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Chaingunfighter

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Everything posted by Chaingunfighter

  1. Chaingunfighter

    Civilian semi-auto rifles

    Fire modes don't really make a giant difference to me - even though Gews proposition for adding a CLEC M4 with a 16' barrel in semi-auto would be really simple, I don't think it's enough to "balance" having it be a common civilian spawn, and it also would make guns like the M4A1 not really significant (only a minor upgrade for automatic fire.) The big advantage of something like the AR-15 besides attachment ubiquity is the fact that it can get some pretty big magazines, but as long as they went with some sporter that doesn't have access to the same attachments (say a CAR-15 sporter) then it'd be perfectly fine. Though again, I do think an M16, probably an M16A4 would be the most sensible option if they're going to do any more of the AR15 series (burst fire, longer barrel, still has full attachment capability like the M4.) An MK18 or M933 is also reasonable, and those have the added bonus of requiring next to no major work other than cutting down the M4 barrel to 10.5 or 11.5 inches and maybe some minor cosmetic texture changes. Otherwise they could reuse the same body, same handguards, same stocks, same muzzle attachments, and basically everything else. Even an "actual" M16A4 would require new set of handguards and a fixed stock (perhaps interchangeable with the adjustable ones, but still) which is more than the shorter variants would.
  2. Chaingunfighter

    Civilian semi-auto rifles

    BAR Safari rifles are really nice and I'd love to have one in the game. I can imagine there'd be quite a bit of confusion when people saw that they're adding a "Browning BAR" to the game considering that's not usually what you think of when you hear "BAR." M110s are the clear winner over the M14 in pretty much all regards. As for the M39 - I'm more leaning towards the MK14 EBR anyway - it's got automatic capability and is used by a wider range of forces than the M39 was, so it's not as redundant. However, both are still in service so it's not completely impossible to suggest either could have ended up in Chernarus, especially if they're trying to represent 2009-era USMC when the M39 would've still seen more use. However, I think we can agree that before either of those weapons come to the table they should probably add the FN FAL or a G3 - much more common battle rifles on the international stage. As for the current hitpoint damage system - yes, that's pretty much my line of reasoning for it. I know it'll change but right now it'd be fairly bad if we had semi-auto battle rifles spawning willy nilly in civilian areas. Also, I don't want AR-15s to have 30 or 40 round mags spawning in civilian areas, at least not often - the vast majority of them should be the 10 and 20 rounders, and the only reason I suggest that is because they're a fairly random thing to have with the military. In the end I don't really think a civvie AR is necessary - the only one I believe is any important is the full-length M16; after that it's just variety. Not that I would mind other ARs (MK18s come to mind) especially considering the large amount of AKs we have, but the M4A1 with all of its attachments does a pretty good job of representing the rifle series. Edit: I think the big thing going against the Tigr is that it's far too similar to the SVD in both appearance and role (I mean it's a variant of it.) Other civilian hunting rifles are definitely possible, but they'll probably be a part of a different rifle series (and there's still a whole lot they could do to make even bolt-actions appear different.)
  3. Chaingunfighter

    Civilian semi-auto rifles

    AR-15s are not a bad choice for civilian semi-autos in any case. There are factories even in Russia that manufacture semi-auto AR-15s, and pretty much every country in East Europe has some derivative in service (Russian Alpha-Vympel Spetsnaz have been seen with M4 Carbines.) The real problem with them would be gameplay issues that come with it sharing ammo, mags, and attachments with the M4A1 and other military derivatives, which could be problematic in the long run. But, of course, they could also just use an old CAR-15 Sporter without a rail and thin handguard and have only the 10 and 20 round magpul rounds spawn, which would give a realistic use to them (since no military force issues those) and also keep it reasonable for a civilian tier weapon versus the M4A1. Mini-14s are really easy to get in the US and looking on Czech Websites there are quite a few around that region as well. It's a classic and iconic alternative to having to add an AR to the game - not the most realistic but certainly a civvie weapon. And, of course, they can add the Mini-30 in 7.62x39mm, which would make sense as well. I can't see any case that an M14 or M1A derivative would not be a military spawn, though. Even if they went for an original wooden styled one (not the more realistic MK14 or M39 EMR) and made it semi-auto only it'd probably be a NATO weapon just because it's a high-capacity battle rifle. If civvie spawns are going to have high-caliber guns on them, then the most that'd really be good to see would be semi-autos like the SVT-40 or M1 Garand, but if it gets to the point where you can loot a barn and find a 20 round battle rifle it might not be great. Of course they do have the ability to control individual buildings now so we may after all get our wishes of "guerrilla caches" where older military weapons that don't make sense in either regular civvie houses or military bases do (i.e. the PPSh-41)
  4. Chaingunfighter

    Civilian semi-auto rifles

    The SVT has slow semi-automatic fire, it's not impressive by any means and you probably wouldn't be able to spam shots with it like you can the SVD. Also, I still think the Mosin would be far more viable in many cases because it's a clip/hand loaded gun, so all you need is the rifle and rounds and you're good to go. In order for the SVT to be any useful you have to find the magazine and to many people civilian guns are only utilized on the way to gearing up better, so considering as rare as the SVT and all of its stuff would be you'd be hard pressed to find it being used all the time. Pretty much any gun that one hit kills is going to be super effective in close quarters combat if you're able to land a shot; the thing is anyone experienced in CQB in DayZ knows how to avoid giving you the chance. The SVT would definitely be a great weapon but not overpowered. What I would have a problem with is something like the PPSh-41 being made as a civilian weapon, because 7.62x25mm Tokarev rounds in a 71rnd drum out at 1000 RPM would be devastating. I'm perfectly fine with the weapon being added but if anything they need to add rebel caches or just suck it up and make it a military weapon because that thing would destroy. Then again I'm more for guns being 'balanced' by rarity and how they spawn but performing as closely as possible to their real life counterparts. The SVT would just be among the rarest of civilian weapons, and that's perfectly appropriate, but I don't see its obvious potential as making it worthy of not being added.
  5. Chaingunfighter

    Civilian semi-auto rifles

    I love the idea of the Mini-14 and Vepr-545, both would be some great semi-autos. However, high-caliber semi-autos would not be as unbalanced as you'd think; obviously out of of necessity and realism they're going to be rarer but that's sensible. An SVT-40 would be less common than an SKS or Mosin IRL anyway because it was produced to a significantly smaller capacity, albeit still on a mass scale. Discard the M1A and AR-10 because M14s and SR-25s and whatnot could just be added in their military counterparts. SVT-40s use 10 round magazines and are only capable of doing such. Many of the other civilian weapons that hover around that capacity (SKS, Repeater, etc.) are all clip or tube-fed and only need handloaded ammunition, whereas if you want to do anything but chamber rounds in the SVT you have to have the mag. Additionally, it is pretty much limited to the PU scope and possibly a bayonet where attachments are concerned, so it's no better than the SKS. In the end it's only slightly better than the SKS if you have a magazine, but because you'd have to find them separately it might not always be worth the time to try and find one over just going north.
  6. Needs a blue t-shirt and brown vest to go with it, and would be doubly effective against all of the dinosaurs they clearly plan to add later in development.
  7. Chaingunfighter

    increase Map size

    It isn't possible for them to 'increase' the area that they can edit in without copying the whole thing over to a new template, and if they rescaled everything the map would be fucked and everything would be out of place. As much as I would love a large forest outside of the debug plains (even though it'd be so easy to get lost in considering you would never find civilization) it isn't possible to do in any practical sense. Besides, something as drastic as that they could just make a much larger map in a whole new setting.
  8. Chaingunfighter

    Should guns spawn loaded?

    I mean, I don't doubt that the first reaction of many people would be to go and grab their guns - I just took (slight) issue with the fact that you emphasized everyone, and the fact that there are nearly infinite scenarios for how guns could be left behind. But I do agree that the way DayZ depicts the apocalypse isn't always 100% consistent, though it's got a good atmosphere and the way it is set up works well for gameplay. I think it'll be made even better when the CLE is working fully and all of the game's items are implemented, because they'll be able to balance it out and you won't be finding guns everywhere all willy nilly. Also, you're right in that most guns should not spawn loaded - it's not unreasonable to suggest some might have an empty magazine or even a few rounds, but any guns that were being used would obviously have expended all ammunition possible and most people who store their guns keep ammunition separate. I like it the way it is because the majority of guns spawn default (no mags and regular attachment configuration when relevant) but you still have a small chance to find attachments or even ammunition, which makes the world feel more alive like the people before put time into their guns and whatnot.
  9. Chaingunfighter

    Sings in both English and Russian

    If it's any consolidation, the "Stop" signs are in English, so your wish has already been granted to an extent.
  10. Chaingunfighter

    Should guns spawn loaded?

    Sure, you could have guns spawn by dead bodies, but I don't think "any guns at all in this country" is really reasonable, especially considering that Chernarus is full of guns sort of like the Czech Republic. There are a multitude of factors that could result in this happening. Every gun that's easily accessible - sure. Anyone with an extensive array of guns might not take them all with them if they leave, and plenty of people might have never made it to their guns before they were killed or ran off. Plus, we don't know how the apocalypse went down. If there was a quick and restricted evacuation of healthy folks where guns were not allowed then you'd obviously have plenty left behind while chaos spread, and even in cases where everyone just hunkered down I don't necessarily believe it was a massive war and everyone went down fighting. The nature of the disease is also questionable as well - we know that the players in the game are immune to the zombie virus, but not the zombies themselves, so perhaps too many people got sick too quickly before they could try and fight back and there; you've got an explanation for why there are guns. And, of course, the time after the 'beginning' is never really known, so perhaps DayZ takes place in the early days/weeks/months after the disaster where you're still liable to have firearms and whatnot left around. Yeah, I see the argument there for having guns spawning with dead bodies, but don't act like it's not an exaggeration when you say that "every" gun would end up like that, because it's just not true.
  11. Chaingunfighter

    Suggestions for weapon attachments and tactical clothing

    I can see AK mounts having some use - heck, there's no reason why the AKs shouldn't be able to use RIS optics now considering that the railed handguard has rails on top. AK mounts would also work on the SVD and VSS and allow centered rather than frontal optics, and they're not really excessively tacticool (moreso than other things we already have, that is) so I have no problem with them. I don't really see a need for one on the SKS, however. The one we have is a Yugo M59/66 anyway, not a Siminov Type 45, so I'm not sure it'd be compatible with your average rail mounts. Either way, I think it's enough that it has the PU scope. Leg holsters aren't implemented currently because of some character limitations but the devs have already said that they'd like to do them if/when it becomes possible. SMG holsters aren't really necessary considering you can already fit them in backpacks, but I guess they'd be cool. Waist belts are another thing that don't exist because of character model limitations, and again I'm pretty sure they're something that the devs have said they want to do. Hydration pouches would be neat, but they don't really add anything other than variety because I doubt auto-drinking would ever become a function and you can always just keep a canteen in your backpack.
  12. Chaingunfighter

    Long Range Scope?

    It was intentionally removed from the Mosin and AFAIK it doesn't spawn at all anymore. The Winchester functions basically the same as the Mosin did before except it uses the hunting scope and .308 instead, and the SVD is a straight upgrade to the Mosin in terms of sniping ability, so you're at no loss.
  13. Chaingunfighter

    Russian "PARTIZAN" Uniform

    Their standard service rifle is the AK-74M, but their naval infantry still has original AK-74s, and their special operations use AK-101s, AKS-74Us, AK-103s, and AK-105s in addition to the standard AK-74M. Several internal agencies also have the AK-101. The AK-101 was just designed for export, but there are no legal restrictions to domestic law enforcement and military agencies purchasing them. It's just fairly uncommon because most of them use 5.45x39 or 7.62x39 ammunition rather than 5.56x45.
  14. Chaingunfighter

    MP5-K Buttstock...WHERE?

    I told you that they only spawn sometimes on MP5-Ks in the world, they don't spawn in the world. If that's not what your main question was asking then I must be 100% mistaken. Your second question is irrelevant because it is in the game. And yes, the devs are working on the 'retarded vehicles', which is 10x more important than having a single mostly aesthetic attachment for one gun be spawning everywhere it should.
  15. Chaingunfighter

    MP5-K Buttstock...WHERE?

    The MP5-K's folding stock serves next to no purpose right now because it only slightly increases your handling. AFAIK it's like the other attachment systems now where it rarely spawns on the weapon, but I think it's unique in that it still doesn't spawn in the world.
  16. Chaingunfighter

    Things the SA needs to borrow from the Mod.

    Proximity-zombie spawning was one of the worst things about the mod, though, because you weren't actually being attacked by a horde of zombies that was already there, you just fired off a round and endless numbers of them kept spawning over and over again. The fact that you could use it to tell where players were, while I agree that it was not some rampant horrible problem, is not something that anyone was too fond of either. I like the directions the devs have taken (see random open/closed doors) to make it harder to tell at a glance where people have been and get you to actually look around. As for spawning with a map - no. The mod only had that for a brief time but it was removed later. The fact that you can already just check back and forth on a website is already enough, even though it's really borderline exploitation. It isn't supposed to be easy to find your bearings if you're not well versed with the map. That's the entire point of why you don't just spawn with a compass, map, and GPS.
  17. Chaingunfighter

    SurvivaL Please ...

    I'm not sure how far into true, wilderness, caveman/bush-style survival you can go when you've got internally suppressed marksman rifles, assault rifles with 75 round drum magazine, ones that have more attachments than the guns in PayDay 2, four different kinds of explosives, and plenty of other weapons. I mean, you can tell me that they're all going to be rare but I'm not really inclined to believe it considering we don't even have the scope of the most powerful weapons that'll be in the game (i.e. machine guns, grenade launchers, etc.) Because I also really doubt that a CR-527 will ever be a hyper rare prize gun.
  18. Chaingunfighter

    DayZ SA Modding: A New Map

    The closest you could do would be to get a Colt railed upper receiver with a 14.5' barrel and put an A1 or A2 lower (or any select-fire AR-15 lower built pre '86) on it. Actual M4s and M4A1s aren't legal for civilians that aren't very specialized dealers because their manufacturing began in 1994 and thus are post-May 1986 machinegun ban. There are very certain conditions that people can get real automatics built after that date (legally) but it's difficult. In all honesty you'd do much better post-apocalypse raiding a police/military location or converting an AR-15 than you would trying to get one beforehand. This would be wonderful. Hell, it'd be even better if they took the Virtual Reality map from ArmA 3 and put that into the single player lists as a feature, although I don't think the devs are going to do that (nor would they spend time making an editor ingame either.)
  19. Chaingunfighter

    DayZ Standalone Singleplayer

    In many cases it'll be identical or similar but in many it'll be different, however as Hicks said the end goal is to maximize the amount of functionality for both the devs and modders/players to do what they want with the game. I'm sure we'll see plenty of mods of epic grandeur for DayZ; I mean, I was impressed with ArmA 2's mods when I first got into it, and then when I saw what people were doing for ArmA 3 my head nearly exploded. With an engine derived from what came before but built specifically to be malleable, who knows what people will do with DayZ?! As for scripts themselves, you can already tell if you've looked at the coding in the game files (hmmph, you're not supposed to do that ;)) that quite a lot is different and much of the legacy code does nothing.
  20. Chaingunfighter

    DayZ Standalone Singleplayer

    As far as I'm aware it'll be exactly like playing on a no-population server but without a chance for other players to join and also with smoother gameplay because it's all being done on your end rather than the server's end. I don't think Hicks was implying they're going to be designing a campaign or anything like that - although I can see player mods doing such a thing, which could actually be cool. There were some very interesting single player mods for DayZ in ArmA 2.
  21. Chaingunfighter

    3 new vehicles and parts

    It wouldn't have made sense in any context for there to be a release of just 3 vehicles, because we already have the V3S in the game and not only have they mentioned the three other cars (well, really, two and a bus) but also that we'll eventually be seeing aircraft as well. He was implying the next big update to the alpha :P
  22. Chaingunfighter

    Make firearms less powerful

    The way that armor & layers of gear, as well as absorption of damage, all need to be worked on and improved. But no, in pretty much any case it's very unlikely that with nothing at all on that you'd survive a 7.62x54mmR, 7.62x39mm, or .45 ACP round - they've all got great stopping power. I do think .45s especially should be stopped better by body armor, but it's still a really powerful round. DayZ's gunfights aren't always going to be (nor are they really meant to be) tactical close-up gunfights. Sure, they might be drawn out for a long time and wearing a chest rig or a helmet or whatever might help you out a bit, but getting shot has consequences unlike a lot of other games. Be smart and don't run around in the open, use cover often and pick clothes that help you be concealed. If you're really concerned that someone is going to kill you quickly; shoot them first! Quick and unexpected deaths have always been a part of DayZ and are honestly one of the most tense parts, knowing that you could lose your character at any moment. Changing the damage will have absolutely no effect on the 'diversity of firearms' whatsoever, by the way. The only purpose this suggestion has is to make it easier to survive getting shot, which is not a good idea IMO.
  23. Chaingunfighter

    Things I would like to see

    I'm pretty sure what you're talking about in number 3 is a bug - although I don't really see why vaulting over something would require you to drop whatever's in your hands. You should only have to drop something if it would involve advanced climbing mechanics, and besides ladders I don't think they're planned. I'm also confused by what you mean for number 4 - are you saying holding an item in your hands without space for it in your inventory should disable your hot bar, or what? The wording is somewhat off, at least to me.
  24. Chaingunfighter

    Has the Shotgun been Buffed or Nerfed Recently?

    This is slightly irrelevant, but I don't think any individual weapons should be 'nerfed' or 'buffed' in order to fit better into the game; if they plan on adding it to the game then it should act like it does in real life or at least as it's represented in the game. The advantages and disadvantages should come like they do in real life and some better systems might be necessary to create it - if they add a machine gun then you'll use up stamina quicker and move slower, but it'll still be just as powerful as a rifle shooting the same caliber. An M4A1 with fully tricked out attachments will probably decrease your dexterity because of how much heavier it is, but would still be a viable rifle. Where the "balancing" should come in is with loot spawns - some liberties need to be taken there, because if we were going for full spawn realism then AKs would probably be the most common guns in the game, and no, I don't think that would be good. AKs should still be among the more common military weapons, but in comparison to civilian handguns, rifles, shotguns, and other weapons, they should still be considerably rarer. If they decide to add machine guns or directed explosive weapons like the PKM and RPG-7, even though in real life there could be just as many of those as AKs, they'd obviously have to be among the rarest weapons just because they're powerful. But that doesn't mean nerf the PKM and make it deal less damage than other 7.62x54mmR guns or be less accurate than it should be. Granted, the terminology of 'nerf' and 'buff' seems to really just imply adjustments to damage and the different stats, which obviously do need to be done (many of the guns aren't where they could/should be performing.)
  25. Chaingunfighter

    Server Hopping Fix

    That's probably killed more people just running around and looting than it has server hoppers... I like it, you sadistic fuck :P When the new trap systems are added I'm gonna have such a fun time rigging up a popular building spot and watching from afar as someone goes in. Maybe I'll even do some kind of obstacle course where the things aren't impossible to avoid, and if you get to the end there's some loot waiting.
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