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Chaingunfighter

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Everything posted by Chaingunfighter

  1. Chaingunfighter

    rethinking the ak family

    The mod was also fairly streamlined because all of the weapon assets were already made, whereas everything now has to be created from the ground up. It's just more convenient and worthwhile for the devs to make rails and parts be attachments rather than creating a new variant for minor differences. The AK-101 actually isn't completely implausible - they're used by the Russian Ministry of Interior Defense, who mind you were present during the ArmA 2 campaign. You could even say that AK-101s exist in Chernarus because they wanted AK rifles that could use all of the leftover and donated 5.56x45mm ammunition they had while still being able to use local parts... just as Israel has TAR-21 variants in 5.45x39mm and 7.62x39mm because of all of the ammunition they captured during the many wars they've been in. And since the models are identical save for the attachments they may as well just get rid of the AK-101/AK-74M entirely if they don't want to keep it as is, because if it used the 5.45x39mm ammo it would quite literally just be an AK-74 that spawns with polymer parts. I'd still prefer the AK-101 be given its actual 5.56 magazine and be left at helicopter crashsites, with the AK-74, AKS-74U, and AKM being regular military spawns. In the mod attachments were king because they were only available on specific weapons that had to be made rare simply because they had them. Now the devs are taking advantage of the brand new attachment system and are instead making optics and scopes rarer but allowing them to be more universal. (And optics are super consolidated right now anyway - only the M4A1, MP5K, and soon to be AUG can use the Aimpoint/T3N/ACOG/BUIS, the FNX-45 has the unique MRD, the LRS can be used on the Mosin though it's planned to be removed, and the PU Scope can be used on the Mosin and SKS - which is fine, IMO [Yes, the SKS is not typically used with the PU but even the M59/66 can do it . Otherwise, modularity is simply aesthetic parts that should have no real effect on the gun save for recoil, weight, and dexterity.)
  2. Probably be a decent low-end GPMG though. Granted realistically it'd be far less common than the RPD, RPK, PK, and probably even western guns like the FN Minimi, FN MAG, or M60, but it's still a pretty unique firearm (rotating drum magazine on the top of the gun) so at the very least it should be included for variety.
  3. Chaingunfighter

    The Winchester Model 70 discussion thread

    Right now the only adverse effect you'll have is that ruined ammunition simply will not fire. Honestly the effects of bullet condition should be ramped up quite a bit; - Pristine ammunition should work basically 100% of the time as intended with no adverse effects. - Worn ammunition should still function pretty well, although it should wear out the gun faster and sometimes be less accurate/powerful or have lower velocity, and a have a small chance to misfire (effects should be unpredictable, meaning that not every shot is reduced in power or inaccurate, but some also suffer from combinations of said effects.) - Damaged ammunition should be problematic to use; Wears out the gun much faster, the negative effects that happen in worn ammo are much more common, and their effects are multiplied. There's also a good chance you'll have a misfire (~15%) - Destroyed ammunition should still be able to be loaded and used, but wears out the gun extremely quickly and always suffers from major drawbacks. You should also have many, many misfires. Some bullets may not fire off at all and need to be ejected. This, of course, would tie into a reliability system. Guns like the AKM and Mosin would experience less misfires and be worn down slower but are also inferior to more advanced counterparts in terms of capability.
  4. Chaingunfighter

    The Winchester Model 70 discussion thread

    Yeah, people need to realize that we're not talking about mostly imported good-condition and well-kept Mosins. We're talking about rifles that have probably been in Chernarus for 50+ years, having gone through World War II and multiple civil wars, and then left sitting around in barns/houses with only occasional usage for the rest of their lifetimes. Most of the ammunition you can find is also pretty bad (though it would be cool if they took the Metro route where you could find modern high-end production 7.62x54mmR rounds in military bases and older, surplus rounds in civilian locations.) The accuracy of a Mosin just shouldn't be as high as it is for how common they are considering the environment. Not that it needs to be firing 30 yard groups at two inches, but it should be adjusted a bit once we get more capable long-ranged weapons that take over the Mosin's spot.
  5. Chaingunfighter

    New Zombie idea...

    This was already discussed and, rather unfortunately, shot down by the devs. It's honestly a great idea, because it would give alternate ways of getting clothing (albeit ruined 90% of the time with a few damaged or worn articles thrown in there) and simply increase the variety of zombies. However, the problem with doing that is that it heavily affects optimization to have the zombies generate with actual clothing objects, rather than just using models attached to their skeleton. Performance could drop heavily and optimization is already a problem, and with the amount of time the devs would have to go through revamping the systems to implement this, it probably just wasn't worth it for them. If there weren't so many potential client/serverside issues with it I'd cheer it on, but it doesn't seem like it'd work. However, I still fancy the idea that zombies should have a chance to spawn with some minor loot on them, just as they did in the mod. Nothing fancy (No guns, large objects, clothes, or high-tier loot and pretty much everything is worn) but you still might be able to grab a few bullets or a can of beans off that zombie you killed. It would be hardly worth dealing with the buggy zombies to be worth grinding for, but it was still a nice touch in the mod that made the world seem more "previously lively."
  6. Chaingunfighter

    Should scopes in dayz have the ability to zero?

    Realistic sniping would not only be better because of the gameplay advantages but to how practical it can be. I'm so used to playing ArmA mods like ACE that point and click shooting feels unnatural to me and I always want to compensate even though there's very little bullet drop, guns have incorrect accuracy & recoil (Mosin especially should have more recoil and be a bit less accurate IMO, as should the AKM) and just no general reason to do so. Having defined wind with varied/realistic speed and directions, as well as temperature, air pressure, maybe even humidity and better overall sniping mechanics (Mil/MOA turrets, zeroing only on ironsights or where it applies, etc.) would make the game more fun and combat more interesting than point and click. (Plus it allows for more powerful and longer ranged weaponry that are still a challenge to use but not "overpowered.") I actually do like the idea of having to go around and find or even craft barometers and thermometers for those who want to really want to be effective snipers. Not only will you need your rifle, ammunition, and other general supplies (ala sidearms, food, water, medicine, etc), but you'll also need binoculars, a rangefinder, and weather monitoring equipment if you truly want to be good. This would also work well in addition to a weight and stamina system so that shorter rifles like the CR527 still remain practical and machine guns are heavy but accurate and manageable when deployed as actual suppressive/defensive weapons, rather than just super PvP guns with large mags.
  7. Chaingunfighter

    The mauser C96 thread: Arewegonnaseeit?

    This isn't really a "request", he's asking a pretty valid question because the devs have been teasing us that it's a possibility for a while and they've grown on more and more about it. Whether or not they'll actually come forward is a different story, as they love surprising us, especially those who of us are fanatic about firearms they want, including the C96. Wiki is community ran... the "speculated weapons" area is for guns that have been hinted at by the devs but never actually confirmed in a statement, devblog, or have appeared in the game files. I actually added the C96 to that section simply because Chris Torchia has said that plenty of times (especially in response to AP_Norris, who loves the C96) that he's talked with the rest of the team about adding it. The nail on the head of the coffin was his recent post about the C96 having adjustable sights up to 1km. He could have been just looking at guns and gotten a cool picture, but based on what he's said, he seems to be hinting at it coming, with the picture being a reference screenshot for modeling. (one of many, probably.) It's pretty probable at this point, more so than any other handgun (save for the flaregun), and I would not at all be surprised if it made it in. However, don't get your hopes up until we see a model or it shows up in experimental, because anything can happen before and/or during development, and that's just assuming we aren't just be teased. THAT would be awesome, especially with the full stock. For OP; usually they don't reveal stats of firearms at all and typically you have to dig in the game files or test them out ingame in order to see them. I'm 99% sure any Mauser they add will be a "Red 9" in 9x19mm, because adding a brand-new 7.63x25mm caliber (or converted 7.62x25mm Tokarev Mausers) doesn't seem like something that would happen for just a pistol. The other 0.99% of me says that if it's not a 9x19mm, it'll probably be a Chinese .45 ACP copy, because that's still a caliber already available ingame. As for capacity, the Mauser is very unique in that it can be handloaded/chambered, fed through stripper clips, and magazines. I can't foresee how the devs plan on doing it, but it'll almost certainly have a default capacity of 10 rounds and a possible "upgraded" 20 round magazine, giving it the highest capacity of any handgun in the game. (and a decent default capacity) Accuracy wise, the Mausers are actually known to fall fairly short (Especially during WW2.) The machining quality heavily dictates how the gun performs (Mausers especially), and adding to the fact that standard manufacture ended in 1933 and overall poor environmental conditions, bad feedback on accuracy during WW2 may not apply all around. As a pistol, however, it'll get the job done and for the most part outweigh the P1 in terms of usefulness. (Worthy of note is that it can be zeroed out to 1000 meters/1km, so anyone who can train themselves well with the pistol may actually be more effective with it than any other handgun) Damage-wise it'll be based on whatever round you get.... 9x19mm will be the same as the P1/CR75, .45 ACP will be 1911/FNX, other calibers could vary. Attachment-wise you're going to be fairly limited (I tend not to include variety of magazines/loading methods as modularity.) There are iconic full stocks that were available, and as with any gun, a good number of aftermarket parts to boot. If it does get anything, I wouldn't expect it to be more than the stock, simply because Mausers are not popular for aftermarkets and attachments for sidearms in general is pretty limited. That's my $0.02. There's no real way of knowing what it'll be like until (if) it gets ingame. For all we know it could have a 319 round capacity and shoot out 40mm grenades. I just based my ideas off of existing evidence about gameplay, and the rest on simply what's common/popular/well-known about the Mauser. For what will actually happen; we'll just have to wait and see.
  8. Chaingunfighter

    The Winchester Model 70 discussion thread

    The whole point of helicopter crash sites is to give an unpredictable (somewhat, even though they still only spawn in specific areas) and randomized way of spawning in high-tier loot rather than just allowing them at the pre-set locations. It's what makes the crash sites valuable - they're worthless if you can just find everything at static loot spawns, because for that you can still server hop even if the loot spawn is significantly reduced. Plus, it's not like you're being deprived of anything because you have to go to a crashsite to get an AUG or M4A1. You can still get four other ARs; AKM, AK74, AKS-74U, and AK-101, without even going to a crashsite. You might prefer the aesthetic of an AR-15 but is that really a good enough reason to remove the whole point of crash sites?
  9. Chaingunfighter

    Dayz Wiki and Map for starters.

    Should probably be posted/moved into the New Player discussion. They also already have threads for things like this; http://forums.dayzgame.com/index.php?/topic/154039-beginners-guide/ http://forums.dayzgame.com/index.php?/topic/154725-index-of-all-the-helpful-threads-you-need-to-read/ And even then, DayZ's Gamepedia Wiki and Interactive Map are the top results you get when you search for "DayZ Wiki" and "DayZ Map", so it's not like they're some hidden resources that no one can access. (And the wiki is fairly incomplete as of yet; there's a lot of outdated and/or misidentified information, and even more is just incomplete or has insufficient info.)
  10. Chaingunfighter

    When will SA allow Custom Scripts?

    Not the best analogy - if he didn't want it transformed he wouldn't be allowing it at all. Not that I disagree with you, I honestly wouldn't lose sleep if there were no modding no more than I would lose sleep if I knew we'd have mods like Epoch and Overwatch coming some day. However, Rocket himself has shown support for the bigger, more popular mods ala those, and we've never really had the devs address what "limited" means. For all we know, they could just mean for the beta stage they won't be allowing as much/advanced modding in order to prevent issues such as hacking or exploiting the game files, rather than arbitrary limits like "you can't increase the spawn rate of loot to X number or have X amount of vehicles on the map."
  11. Chaingunfighter

    rethinking the ak family

    (Can't quote because I'm not in front of a computer, but nonetheless) When I was talking about the AK74 with the rail I meant the one that's in the game. It uses the exact same model as the AK74M/AK101. Réal original AK74's didn't have rails but the one ingame does, so it may as well be an AK74N with classic furniture. AKM should at the least keep the 7.62x39 drum and AKMS underfolder if the devs plan to revamp the series. The 7.62 drum can be regulated but I'd préfer it not be removed completely. AK74, I agrée, could be more diverse. You'd also hâve 45rnd and 75rnd drums as an option. AKS-74U, I could live with it not being modular at all save for optics and suppressors. Only thing I do like is using the sidefolder on the large AK74, so they should keep that in. I still would préfer they keep the AK-101 as it is rather than making it into the 74M. The AK-101 would simply be the eastern crashsite AK, rather than a général spawn. In other news, I'm excitéd for the new Winchester Model 70 (Fallout Hunting Rifle) and tentative Mauser C96. Finally were getting some good hunting rifles and civilian optics, as well as a civvie pistol (The FNX & Amphibia are clearly military pistols, the 1911 and CR75 could be civilian but are also newer, likely government issue, leaving just the P1
  12. Chaingunfighter

    rethinking the ak family

    And actually gibonez, the AK-74 in game DOES have side rails, just as the AK-74M does. The AK-74 is the exact same model as the AK-101, just spawns with different furniture. You can tell because the 74's pistol grip is still the black polymer one rather than the brown one that the AKS-74U uses. (Though currently the AK74 CANNOT use the PSO-1, so it doesn't matter.)
  13. Chaingunfighter

    rethinking the ak family

    I still don't see the good effect of completely deleting the AK family's modularity. Again, the best thing the devs could do would be extremely reduce the spawn rates of specialized parts ala the railed handguard, PSO-1, side/underfolder stocks, and polymer parts. Instead of affecting dispersion, parts like that should change weight and dexterity (underfolder/sidefolder have low weight, underfolder with less recoil and sidefolder with better dexterity. Polymer parts are lighter, same dexterity, and increased recoil. Rails are heavier, less dexterity, and SLIGHTLY less recoil. PSO-1 adds weight and reduces dexterity. AKM/AK74 wood is basically identical.) The rest comes from aesthetic preference and rarity; you can still customize your AK as much as you want but finding extra parts is very difficult. The CR-527 becomes useful because it gets the LRS that the Mosin has, and spawns are more balanced.
  14. Chaingunfighter

    Ranger Stations

    Some sort of mountain patrol-esque group would probably exist in Chernarus. However, there's hardly enough wilderness to justify it... it's like Pennsylvania; you get the appearance of thick wilderness but you're really never more than a mile away from something built up.
  15. Chaingunfighter

    Clearing this up: DayZ is NOT years afterwards

    Source? The mod "DayZ 2017" is not canon.
  16. Chaingunfighter

    rethinking the ak family

    Meaning it spawns in extremely low numbers, possibly less than what we have now. Collectively over time you have a build up of stuff and there's the simple fact that not a whole lot in game is actually rare, especially the "most desirable" stuff; attachments and ammunition are easy to find, as are their respective weapons. An example of something truly rare is the PM-73 RAK, you almost never see it, partially because it's not any better than the more common MP5K and partially because it is so damn hard to find. I wouldn't be upset if railed AK handguards and other unique aftermarket parts like that were relegated to Mi-8 crashsites, just as the PM-73 is. Basically just lower chance values on the loot tables coupled with an overall higher variety of potential loot across many loot spawns.
  17. Chaingunfighter

    rethinking the ak family

    Or just have everything but their respective stock parts be incredibly rare, not because of variety but simply because the weapon degradation system would benefit more if guns like the AKM were treated with more individual parts rather than less. Most weapons should be stock for the majority of their gametime and AK weapons especially should have even rarer attachments, for the most part, because they're not designed as a modular weapon series. Also, changing the AK-101 into an AK-74M won't make it more modular than an AK-74... the only base difference between an AK-74 and AK-74M is the stock, handguard, and pistol grip material. There are other differences between present-day manufactured AK-74Ms and 1970s AK-74s, but for the most part it's hard to represent them ingame (and the AK-74 model in game is the same on the AK-101.) If they plan to remove the AK-101 for the AK-74M they may as well just scrap the gun entirely, because it'd be pointless to have one that spawns with polymer parts but still uses 5.45mm rounds that's simply rarer. I do think they should give it the correct magazine, though. Alternatively, we could have this as the "low-end" AK rifle, with few to no attachments, including the PSO-1 because of the different receiver; Then you get the AK74 which was the standard rifle of the CDF and is thus the second most common AR - lower-end damage but less recoil and high velocity rounds. The AK-74 can swap handguards, stocks, and accept the PSO-1. The AKS-74U fits with this, save for not accepting handguard attachments. Then you have the AKM, which is still fairly common but less common than the AK-74 because it's been phased out of main-line service and is a common secondhand rifle. Like the AK-74, has all of the AK available attachments. Finally you have the AK-101, a helicopter crashsite spawn weapon that is essentially an AK-74 that utilizes the 5.56x45mm round. And with this you extremely limit all AK attachments save for the standard wooden handguards and stocks, just because custom AK rifles do exist and are possible, just not common.
  18. Chaingunfighter

    AK74U question

    Regular AK-74 can't take it either and it's almost the exact same gun as the AK-101, buttstock and handguard have nothing to do with it (hell, you can "make" an AK-74 with a PSO-1 if you give an AK-101 wooden furniture, the PSO will still fit.) Again, it'll probably be adjusted so that at least the AK74 can take it, with the AKS-74U being a possibility.
  19. Chaingunfighter

    AK74U question

    It's an error on the wiki page - I copied and pasted the standard AK attachments and simply removed the handguard ones from the AKS-74U. Hopefully we'll at least get the PSO-1 on the AK-74 in the future, though I wouldn't mind it being on the AKS-74U either.
  20. I dunno, I didn't pick that option. I think it was more of a joke option but I can't be 100% sure.
  21. They were two separate options - one being that we should be able to make new vehicles (essentially) completely from scratch while the other said we should be able to heavily customize cars that already spawn in the world, such as the V3S.
  22. Chaingunfighter

    Firearms Ranking

    Every weapon has its place... no weapon is completely useless. Even the P1 can be useful... there's just literally no reason to use it over anything else, because it has no niche. The CR527 still has the most minute specialized uses. The M4A1 is the most versatile AR all around, being that it has access to the largest variety of magazines, and second highest total capacity at 60 rounds (40 rounds are nothing to laugh at either), and also enough parts to make it useful at a range with the ACOG and MAGPUL parts or CQB with many other optics and CQB parts, though truthfully MAGPUL and CQB parts shouldn't affect dispersion; only dexterity, but nonetheless. The ROF and low recoil of the M4A1 is also pretty great. The AKM is basically the current opposite end spectrum AR, being more common and having a higher overall magazine capacity and more damage per shot. It does shoot a bit slower, the recoil is pretty large, and despite having the PSO-1 scope it is less accurate than the M4 (not to mention the PSO-1 is made for 7.62x54mmR guns, so it isn't a flawless attachment either) Most people use the AKM over the M4A1 simply because it's easier to find and parts are everywhere while the M4A1 as well as its respective magazines and attachments only spawn at US helicopter crashsites, but were crashsites not so buggy and the M4A1 more available you'd definitely have more people using it. Then the AK-101 also has its niche areas, because it is basically an AKM with the 5.56x45mm round - trading damage for lower recoil and a higher velocity round. It's generally not as useful because it is stuck with the 30 round magazine and the PSO-1 works even worse with 5.56 weapons but you still see a good number of people using them. I can imagine the AUG will become a popular choice as well being that it comes with a built-in optic and will be very diverse attachment wise, but we only have the base rifle and very limited playtesting with it so it's hard to say. The AK-74 and AKS-74U seem to really be in for variety at the moment. I can't deny that both are almost essential given the setting and lore of the game, but in terms of gameplay the AK-74 is just an inferior AK-101 and the AKS-74U is a fairly specialized rifle with limited use. As for the Blaze and Sporter-22; I rarely ever use the Sporter. In fact, I'd reckon I've fired more rounds from the Blaze than the Sporter in all of my time playing. I used to use the SKS all the time because it was my go-to weapon ever since they added it but I've fallen in love with the Repeater given that most of my combat is well within medium range and .357 rounds are abundant as hell. The Sporter doesn't have enough power for me to justify using it, while the Blaze definitely feels like you're getting two solid rounds out of it. It's just that at this point the Sporter has a much bigger utility factor to it than the Blaze does, compared to other weapons. Suppressors don't work currently so the only two actual quiet weapons we have are the Sporter and Amphibia. The Blaze is a loud gun and it only holds two rounds, and doesn't have any optics or attachments to make up for this. The utility of the blaze comes with how much of a monster it is at killing single targets at medium range. However, the Sporter being the second quietest weapon in the game and having a 30 round capacity is the silent assassin's friend at the moment, and is more useful in a variety of roles that no other weapons can fulfill. The Blaze works well for equally as many playstyles, but there aren't nearly as many of them that the Blaze is the only weapon that does them well.
  23. Chaingunfighter

    Firearms Ranking

    Wouldn't the Sporter be superior in the hands of someone who consistently hits their shots, since it's a lower-damage weaponwith a higher capacity? Also the utility of the Sporter is much better than what the Blaze can do... I mean, yeah, two quick successive accurate and powerful shots is a really good feature, but the rifle's length and dexterity make it pretty poor in CQB (not to mention the IZH-43/Sawed-off IZH-43 is superior for the same role, being essentially a blaze with shotgun shells gameplay-wise) while the medium/long-ranged capability is outclassed by the Mosin and the quick but decently powerful rounds are no faster than the SKS or any AR, most of which will still kill in 2 well-placed shots. Not that the Blaze is a bad weapon, it's just that besides a few small niche areas there are other guns that will perform better and be useful more often. I will admit that the Blaze used to be a domiantor before there were multiple ARs and the M4A1 sucked and the majority used either the SKS or Mosin or Blaze, but now it's a decent gun that is outclassed simply because there are enough alternative options available. Hell, even the CR527 isn't a bad gun on paper; it's accurate, the dexterity is decent, it has a low profile, the 7.62x39 is nothing to be trifled with, and recoil isn't a problem. The thing is; it has a small capacity, in fact it has the smallest capacity of any weapon that needs a magazine, and it needs a magazine with 5 rounds being the only option (unlike the Mosin or SKS which can still be full without clips, though they take longer to load.), and pretty much any advantages it has are outdone by other weapons. It may be accurate, but so is the Mosin that also has attachments available and uses a more powerful round, it's a low profile weapon with decent dexterity, but it isn't quiet and is a slow bolt-action rifle, so it's not good for CQB (and no better than ARs, SMGs, shotguns, pistols, or other guns like the SKS), it uses the 7.62x39mm round, but those are rare and only spawn in military areas save for the CR527 mag itself, which I may add is also quite rare, and it has manageable recoil, but so do other guns. It's basically just pointless to even try and use at this point. Granted, later on ARs, SMGs, and other military-grade weapons will be a lot harder to find and better civilian weapons like the SKS and Mosin will be comparatively rarer as well, (and spawns will be corrected so that civilian-available ammo calibers and magazines spawn in the correct places) so you might see an increase in usage. It's just not practical right now.
  24. Chaingunfighter

    Any News on REAL Snipers?

    The Mosin with a PU/LRS is a sniper rifle, the bent-bolt ones in game were specifically made as snipers. The only real demeaning factor for the Mosin is that the accuracy doesn't stand up to most of the long-ranged rifles of today. An SVD is going to be added at some point when the central loot economy is implemented, so you'll have a marksman rifle. As for other snipers, I don't think it's unreasonable to believe that we'll get more ranged capable weapons in the future. For now though you're just going to be using the Mosin as your go-to sniper rifle and SKS as a marksman rifle (or an AKM/AK101/M4 with a PSO-1 or ACOG)
  25. Chaingunfighter

    Smoke Grenade or tear gas

    An RGD-2 smoke grenade was confirmed in one of the devblogs awhile back, and there's an M83-style smoke grenade canister in the game files, so I'm pretty sure we'll see a smoke grenade at some point. In addition to the grenades we have now (M67, RGD-5, MK84 Flashbang & later RGD-2 & possibly M83) I could see some use in an M7 or M47 CS Gas grenade and AN/M14 Incendiaries, though most of these save the Russian ones would need to spawn at helicopter crashsites. However, with a full complement of explosives you could do some pretty cool and interesting things.
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