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forester155

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About forester155

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  1. forester155

    Cut 12 gauge shells to make slugs

    In what way? If I have buck, but I want slugs, cutting the buck is a solution to my problem? Or is it redundant because slugs exist, so I should have to find slugs to use slugs? Then if I need slugs before I find slugs, I should just cry and fuck myself in a corner? C'mon man.
  2. forester155

    Cut 12 gauge shells to make slugs

    What makes you think cut shells wouldn't work in a pump action?
  3. forester155

    Increase and change the m4a1 spawn

    I do very much agree that the M4A1 should be more common. But it should hardly be an easy gun to find. i think there should at least be a CHANCE that it'll spawn in towns and shit, however slim.
  4. forester155

    smersh vest - add to loot world (not only heli crash)

    Uhh, I'm going to go ahead and assume english is not your first language, because this post doesn't make very much sense.
  5. forester155

    Cut 12 gauge shells to make slugs

    I also hope they add adjustable chokes and maybe even different types of slugs, like homemade projectiles (explosive!) and different types of chain shots.
  6. forester155

    Cut 12 gauge shells to make slugs

    I understand, but this would let you turn buck INTO slugs, rendering the once useless at range shell a useful device. Watch the video.
  7. forester155

    Cut 12 gauge shells to make slugs

    Watch the video again. It has plenty of accuracy at range. Not out to 300 meters, but much more effective than buck at 25-50 yards.
  8. forester155

    Cut 12 gauge shells to make slugs

    Another IV classic that should be available in DayZ
  9. forester155

    Cut 12 gauge shells to make slugs

    I noticed this as a *very* old video made by the guys at IV8888. Back when barry was alive... D: We should def be able to do this in DayZ standalone. As it stands, shotguns are not my weapon of choice because if someone is even a medium distance away, the buckshot is going to fail me. We should be able to cut the buckshot to make slugs as shown in this video.
  10. forester155

    2 main guns

    They already have this in the game. You can sling one weapon on your back, and carry another in your hands. Here's what I think. I think the current system should remain unchanged, but they should add a new attachment for weapons that you can build or find. A two-point harness for the gun. So, if you carry a gun in your hands that has a two point harness, you can 'drop' it to interact with other things, and rather than it going on the ground, it falls onto its sling in front of you, then you can pick it back up when you're done. I think this is fair because players SHOULD have to put down or away whatever is in their hand to interact with things. But we should also be able to bring two guns with us. This should also cost us in maneuverability and weight once the stamina system is implemented.
  11. forester155

    Remaster Weapon Controls, Interaction, and Loading

    Higher muzzle velocity usually means a farther sail but the main point is that SBRs and Shotguns should excel in CQB because they allow you to tightly run corners. Right now, my mosin is best for CQB because I can simply stick it through the corner, and shoot someone on the other side without exposing anything more than the tip of my head.
  12. forester155

    Jump and Grab Mechanic

    I think we should keep the vault key which allows your player to do small hops, but each object should have an 'interaction' status. Like, if you press V near a train trestle, you'll vault onto it. Or if you press V near a fence, you'll plant a hand and jump over it. Or if you press V near a short wall, You'll jump up, grab it, and pull yourself over.
  13. forester155

    Remaster Weapon Controls, Interaction, and Loading

    It's not though. I can stick my mosin through walls. In fact, I've made many kills sticking my mosin through trees and corners. They NEED to collide the guns with walls before beta. No? What are you, the lead developer? How can you possibly say "No" with such authority? I thought this wasn't the subreddit, where every user is the C.E.O of BI Simulations and has 10 centuries programing experience to make calls on what can and cannot be in the game. I think the ability to operate each part of your gun would benefit the game greatly. Unloading and loading weapons isn't a fluid action in real life unless you're a trained fighter. And at that, it's never a universal action to reload. You have to decide if you want to keep your magazine, or ditch it in favor of speed. You have to decide if you need to recycle the action, or drop the action, depending on if you expended the last round in the magazine, or if the chamber is full. You have to know how to swap magazines rapidly. It took me alot of practice to be able to one-hand the reload for an AK-47. It's not realistic, or fair to have survivors pick up a gun and suddenly go "OH I KNOW HOW TO USE THIS BECAUSE MAGIC!" They should have to learn.
  14. Weapon Interactions with Environment Longer guns should benefit from accuracy, but more difficulty control in tight-turns and corners, and shorter guns should benefit from tight and responsive controls but less accuracy at range. I want long guns to be reflected in this by turning slower than the players cursor. You can turn your torso, and your gun will eventually reach your mouse, but it will take time to reach it depending on the size of the weapon. I also want the barrels of long guns to interact with walls. Your rifle should fold back if you stand flush against a wall and couldn't hold it out straight. I feel these are required features to make the gunplay in DayZ more acceptable. Player Interactions with Weapons I do not like that players can pick up guns and instantly know how to use them. I believe when we pick up a new gun, we should be faced with figuring out how to operate it. Perhaps clicking different parts of the weapon in the inventory does different things. Clicking the magazine could attach or detach it. Clicking the chamber could cause you to attempt to cycle the action/drop the action lock. I believe players should be forced to do this manually at least once before they can properly operate the weapon, and the more often they reload the weapon the faster they can do it. We also need different animations for empty reloads and full reloads. Yay or nay?
  15. forester155

    'No Disconnect Zone'

    The idea is simple. Some areas are a 'No Disconnect' zone, preventing players from server-swapping so easily. Similar to if you alt-f4 while tied, or DC while passed out, if in these zones your character will be killed on reconnect. Each NO-DC zone is warned with a status identifier in the pause menu, as should any other interruption to your disconnection (IE: If you're in a No-DC zone, it'll say in red text NO DISCONNECT ZONE when you open the menu. Same should happen if you open the menu and you're cuffed or passed out) to allow for fair warning before a player accidentally kills themselves. If a player is safe to disconnect, a green "OK TO GO" or something like that should be visible. (Or perhaps just nothing). Where should the No DC zones be? That's up to rocket or the community. I'd suggest that most of the airfields are no-dc zones, as well as any other barracks and military loot zones. I think it should be the same for hospitals. Players should be free to DC on the street though, and also in houses with lower level loot. This helps to discourage server-hopping as it makes it a little bit more difficult. It also makes it more difficult to create 'bunny ambushes' where one server hops with a group in a set of barracks effectively teleporting in to take anybody at the location by surprise (HUGE ISSUE AT BALOTA!) What do you guys think? Should rocket consider this, or a similar feature to this?
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