them have a very rare chance to spawn crossbows, purple dyes, inkwells, very long pieces of parchment, Benito Mussolini's hat, Reggae CDs, and the M4A1 and Steyr AUG can spawn there as well. I wouldn't recommend playing on it seriously, though, because any time you try and climb onto an aqueduct you are flung right into the sky and lose all of your gear. -
Who still uses Mosin (+LRS) for range kills?!
Chaingunfighter replied to MarchmelloMan's topic in General Discussion
It's true that a Mosin in very good condition with high quality 7.62x54mmR ammo can have better than average accuracy. However, this was far from the vast majority of Mosins that were produced; they were an incredibly cheap rifle that could be manufactured quickly and be given to basically anyone strong enough to hold one. This is true of most Soviet weapons from that era and really the majority of weapons that they made up until the end of the Cold War; can get the job done but are far from the best. In the right hands the Mosin, PPSh, and other Soviet WW2 weapons are extremely deadly, however the vast majority of Russian soldiers had comparatively little training (their casualty rate shows this.) Regardless of whether they can be effective, the quality of other rifles was far better; KAR-98 rifles used by the Germans were vastly superior in terms of accuracy and overall quality. Likewise, the MP40, MG42, and plenty of other guns were well ahead of their Soviet counterparts in most instances. I mean, yeah, the PPSh-41 was almost destructive in urban combat, but the weapon's quality was still pretty low. The Soviets built what worked and got the job done, but they didn't really go a step further. They lucked out in many instances with what they had as user accessibility was high with most of their guns, but with a well trained soldier most American, British, or German weapons at the time would be more effective. -
I've never actually seen anyone argue against any of those ideas with the lone wolf defense except for the sanity idea. Crew-served weapons? Most people seem to be okay with them, and 99% of the time actual opposition to them is just the old "this isn't ArmA" conjecture. Also, crew-served weapons can be used fairly easily alone, you don't need two guys to shoot an M240 or PKM, it's just that carrying adequate ammunition is difficult... which is obviously a reasonable tradeoff to weapons with that capability. They aren't meant for lone wolves and that will be represented. As for surgery, it just seems meh to me. I mean, with the medical skill the survivors have in game I wouldn't be surprised were it possible but it really depends on how complex they want to make the system. Surgery usually takes a complex medical environment to do and you can't do much more than rudimentary stuff with the medical equipment and world of Chernarus left behind. It's not a terrible idea but I don't really think it's necessary given that the amount of engine work needed to have it implemented right. Sanity is just a bad idea in general because it's impossibly inconsistent and far too arbitrary. There's no "you need interaction with other people", and even if there were, it affects everyone to completely different degrees. There's just no real way it could be done in a fashion that works well for gameplay all around and at the same time isn't unrealistic or wonky.