mushroom911
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Experimental Branch: 0.46 Discussion
mushroom911 replied to SmashT's topic in PC Experimental Updates
I also get the issue where the shotgun fires only 1 pellet, dealing damage equal to a 9mm. -
Oops ,I didn't realize your 2 suggestions were part of the same thread, I would have made a single post and quoted you properly >.< Anyways, I like the suggestion on 1pp breathing etc, but I am doubtful weather or not moving the camera is a good idea.
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Experimental Branch: 0.46 Discussion
mushroom911 replied to SmashT's topic in PC Experimental Updates
Aye, this needs to be implemented. This is one of my main concerns with playing experimental atm. -
The best base spots in Chernarus
mushroom911 replied to teeheelols's topic in DayZ Mod General Discussion
It's very unlikely people will share with you the location of their super-secret innawoods place, you should go innawoods and find a place that is not traveled by many and preferrably out of the way. -
Crash sites are pretty common once you get inland. Also relatign to op, there seems to be an epidemic of hackers exploiting something in the loot system, enabling them to access all loot on the server. I'm pretty sure it was fixed in exp but I could be wrong.
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Completely unneccesaru as when the stance system will be implemented yo can adjust yourself to cover. Creatign a 3rd person cover system would mean a whole lot of work along the lines of "Reworking all objects to be compatable with cover system" like in red orchestra 2, where it doesn't see much use.
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I don't know how well it will work or how they will go about making it look good but I have a feeling it might create some weird clipping issues in 1pp. Also it might force them to rework the whole ads thing, just like happnd in arma 3.
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I agree with this completely, more often than not I have jumped at the sound of my own footsteps. It sometimes gets to the point of being scared of your own shadow.
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Peek/look above grass while prone via MGS3 controls
mushroom911 replied to slipperyminx's topic in Suggestions
Also plans are to make an arma3-esque stance system. See: http://steamcommunity.com/sharedfiles/filedetails/?id=133759937 Dean wanted to implement a more "civilian" version of this. Not sure what that means but being able to sit down with your head above the grassline will make grass a bit less of a pain. -
It probably won't be as much of a "Hard regulation" as people think it will be. I think they will simply softcap spawns the more of "insert weapon" is in play, if that makes any sense. I think it will mostly just make common weapons more common and rare weapons more rare, and ultimately forcing people to innawoods with bow&arrow more. It kind of makes sense, because honestly seeing ak's spawn every server restart means that ultimately a large portion of the community will be armed with top tier shit, which is not really what you would see in a so-called apocalypse.
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Hold item in offhand while stationary performing action
mushroom911 replied to Damnyourdeadman's topic in Suggestions
You already switch back to whatever you were holding previously after you finish an action. What you're suggesting is a lot of unneccesary and complicated mechanics which will only result in more bugs and nobody being happy. -
This is not due to the mosin being nerfed and if you had spent as much time researching it as you have spent whining about it you would know that it's due to clothing and how it reduces damage. Currently most peices of clothing absorb some damage from a hit. All clothes, vests and everything currently block the same amount (save ballistic helmets which can stop 9mm). Wearing a vest + shirt in good condition will prevent you from going unconscious in 1 mosin hit to the chest. The mosin does something around 3000 blood, shock along with some health damage, which usually takes a fresh spawn out in one hit (only shirt and is not fully healthy). I recommend you check this channel out https://www.youtube.com/channel/UCEaZAoRquVbDm7-8u1qastw and learn how the game works and functions. I really doubht they intend to make all clothes be as effective as lower tier II ballistic protection but I guess the stats are all just placeholder. Ed: apparently a lot of people are complaining about the mosin, but taking 3+ hits to kill someone means one or more of the following: a) you missed. b ) you hit him through the backpack/in the gun/in the arm/non vital area c) Russian vodka magic stopped the round in the terrain before you hit, because the target was prone behind something that didn't render (or invisible wall)
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Grenades are a much needed addition. On hardcore servers the one with a defenders advantage can take down 10~ people before being taken out. And that is usually due to either being overrun or running out of ammo. 2 people with AKM's can hold the apartments in berezino against 10+ people for as long as their supplies last(seen this happen). The grenade will allow players an alternative to bum rushing, which is great. And will add that extra bit of fear in the camper's mind, like: "What if the guy outside is cooking a grenade right now?". Also more stuff = more ways to play the game. Plus If the grenade launchers really do come ingame then we will have a bunch of people blowing up their friends because they never learned how to use them in arma.
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1 fact 90% of you didn't know before.
mushroom911 replied to HeroOfTheHeros's topic in General Discussion
I just go by what dean says, which is "MEEEEEH"karov -
POLL: best/worst guns in the game
mushroom911 replied to crazywolf5150's topic in General Discussion
TBH I like all the guns so far but if I had to pick: SKS for best all around gun, 1-2hits and fairly accurate. Magnum for worst, why? because: Low ROF, Low capacity, shit accuracy and it's sound bugged breaking everyone's ears. It does look and sound good though. if it weren't for the sound bug I would choose blaze for worst, simply due to the inability to mount optics.