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Everything posted by Chaingunfighter
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Prepare for the massive army of people who instantly jump when they see people talk about sniping. The bipod was intentionally taken off of the Mosin because it isn't capable of supporting an ATLAS bipod without modification, so I wouldn't expect it to be re-added. There are more (and actual) sniper rifles coming, including the SVD. The Mosin isn't really even a sniper rifle, it's just a long bolt action rifle that's been used as the game's sniper because of the LRS. "- Camouflage suit ( Arma 2 has it, its kinda suit from grass, and from distance you should look like bush ) It would be cool if we can craft it. ( EDIT : Its called Ghillie suit )" Yep, they're called Ghillie suits, and they're confirmed. Yes, they will also be craftable. "- Add more sniper rifle that supports bipod" I don't believe that the SVD will support the ATLAS bipod either, because it wasn't developed with it in mind. However, I'm sure at some point we'll get more rifles that can use universal attachments like the bipod. Just so you know, there are other ways of making your shots more accurate, the Bipod shouldn't even increase accuracy on its own, just steady your aim. "- Add sniper silincer" Mosins weren't designed with suppressors in mind, that's why they don't have one ingame. The SVD really wasn't either. I wouldn't mind seeing a few sniper rifles with a wide range of attachments, including suppressors, but there's nothing confirmed for now. It's not worth worrying about until suppressors actually work anyway. "- Lower shaking frequency while you are prone. ( Comeone, you are all energized, you havent run and you cant hold your breath for 2 seconds to get perfect non shaky shoot? I bet that even I would shake rifle less that my character. Proning should drastically reduce shaking )" The sway system is definitely up for adjustment, but I don't think you should EVER be able to take a completely stable shot, there's always a tiny amount of sway. As I've said, the system is fairly clunky as is and will be tweaked, but if you want to play a sniper, you should actually have to take energy into account. We don't need sniping to be EASIER. "- Fix Hold Breath option, it does not even make you shake less." Haven't tested, but it's probably a bug if it isn't working. It isn't really a suggestion to tell them to fix something they know is broken. "- Dirt face mask. if we have knife or machette, we should be able to dig up a small peice of dirt and cover our faces." Shouldn't really even need a machete or knife, there's nothing stopping you from just picking up some dirt and putting it over your face. However, I wouldn't mind if it at least required a shovel/spade or knife so we didn't see the icon popping up every time we ran in the grass. - Make some advantages when using gloves. Non sweaty hands improve gun holding. Depends on the gloves, thin gloves can be extremely helpful at times but aren't as good at absorbing sweat. Thicker gloves absorb more but also make gripping an object more difficult. I say just make it aesthetic, the differences are so minor that it's not even worth the time. What gloves SHOULD be good for is keeping your fingers warm as well as preventing burns.
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The warnings need to be adjusted, but making temperature a "hidden feature" is an incredibly bad idea considering the effect it can have on you. The messages are only there because there's no way for the game to actually make you "feel" cold or warm, so you have to know. Also, getting hypothermia or frostbite is never something you'll want to happen, ESPECIALLY when injured. By the point that an area starts to feel numb, you've probably already lost it, and with an injury it's only going to get worse because of the cold. That, and the pain would be extremely amplified, because you've got the open injury with your body still trying to seal it, and at the same time ice is beginning to form around it. That would be incredibly painful. It wouldn't fix anything. The game should encourage people to stay warm, while also cooling off occasionally.
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... what for? There are no clipping issues or bugs with the 40 round magazines, as far as I'm aware. I also fail to see the problem with people having a whole 10 rounds more than is standard, anyway. (Those 10 rounds will hardly make a difference when spraying and you shouldn't need 30 rounds to kill someone anyway)
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870 is on the wiki because they showed off a model a while back of one. Only problem with having both the M133 and M870 is that they're almost exactly the same gun. Yeah, there are plenty of different variants, but performance wise you're not going to see any real difference on equivalent variants. Though they did make a model so I'd hate to see it go to waste. I'm not sure crafting weapons should go as far as making guns, simply because many are fairly complicated and a common problem with complicated improvised items is that they all look identical whereas in the real world you have noticeable differences. I would like to see more advanced improvised melee options, like tying a knife/bayonet or even a sharp rock onto the end of a sharpened stick to make a spear, as well as crafting together various objects, like baseball bats with nails and whatnot. I definitely do not want bows to be the majority weapon, though.
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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
<500,000 guns is a lot more than it sounds, that requirement would unnecessarily limit the number of guns in game. Half of the guns in the game wouldn't be in for that requirement. There are also plenty of non-Eurasian (mainly American) weapons that appear all across Europe - the M1911, Browning Hi-Power, M16 series, as well as many other guns from Colt, Winchester, Remington, Ruger, Taurus, and whatnot, are not at all uncommon across the planet, so that's a poor statement to be made. -
The M10 would still be fairly different from the MP-133 with a 5-round tube rather than 8-round type, but based on the context of the post he likely meant M1014. the AKS-74 is an AK-74 with a folding skeleton stock, AKS-74U is a carbine version of that (U being for Ukorochenniy, which means "shortened" in Russian). There's no such thing as an AK-74U, but like I said, if it did exist it'd probably be the same gun with a full stock, which would be pointless on that kind of carbine.
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I presume you meant the M1014, which would be a cool semi-automatic shotgun, but it'd have to be quite rare. M4A1 is already ingame, in fact it was one of the first three guns in the game. An M40A3/M24 or some bolt-action 7.62x51mm sniper would be cool. AKS-74U is confirmed and coming soon. A Glock 17 or some glock would be awesome. The MP7 is unlikely because it uses 4.6x30mm ammo, which next to nothing else uses. There's an MP5K in already, but a full sized MP5A4/MP5A5 or MP5SD variant would be nice. He probably meant the M1014, which is a semi-automatic shotgun completely different than the MP-133 (M133) they've confirmed. The M4A1 IS the one ingame, so that suggestion was pointless. For future reference, the only real difference between the M4 & M4A1 is that the M4 has a burst/semi/safe receiver while the M4A1 has an automatic/semi/safe receiver, otherwise they're identical. "AK-74U" is a common misspelling of AKS-74U, though if an "AK-74U" did exist it'd probably be the same gun but with a full stock. And of course, the MP7 isn't really out of place, but it uses its own round (4.6x30mm), so there's no real incentive to add it.
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Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
The stun baton and cattle prod are awesome for fighting zombies, and the children's backpack is intended to be a low tier item. Later on in development most useful gear will (probably) be much harder to find so you'll have to rely on lower end stuff for longer periods of time. That, and you could argue that a scope for the lower-end rifles is just as unnecessary when you could simply use a Mosin/SKS/AKM/M4A1 with a magnified optic and be much more effective. I don't think that's a good reason not to include something, but not every single item in the game needs to have a clear advantage over everything else. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
Electrical melee weapons are a really cool and interesting feature, and the children packs have been in for a long time, so I don't understand where that comment came from. Having a scope isn't really a priority job. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
That's why I suggested implementing a mid-range hunting scope. Plus, Rugers are incredibly accurate rifles, they just don't have a lot of stopping power, but they'd still be efficient with a medium ranged scope, mainly for hunting, as (IMO) the Sporter isn't intended for serious combat anyway. Point is I'd give the CR-527 & Sporter get optics BEFORE the Blaze, but if all three can be done then more power to everyone. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
Blaze having the PU wouldn't make sense at all, and the PSO-1 mounting on an AKM is very possible. However, I would like to see the LRS or even a dedicated hunting scope for the Sporter-22, CR527, and possibly Blaze (I don't really see the necessity of a scope for it, though). -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
And I completely agree with you, there should obviously be incentives and sacrifices you have to make when picking weapons, with no "true best" weapon, but some clearly better than others to most people. I just don't like the idea of making a gun rarer on the fact, and on that fact alone that it was (probably) made in the United States, Belgium, Austria, the UK, or Germany, rather than Russia or anywhere else outside of Eastern Europe, unless the weapon it-self's purpose is to be a "rare, but cool" gun. I'd prefer guns we add to have a point, and variety alone is meaningless when you have, in essence, zero REAL incentive to pick something up. I don't know that they should be creating some melee fighting simulator, but it'd be nice to at least have a regular attack and a "charge up" attack that uses greater force and is possibly able to break through someone's block. Now, a super in depth melee system would obviously be awesome, but there are so many different combat styles in real life, and taking the time to create a huge system for that would be so much unnecessary work. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
That's an arbitrary line, though, because not all NATO firearms are inherently better than Warsaw Pact weapons, especially in the perspective of a video game. There'd be no real incentive to use most of the NATO equivalents when the Warsaw Pact ones are more common as well as ammunition is more abundant. Granted, I do like the system they've set up now, and currently the FNX-45 & M4A1 are limited to crashsites because they're innately the "best" of their group as the game stands (FNX-45 having quite a few attachments & the M4A1 being super modular). However, I don't think any gun should be limited on terms of the weapon's origin alone. Otherwise, you'd have guns like the LongHorn, Magnum, and Blaze 95 being super rare simply because they're not prevalent in real Eastern Europe, even though there's nothing really special about them. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
Well DayZ does use a modified Take on Helicopters engine (a very heavily modified version at this point), so there's no real reason why they couldn't do it. But helicopters aren't really for this thread. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
Oh I agree, if it were up to me I would've added 9x18mmM instead of .380 ACP, were I given the choice (yet I don't believe either is inherently necessary) I absolutely want a unique feel and tone (feel doesn't really work here because it's completely subjective whereas the developers' tone is a "factual opinion") through firearms. However, yes, I personally see variety as a key influence on creating a unique feel. When I use the term "gameplay", I use it vary sparingly (although my previous posts would seem to contradict that). I do not at all want a completely balanced and/or straightforward experience, I love the idea of asymmetric gameplay that DayZ campaigns very well. However, my feelings toward gameplay come into play when you have to make some less-than-authentic/realistic decisions in order to increase the depth of gameplay. What do I mean by this? I'd say the AKM is a picturesque example of this. AK-type rifles are undoubtedly the most common AR-type rifles in almost every post-Soviet state, the AKM being the most prevalent. Of all guns we have, the AKM would (probably) be the most common rifle, and maybe even firearm in general, in the real world (yes, there would be similarly high numbers of the Mosin/SKS/IZH-43, but I digress.) Maybe this is just me, but I don't believe the game experience would be improved if the majority of people were using the AKM and ignoring other rifles like the Sporter-22 & CR527 almost completely. While it's not the most realistic scenario, I do believe that having "weapon progression" rarity, where the "better" guns are rarer based on all multitudes of factors, is more beneficial to the game, than having the most common real guns be the most common in-game guns. Obviously outliers like the Engraved 1911 and other party piece weapons exist and are rarer than most "regular" weapons while still being more uncommon, but that's the purpose they serve. The reason why I campaign for the TAR-21 & FN F2000 is not only because of what the developers have said, but simply because they're not even out of place realistically. Quite a few different special operations forces across central & eastern Europe utilize the TAR-21 & F2000. Yes, they're in limited numbers and as I've stated special operations, so the likelihood of actually finding one would be quite low, I just take issue when people say that they "don't fit the setting at all", when they clearly do. And yes, I do believe there are many benefits to the overall gameplay of DayZ that would arise from having separate 5.56x45mm bullpup rifles, so of course I'm going to argue for that as a positive. I'm a large fan of firearms too, I like guns of all kinds. In fact, you wouldn't believe how angry I was when the developers stated they wouldn't be adding 5.45x39mm way back when in January. Since then they've changed their minds, but nonetheless, I was very, very upset with the fact. I've just adopted a new ideology tethered towards a large mix of gameplay and realism, because personally I don't see DayZ as a simulator and that too much of either upsets the overall experience. Metro 2033 & STALKER have the same "authentic feel" that DayZ does, but their weapon setups aren't any better, if they aren't worse. Metro 2033 is mostly fictional guns, which is fair considering the game takes place in the future. However, the only REAL guns in the game are the AK-74, VSK-94, and DShK, and the rest are mockups of various other rifles, so it's really hard to call the weapon setup realistic. STALKER, however, really takes the cake for non-Eastern bloc weapons. It's got the Beretta 92FS, Browning Hi-Power, Colt M1911A1, USP Compact, SIG P220, Walther P99, DESERT EAGLE, L85A1, F2000, G36, SIG-550, Z&M LR-300, Mossberg Maverick 88, SPAS-12, MP5A3, SIG GL5040/M203, and, of course, a gauss rifle. The 92FS, Browning HP, M1911, & MP5A3 are quite common internationally, but the rest of them are used in limited numbers across Eastern Europe (very few of them in Ukraine), mainly by special operations & irregular forces. Yes, most of the outside weapons came from mercenaries, a heavily modernized Ukrainian military, arms dealers, and in general large amounts of people flooding into the zone for profit, but that's still a fictional plot scenario that could just as easily be devised in order to allow them into DayZ. That, and there's a Desert Eagle, which is one of the most redundant & overused firearms to date, and is only used by ONE military group in actuality; the Polish GROM. So honestly, if you're going to use those other games as a reference point, then you mustn't have a problem with guns like the F2000 & TAR-21. Which way, exactly? Helicopters have been confirmed, so clearly I'm not That out of touch with the developers, at least in that regard. With the community and you, well, I'm not exactly sure what you want. I just would like the endgame to be more than having four 9x19mm bullets and a half-empty tan of baked beans. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
The renderer is being rebuilt, the only actual overviews we've had of the Chernarus+ terrain are from ports to ArmA 3 and that's not representative of what you see in DayZ (keep in mind that ArmA 3 had few forests). I never suggested making it easy, perhaps they could even borrow the Take On Helicopters flight system, which actually requires you to have some knowledge of aircraft before going into it, so that you wouldn't just have some freshspawn running to the NWAF and hopping into a Huey. Having a functioning car isn't really where the final progression of the game should be, to me. There should be a point in which you are actually noticeably capable beyond "normal standards", and if that means having tanks instead of helicopters (or cars/trucks armored up like tanks), then that's what has to be done. Getting to an AK with one magazine and an old beat up Lada is not something that I want to be my proudest moment. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
Regular helicopters are far from being too much, and even some with a PK, M240, or M60D on the side wouldn't kill anyone, especially with a realistic flight model. Working aircraft should definitely be a part of the endgame, although yes, they should be much more difficult to repair, operate, and maintain, than they were in the mod. Gunships, jets, IFVs, APCs, and Tanks, I'm only opposed to them because actually taking them down is very difficult and requires specific weaponry, i.e. a tank can ONLY be destroyed by a powerful-enough explosive, whereas enough concentrated small-arms fire will eventually down a helicopter (and a gunship, but they have too heavy an armament to be worth adding) -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
I wouldn't call the Walther PP or MAC-11 obscure, at all. That argument is invalid anyway, because the list of 9x18mm guns is far more obscure than .380 ACP, which is a relatively common pistol caliber. There are no 9x18mm Walthers, no 9x18mm MACs, no 9x18mm Berettas, etc. In fact, there are far more 9x18mm "base model" guns with .380 conversions than .380 "base model" guns with 9x18mm conversions, of which there are very few. If you want to ignore pistols, fine; PM-63 RAK | 9x18mm-base model, has .380 PM-73 already in gamePM-84 Glauberyt | 9x18mm-base model, has a 9x19mm modelPP-91 Kedr | 9x18mm-base model, no conversionsSkorpion Vz.61 | .32 ACP-base model, .380, 9x18mm, & 9x19mm, among other conversionsOTs-02 Kiparis | 9x18mm-base model, no conversionsBizon PP-19 | 9x18mm-base model, .380 & 9x19mm, among other converisonsArsenal Shipka | 9x18mm-base model, 9x19mm conversionsAPS Stetchkin | 9x18mm-base model, 9x19mm conversions (Machine Pistol)OTs-33 Pernach | 9x18mm-base model, no conversions (Machine Pistol)As you can see, most of them can be replicated with 9x19mm and/or .380 ACP. Yes, there are more 9x18mm SMGs than that, but that's just a general overview. I never thought having 9x18mm OR .380 ACP was necessary, considering there's nothing that .22LR, 9x19mm, .45 ACP, and .357 Magnum really couldn't do already. However, with a larger overall variety of guns chambered in .380 ACP and most Eastern Bloc guns having conversions available, in addition to completely avoiding confusion, .380 ACP was a perfectly fine alternative. Basically, it just boils down to the stupid, but still recognizable issue of confusion. You can quite clearly see that MOST of these guns are available across the board, but the real reason .380 ACP was chosen over 9x18mm is because the devs did not want two bullets called after "9mm" ingame. It's a stupid issue, and I would've been okay with either, but honestly the potential for both is just a bunch of pistols & SMGs, and not every single design is going to be added from either, so .380 ACP allows for the greatest variance. -
Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
They don't need to change .380 ACP to 9x18mm to add the Bizon, as there's a, for all intents and purposes, identical variant that uses .380 ACP. There's also one that uses straight magazines firing 9x19mm. Even if they did, the IJ70 would probably stay the IJ70, as Baikal also made black IJ70s in 9x18mm. I say keep .380 ACP to allow a good mix of both Eastern conversions and Western guns like the Walther PP, Beretta 1934, & MAC-11. Can agree with the rest. -
Most game breaking bug... Please fix asap
Chaingunfighter replied to supafly's topic in General Discussion
It's not really combat logging if your character is rendered completely incapable of doing anything and you log out to fix it. Plus, you're still logging back into the same location, not ghosting, so the other people have nothing to stand by (And really, who gives a shit anyway?) -
New NE airstrip civilian Terminal. Bye ATC tower?
Chaingunfighter replied to chompster's topic in General Discussion
If they put it right between Stary and Novy they'd essentially all just become one super large city. I don't know whether they plan on putting spawns that far out, I think the whole intention was that people would spawn on the insides of the coast and have to travel outward or directly inland to get somewhere. Balota still has the actual airstrip buildings, which can still yield some decent gear, and I have no idea where they'd move the buildings there. I say just no spawning further than Cherno anyway, because it's still quicker to go directly north rather than having to go all the way west for good gear. Pavlovo base I'm fine with removing, but Zelenogorsk is no less of a walk than it was to get to far bases when the spawns were all at Berezino, and I feel that having SOME minor military installations that aren't across the map would attribute to the asymmetric experience, just as having police stations does. -
Most game breaking bug... Please fix asap
Chaingunfighter replied to supafly's topic in General Discussion
That still isn't really gamebreaking because you CAN relog at will. Gamebreaking is stuff that truly removes your ability to play, at all. -
New NE airstrip civilian Terminal. Bye ATC tower?
Chaingunfighter replied to chompster's topic in General Discussion
Zelenogorsk is one of the furthest western cities, it nor the base it accompanies need not be moved inland, They're already moving the Balota base, and you can't actually spawn further west than Chernogorsk now, so I don't really see a reason for moving a base that's already fairly inland even further. Instead of continuously moving military bases, the devs should actually focus on adding interesting & unique locations that spawn their own loot across the map. For example; having flare guns spawn pretty much nowhere but the Rify shipwreck (and maybe some dynamic crashsites or bases.) I'd also like to see more development of the sea, although the devs have said that actually adding more islands is extremely unlikely. -
I don't think the guns should arbitrarily out damaged, but I do like the aesthetic appearance of external wear, like on the AKS-74U, which all guns should exhibit. But yeah, to promote real good gameplay, guns should exist across the board, from the very low end to the very high end. That doesn't mean everyone should be running around with the highest tier guns in the game, but they should exist, just as they would in the real world. The only real argument against them is that they "make people too powerful", yet the same people usually also campaign for realism and a difficult game, which would contradict that statement. But either way, it's not like we're talking some seriously advanced tech here. We're talking about the Steyr AUG, which is used by MANY different countries, even in Eastern Europe. Yet people still lose it over the fact that it's from the West, so I can't imagine what will happen when they start adding rare, but powerful sniper rifles, LMGs, GPMGs, grenade launchers, and other "heavy" weapons. That's probably not a good idea, considering that the AUG is an AR and probably won't be done justice if it's left semi-auto only. The gameplay benefits of allowing it automatic fire would be much higher. That, and the AUG has some features that few other rifles have, so limiting it there wouldn't be that great.
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Weapons - Where Should They Go Next?
Chaingunfighter replied to Katana67's topic in General Discussion
Having M4A1s with drum mags would not reduce the point of having a 5.56x45mm LMG like an M249, because 100/200 round M249 mags don't work with the M4A1. Now, they do plan on adding a drum mag for the M4A1, probably a 100Rnd Beta C-Mag, but that's still half the default M249 carrying capacity, and add that to the fact that the M249 can also use STANAG magazines, it's a much better support weapon. Likewise, RPK & RPK-74 drum mags are compatible with the regular AK & AK-74, so they'd be in the game regardless. To say that there's no point in using an RPK would be fallacious, considering that they have a built-in bipod, are more stable recoil wise (because of the heavy barrel), and are more accurate, at the cost of a slower turn rate & increased weight. That's why RPKs are still used in real life instead of just equipping regular AKs with drum mags. Even with both of them, having GPMGs still serves a huge purpose, because the AKM and M4A1 do not fire a full-sized rifle cartridge. The PKM, MG3, M240, M60, and whatever else are nothing like an AKM with a 75 round drum. The suppression and support effect of having a full cartridge (7.62x51mm or 7.62x54mmR) would far outclass simply spraying an AR with significantly less range and accuracy. That, and drum mags aren't typical for ARs, whereas you'll practically always see MGs using higher capacity magazines, so they could just alleviate the problem by making specific AR drum mags rare. If they want an RPK they obviously can't make AK drums hyper rare, but they'll still be relatively hard to find considering the LMG in itself is still a huge advantage. I'm in agreement with you about the AUG, but not in general about modularity. If you honestly think that nothing can ever be rare, then they shouldn't be including anything like that in the first place. Otherwise, again, it's a fallacious argument, as items that spawn less frequently will appear less frequently, duplicating isn't like hacking and CAN be permanently fixed. So, of course some guns should have factors that set them apart, but that doesn't mean under-utilizing the attachment system, especially with guns that are naturally heavily modular. They don't have to make the SG-55X they may add spawn with common optics, but why exactly is it a problem that you can put an aimpoint on it if you so choose and are lucky enough to find one? I'm not saying attachments should be readily available, but the potential to make guns better SHOULD be utilized. The line is drawn between guns that are advantageous and fill a specific niche, and general guns that aren't inherently awesome but can be made as such. There needs to be an actual balance of them, not just "90% of the guns should have no attachments."