mushroom911
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Everything posted by 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. -
While staking out Stary a buddy of mine killed (literally) A truckload of people. A truck was coming in from the east, we were holed up like rats in the big shed, the driver had a shemagh so he opened up. It took maybe 5 or 6-ish seconds and there were 6 dead people and a burning truck. the DMR is beast.
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What is your most defining karmic choice you've made so far?
mushroom911 replied to TrampoAG's topic in General Discussion
Well my morality changed from helpful to "fuck everyone" for a short while. Read this with the voice of Richard Burton. _____________________________________________________________________________________ I had been fixing up a Land Rover with a buddy of mine called Mike. We decided, since we were at the top of our game, to go and help those less fortunate down at the shore by giving them lifts to where they wanted to go. "The party van" we called it. Near Kamenka we met a rag-tag mixed group of recent fatalities that required a lift to Balota and all too happily obliged to take them on their way. We drove to the harbor and saw them on their way without a single thanks. Afterwards we decide to wait on and see if we could find a few more bambis to help out, so we split up. Mike went on foot while I waited in the car, the tall grass breaking up his silouhette as he departs. Not five minutes in and I heard gunfire. I get hit through the car door and hear the tell-tale crackle of breaking bones. I panic. Hastening my disembarkment from the vehicle before rolling to the ground. Mike spots a ghillie in the woods between him and the airstrip. And with his trusty lee-enfield takes a shot at the man. He missed. And in turn got shot in the knee, rendering him flat in the tall grass. The man in the ghillie started spraying erratically over his head, and Mike blindly returned fire. After a brief pause in the chaos, the ghillie decided to move up on Mike's position. But found himself on the recieving end of a .303 british, to the foot. The three of us, now crippled, had our vision confined to the grass around us leading to an exacerbating stand-off. A few blind shots were fired but to no awail, it was impossible to hit anyone in this terrain. Under the cover of my fire Mike managed to roll undetected to the edge of the grass and from his position, zeroed out the location of the man. I fired over grass, diverting the man's attention to me. While the man was distracted, Mike overpowered his broken leg, stood tall and looked upon the man through the ring on his sights. A loud bang. "Mike?" I inquired. "I got him." He replied. Once I reached Mike I saw his eyes were locked on the corpse. "He was one of them." He said. "One of who?" I asked. "We just gave him a lift, he was one of the bambis." "People are dicks" __________________________________________________ We promptly renamed "the Party Van" to "the Rape Train" and started running people over. somewhere along the lines of writing this I started breaking up past/present tense and had to rewrite the thing, goddamnit. -
Adressing: Magic Bandages, Secured Milbases And Danger Zones.
mushroom911 posted a topic in Suggestions
There are a number of issues that are yet to be fixed and I am proposing a solution to. Also I would like to talk about bandages. If you agree/disagree with me feel free to share your opinion but there is no need to go and call me a wanker, I already know I am. First off: Military bases are way too accessible seeing as everything is wide-open allowing for any bambit with a pair of legs to rush for them and grab whatever is inside, this hurts the value of military grade items and has recently induced a nerf to drop rates on things like m4's. What I am suggesting is securing military bases, airports and the likes. Not just by mopping up the gaps in the fences/walls but by adding chain locks / padlocks /regular locks on some or all of the doors. Opening said doors would require some sort of tools. For instance: A regular metal locked door could be broken with a crowbar (or just bashed / shot down with something heavy) this action would cause a lot of noise and attract zombies/players. Chain locks (for those big gates) would require something like a hacksaw to break through and padlocks could be broken by most weapons. Note: I am merely suggesting this and I do realize that locking down whole airfields might be tedious/annoying. Danger zones. Tired of people at the airfield server hopping to get the best loot as quickly as possible? Tired of people you're shooting at ghosting behind you at the airport? Then I have a solution. Danger zones would disable logging out in/near military bases altogether, people who disconnect via alternate methods will be moved outside of the boundaries to a random point within a radius. this would make loot whoring a lot more difficult and would discourage unfair gameplay. What this would be is basically assigning a certain distance from a point where logout is simply disabled, or even using shaped zones which the arma editor is quite capable of. Note: again this is merely a suggestion. Bandages. The current medical system is good but as we all know there is always room for improvement. Currently bandages are imbued with magical powers as they somehow plug up all holes on your body and instantaneously stop all bleeding. I suggest that we would require 1 use for each wound on the body. It may be unreasonable but getting shot 4 times with 5.56, ducking for cover and rubbing your hands for 5 seconds is kind of silly. The persistent wounds and pain system is great, in fact the idea of introducing medical alcohol is great, it could even be further improved by preventing health regeneration until those wounds are healed! But I digress. Magical bandages = not cool. I would like to rant about combat logging but they're already working on a (probably fantastic) solution. -
Adressing: Magic Bandages, Secured Milbases And Danger Zones.
mushroom911 replied to mushroom911's topic in Suggestions
Exactly, It would make it more of a coordinated effort, especially if you would require multiple types of tools for all the different types of locks. A lone guy with just a crowbar might get into a single building, but might not be able to access the compound in the first place because he was lacking a hacksaw. -
Adressing: Magic Bandages, Secured Milbases And Danger Zones.
mushroom911 replied to mushroom911's topic in Suggestions
Yeah I just read the patch notes moments after I posted this, however the locked bases solution is something I'm really rooting for, if only to reduce the server hopping mentality. -
This. Whatever you do don't do anything that might update your character. Sometimes you have to wait for as long as 5 hours for the database to realize "Oh hey, you're actually in stary sobor and have a shotgun" If you as much as pick up a rotten fruit when this happens consider all your gear to be lost. P.S don't hop onto multiple servers in desperation, it might ruin your odds.
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Implement Fog of War, it could be calculated in a similar manner as HDR and god rays are calculated, except from the player's eyes. Things in the fog of war are simply not rendered, this would also increase performance considerably, especially in cities. Check out men of war assault squad, they nail field of view mechanics pretty well.
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I want this to be a thing. not the jello, but the failure to extr/feed. Rocket talked about item durability (health) so I figure... if you find a glock in a pile of zombie organs it might not do too good. thoughts?
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Will Snipers Be Removed Or At Least Tweaked In S.A?
mushroom911 replied to Pokerguy12's topic in DayZ Mod General Discussion
"just because". different barrel lengths/configs = different muzzle velocity. in high calibre rifles it may not mean much in terms on "damage" but firing the 5.56 NATO from an M16 has different results than firing it from an M4, lower velocity, more likely to pass through tissue without tumbling.. I think I saw a good video that mentioned this by nutnfancy EDIT: no idea why I said High calibre rifles, I am a retard -
Dayz Suggestions - weapon mods
mushroom911 replied to AlkwardzzSeaturtlzz's topic in DayZ Mod Suggestions
well this is not entirely how silencers work... (the guns are never " silent" the suppressor just changes the sound) anyways, I am pretty confident that the standalone will follow in the footsteps of how arma 3 works and the attachment system in arma 3 is pretty "solid" yet a bit unrealistic. so yes you will be able to remove stuff and be left with the attachment and the gun.