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Everything posted by Chaingunfighter
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Can only carry gun/tool on your baack if you have a pack
Chaingunfighter replied to Karmaterror's topic in Suggestions
I like the backpack idea more than the sling idea, simply because making proper slings for every weapon that also have good physics and animate well slung to the player's back would be incredibly difficult and time consuming for the devs. -
The ballistic vest was removed because of clipping errors, not because it was "pointless." A new MOLLE-ballistic vest or plate carrier would be cool to have at some point, though.
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Jesus... hopefully those will be loot economy regulated when that comes around. But still, it's really cool for storage and whatnot.
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Some thoughts regarding injury and sickness
Chaingunfighter replied to bfisher's topic in Suggestions
The medical system is constantly growing more complex as we speak. While I don't necessarily want to nurse a broken leg for days just to be able to run again, making injuries less inconsequential and more important to take care of would be great. I'd say to fully heal a broken leg should probably take around 6-12 real life hours in-game (meaning you can't just log off and come back in healed) after it has been properly bandaged and given a splint. That way it'd be reasonably important to take care of but it wouldn't be so long that you'd be better off just committing suicide. -
I think if an apocalyptic event happened today guns would still end up being the most major use weapons, and there would be a large shift to use of melee weapons as well as some antiquated forms of weaponry such as bows/crossbows for those who can use them. Granted, after a while you'd probably see the amount of guns get smaller and smaller before any civilization was able to be restored, and more maintenance demanding guns would disappear, but you'd still have plenty of people using reliable weapons ala the AK rifles, or even AR-15s (though don't expect most of your fancy gadgets to last forever). Gun use would then have a resurgence as people started to manufacture their own brass casing and gunpowder. A lot of these would probably start being more improvised firearms or guns built on older parts rather than by this point ancient modern firearms but that wouldn't mean people would trade in their accuracy for smoothbore barrels. Besides that, a few old black powder firearms actually would not be a bad thing. Hell, they could add some antique mid/late 1800s "muskets" (by that point mostly rifled guns) as long as they were appropriately rare and only existed for variety. I myself would like a modern muzzleloader added to the game, something that's sort of a "LongHorn's big brother" that is powerful and has range at the cost of being a one shot firearm.
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It'd definitely take less work to expand on Chernarus... I just feel that you lose the "feel" of the map of you make it inland, the coast has always been a big part of the map and changing it to a river would degrade that sentiment. It'd still be cool, but I'd still rather them do a new map if they want something that drastically different. Not that it matters; they're still working on adding to and improving inland Chernarus, so anything that will change is pretty far down the road from here.
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Hence why the Magnum is probably the most popular handgun, simply because they tend to be more available than the FNX. I long for a Glock as a reasonable 9x19mm substitute for the FNX.
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Typically the SKS and M1 Carbine, as well as guns like the Mini-14 are thrown under the assault rifle category simply because they have variants that are assault rifles (Type 63, M2 Carbine, AC-556, etc.) Otherwise they're just semi-automatic autoloaders. Granted, I do agree that there should be better specialized classification. In fact, some sort of binomial nomenclature for firearms would be useful, per say (and this is a rough basis) Domain - WeaponsKingdoms - Gunpowder-based weaponsPhylums - Barrel bore (smooth or rifled)Classes - Size/intended purpose of firearm (i.e. handgun. long gun, cannon, or whatnot)Orders - Action of the firearm, I.E. lever-based, pump-based, bolt-based, autoloading, or whatnotFamilies - Guns built on similar systems, ala AK-47, AKM, AK-74, and AK-105Genuses - Variants of the same gun, ala AKM and AKMSSpecies - Specific weapon, AKM
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SKS is just a semi-auto rifle, no real classification beyond that (I guess you could call it an "assault rifle" just as the M1 Carbine is sometimes, but nonetheless) However, yeah, BMPs and military wreckages should probably spawn their own loot; AKS-74Us and AK-74s, tanker helmets, grenades, ammunition, and other general military loot like binoculars or uniforms.
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SVT-40 will hopefully be a very rare civilian spawn assuming it gets made at some point, because honestly you'd be more likely to find an SKS or even Mosin at a military base presently. However, yeah, you can still have dual-spawning, where obviously larger quantities of 7.62x54mmR ammo will be available at military bases.
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Results of killing (insanity, morality)
Chaingunfighter replied to threedogification's topic in Suggestions
Real life manhunts are only held in orderly societies, where there's a government and police force who can keep track of them. DayZ is the complete opposite; a post-apocalyptic environment where everything (at least in the region you play inside) has broken down. And even in orderly instances, it's not like the police have RFID chips that tell them exactly where the perpetrator is (in most cases), ala giving them the server they're on. People shouldn't be able to just come and track you down to kill you because you've killed a lot of other players, I mean realistically speaking, why is all of this information available to everyone? And how does the game know for sure that the killings weren't justified? If people want to hunt down some notorious killer or bandit, they should have to do it themselves. No features or whatever to do the work for them. You're trying to define morality in an open-sandbox game; an oxymoron, if you ask me. (Let's not forget all of the other things "evil" playstyles can do that don't necessarily involve killing) -
Overall, assuming ammunition, attachments, and magazines are readily available, the FNX-45 is probably the best all around. It's got a high dexterity, large capacity, great damage, and of course heavy utility with the unique optic and flashlight. However, that's only on paper. All things considered, the FNX-45 and its respective parts (at least the suppressor, magazine, and MRD) are pretty damn rare. Add that to the fact that .45s are not the most common type of ammunition and the FNX becomes really difficult to sustain. Generally the most practical sidearm would be the Magnum, as it has high damage, does not need a magazine, and .357 rounds are really common. With the addition of a speedloader, it also reloads pretty quickly. Unfortunately, the Magnum is one of the slowest-firing sidearms and has a small capacity (6 rounds). Still, it makes a great all-around weapon and works for pretty much anything but high-intensity combat. The rest of the sidearms also have their niches; The Amphibia S is an excellent silent killer with a decent capacity of 10 rounds, making it great for zombie killing. However, it has really low damage and performs poorly in firefights, not to mention having a super rare magazine. It isn't too bad of a weapon but generally anyone using this will find greater utility in a Sporter-22, so it's a niche weapon at best.The LongHorn is an awesome ranged sidearm, having a really powerful shot, built-in scope, decent accuracy, and an acceptable reload speed. The huge drawback to this is that it is a one shot gun, so it's basically hit-or-miss. While accurate, it doesn't really stand up to the Mosin or SKS, both of which are more accurate and hold more ammo. And, of course, the fact that the scope cannot be removed is also detrimental in some cases, rendering it nigh useless in CQB.The CR75 works as a substitute for the FNX-45 when available ammunition is lower. Both 9x19 rounds and CR75 mags spawn more often than .45s and FNX mags, so it's far easier to supply it. However, it has lower damage and no MRD, and with an equal capacity it's only useful when you're interested in a larger ammo supply.The 1911 still works well as a pistol, but holds next to nothing over the FNX with a lower capacity and only the flashlight. It's good for most of the same reasons as the FNX, but doesn't have the capacity or modularity to justify it being used over said FNX.The derringer is a pretty useful backup weapon. It's not good for combat at all and is extremely short ranged (the gun itself is actually super accurate as of yet, but the sights are terrible and accuracy will likely be adjusted.) but the small storage size and two quick successive shots allow it to be useful, especially to someone who is low on space. Were it concealable or faster to draw it'd probably be a much better alternative sidearm, but as of now it's just a nifty little pistol.The Makarov is alright being that .380 ammunition isn't too hard to find and it shoots incredibly quickly. I can't really justify it over the other pistols but it's not a bad weapon at all.The P1... don't use the P1. It's really only in the game for variety, being that it has pretty bad sights, low dexterity, low accuracy, and low capacity. If you have no other options, then use it, but it really does hold nothing that the others can't do better. It does look cool, though.
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Explain to me how limiting the variety is vital? The amount that spawns should be lower, yes, but the potential of what can spawn should go up. It's not like military spawns are displacing other loot, because they only spawn at, you guessed it; military spawns. Plus, if you have a larger variety of stuff, you're less likely to see a specific instance of military gear so often, thus decreasing the overall number of specific items. It seems to me like a larger variety with lower spawn rates would be the best thing, because you'd have a lot of mixing of both civilian and military gear, which is what would often happen post-apoc (per say combining the durability and utility of a military vest and ballistic helmet with the comfort and low-bearing of some regular clothes.) DayZ won't play anything like ArmA whether there is one AR or 100 ARs, because ArmA focuses on groups of already supplied units in generally combined arms assaults on forces proportionate. DayZ has far fewer players per server and even less organization within them. Add that to the fact that everything in DayZ needs to be scavenged or salvaged, and massive scale battles end up a rarity. (Not to mention there are and probably will not be any tanks/APCs, heavily-armed helicopters or planes, long-ranged artillery, laser-guided bombs, and all the bells and whistles of ArmA. Not to say that none of this will happen, and I'm pretty sure armed vehicles will be a thing, but it definitely won't be finding a BMP-2 with 2,000 rounds of HEDP, likely more along the lines of an old pickup truck with a PK that you have to find and mount and link the ammunition for individually, of which you will only have limited quantities.)
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True. I mean, if they added it I wouldn't complain, variety is cool so long as the items are appropriately rare. I just don't see the point with this specific instance, being that the 1911 is not the best choice for a pistol to carbine conversion, but if the devs liked it they could. The Strizh would be fine as the game's real "modular" pistol, outclassing the FNX-45 but being a 9x19mm weapon.
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No, but it's a part of Chernarus that is dear to my heart, and many other players'. Plus, it's a great place to put tents, since really no one ever does go there. Either way, it'd be more significant and lore-friendly if they simply added other islands off the coast, and made a new completely inland map, possibly where players start on either side of a larger river, that may even break off into further tributaries and separate the map into many different sections.
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But then you lose Skalisty Island and make boats rather pointless for the most part. They'd also have to re-design a lot of the port cities in order to make them accommodate the river better, including possibly removing the Rify shipwreck (What would freighters be doing that far inland?) And, of course, they'd need to design an entire well utilized land mass on the other side, which would take an immense amount of time; rendering the map essentially no longer Chernarus. Which means that the best bet the devs have would be to simply start a brand new map if they wanted to do changes that significant.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Chaingunfighter replied to alexeistukov's topic in Suggestions
Most nailguns would make terrible weapons... seriously, they wouldn't be deadly beyond melee range, so you'd essentially be limiting yourself to a powered and 5ft ranged melee weapon with a limited ammo supply. There are high pressure nail guns but for the most part anything common is going to be nigh useless as a weapon. Not that it wouldn't be cool, even if for variety at the worst, it's just that using one over per say an axe or machete would be idiotic. -
What I mean is that those parts are not readily available nor is it common for such things to be manufactured. I wouldn't be inherently opposed to it, I just don't see any reason for it to be done, because it's such an odd form of weapon improvisation.
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Optimization should be the #1 Priority, not 7 different AKs.
Chaingunfighter replied to Loopest's topic in Suggestions
Then don't say "optimization should be the #1 Priority, not 7 different AKs.", because it makes you seem as if you believe adding new content to the game is somehow getting in the way of optimization. And playing games for 20 years means nothing... especially on the development side. -
Normally I disagree with gibonez about how far we should take attachments... but jesus, I had the exact same reaction he did when I saw this. A monstrosity of a weapon and hardly even realistic.
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Optimization should be the #1 Priority, not 7 different AKs.
Chaingunfighter replied to Loopest's topic in Suggestions
"EVERYONE! DROP ALL OTHER WORK UNTIL WE FIX THIS ONE SPECIFIC ISSUE! EVEN IF YOU HAVE NO SKILL IN CODING, SCRIPTING, PROGRAMMING OR BUG FIXING, TRY AND FIND A SOLUTION" AKs come from the art team, who rarely ever actually do any coding themselves. They're responsible for new models, textures, and other art-related implementations. Afterwards they go to animations, who are responsible for animating the artwork put into the game. Then finally they go to programming who finalize implementation before they're sent off to QA to be added to the public/experimental versions to be added. Pretty much everyone involved has nothing to do with optimizing the game. By the way, most of the lag in DayZ doesn't necessarily come from optimization but simply because of the server you're playing on. If you join one that's closer to you and has less ping, you'll see performance go up pretty far. Actual clientside optimization is pretty good at this stage, despite how much work needs be done. (BIS games are notoriously bad for this across the board, and it's really serverside every time) -
Mags can spawn there but ammunition cannot as far as I'm aware. And I'd of course prefer both, but I was just suggesting that as a compromise to Gews specifically. If it were me I'd have them do an RPK, RPK-74M, and RPD.
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Nah, it should be available in both. Even though the CDF didn't directly use 7.62 AKs as their main weapons, they did have second line militia units that had them. That and there would undoubtedly be plenty in reserve considering how many were in the war and in the past. And let's not forget potential other weapons like the RPK (non-74) or RPD. And from a gameplay perspective having the AKM spawn in civilian locations wouldn't be too great. Though I could understand 7.62x39mm rounds being solely police and civilian spawns; with the AKM being police-station only, the AK-74 and AKS-74U being general military spawns, and the AK-101 being a helicopter crashsite rifle (assuming it stays in game.) And of course they could just add the RPK-74 instead of the RPK. Doesn't matter too much to me, but I do support 7.62x39 being available in civilian spawns because of the CR-527 and SKS.
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It's only really an LMG as much as the M27 IAR is an LMG. I mean, yes, they are classified as LMGs, however they both typically utilize standard capacity magazines, not high capacity ones. The big difference comes in barrel length, and in the AUG HBAR's case; the fact that it comes with a bipod. However, true LMGs would be more along the lines of an RPD or M249.
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Why remove the AKM drum mag? Even if they add an RPK-74 it'd still only really be useful if they added a drum mag for it... which would also be compatible with the AK-74 and AKS-74U. I mean, yeah, 45 round magazines might be okay but you can still outclass it or equal it with the 60rnd coupled M4 mags or the 40rnd PMAGs. Point being that any RPK type weapon system would be pointless given a proper stamina, weight, and ballistics system assuming they're limited to 45rnd mags and 30rnd mags, because they're basically just a heavier, bulkier and larger AKM/AK-74 that may be a bit more accurate and come with a bipod. ACE works with those types because of how battles are played out on a generally larger scale, but small scale warfare like DayZ is 90% of the time would mean that next to no one would ever want to pick up an RPK for more than looks. Keep AKM drum mags and make them a rare, possibly helicopter crashsite spawn that can be used in both the AK system and RPK equivalent, while allowing 45 round mags to be the higher-end general military spawns. And of course to supplement add an RPD and PKM. Well, actually, the true definition of a machine gun is any weapon that can fire rounds in quick succession, with select-fire capability. That means that submachine-guns and automatic/select-fire rifles also fall under the same category. Typically guns ala the AKM are classified as assault rifles because what machine guns are actually known as to people well versed with firearms are far different from automatic rifles. However, it isn't wrong to call ARs machine guns either. That, and under most laws, machine guns are any weapons that are capable of select-fire. And, of course, there's the fact that many people are not well-versed in firearms and it's far easier for people to identify guns as "machine guns" than it is to say "rifle capable of selective fire". It might sound dumb, but you have to learn not to give people flak when they aren't as into the topic as you are.