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Bad Company

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Everything posted by Bad Company

  1. Bad Company

    Sawn off shotgun ironsight

    It does need to be stabilized, but remember; you are not supposed to aim a shotgun - you point it ;)
  2. Bad Company

    What should and shouldn't open cans

    So the zombievirus would be on the floor, and would instantly mix with the food you spill? And do you mean to tell me that there are men out there who do NOT carry a backup M9 Bayonet for can-opening, making firewood and removing kebab?
  3. Bad Company

    What should and shouldn't open cans

    If I was in a damned survival situation, starving my ass off, and I cut open a can of bacon with my knife and half of it dropped on the floor I'd still get down on the floor and eat that shit like a dog.
  4. Bad Company

    I want this

    Yeah, I remember watching a crew tightening the track of a Volvo BV 206 on an exercise, I was amazed at the pure speed they did it with.
  5. Bad Company

    I want this

    Thinking more of what you'd do if that happens in a survival-situation, but alright :beans:
  6. Bad Company

    .22 weapon

    A concussion will be likely, but trust me; it will lose too much of its energy to be a assured fatality, unless the person is actually missing a piece of his cranium... I use .22LR quite a lot for pests around my home, mostly magpies, squirrels and so on. And rarely do I see the expanding ammunition go through a magpie even at 70m
  7. Bad Company

    .22 weapon

    A .22 Long Rifle bullet loses most of its energy by the time it has travelled a 100m, and you'd be lucky if the bullet would lodge itself in a normal wooden plank. A scope for shorter ranges; sure.
  8. Bad Company

    I want this

    Not to be a total spoilsport, but... what do you do if a track snaps?
  9. Bad Company

    101 vs AKM

    Lets all consider this though; * The range you'll want to consider engaging an enemy target at with either of these guns will be so small that the accuracy of both will suffice. * The AKM hits slightly harder, but the problem is solved by a single extra bullet. With the amount of ammunition available for both weapons you are free to put a few extra into someone to make sure they stay down for good, and as such the damage is pretty much the same. The only real advantage as I see it is that the AKM has its 75-round drum magazine, whereas the 101 has no other option available than the standard 30-round magazine. Shortly said; it mostly boils down to which one you find first, which one you find the most ammo for, and which you personally prefer the most.
  10. Bad Company

    Items that are rare/been removed?

    I've found them in stores, normal houses, millitairy offices and also a firestation. You might just be on a streak of bad luck, I spent four days looking for an olive facemask, and when I found one it despawned as I untied it.
  11. It seems to me that item durability has taken a real hit, aka one punch from a zombie will turn a pristine high-cap vest to ruined, and also the jacket beneath it.
  12. Bad Company

    Items that are rare/been removed?

    I see them quite often. Remember; they're small and will often be somewhat hard to see due to the matching color with grey floors. Check blue-wood hospital buildings and the jailcell of the militairy office. Seems like the Combat Knife disappeared with the last patch, when they made it so that you could store a knife in Militairy Boots. Plenty. They now take two spots in your inventory, this way; (O = Binoculars, X = Free space in your inventory XXXX OXXX OXXX
  13. Bad Company

    Describe Your Playstyle In 5 Words Or Less

    Why did I eat that?
  14. Bad Company

    How did you last die?

    Basically charged a guy inside a room of a barrack, using my axe due to my Mosin having despawned after a restart. I collided with the guy, and we all know what happens if two objects collide slightly too fast in the barracks...
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