daltar08
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Issues with firearms in Dayz SA (real world shooters perspective)
daltar08 posted a topic in Suggestions
Let me begin by saying i love the Dayz mod, playing it from the beginning of its public existence, when standalone was released I was immediately ecstatic by the prospect of a refined version to the ARMA 2 Mod. So before flaming me, just hear me out. After several hours I finally found a rifle, an M4 in pristine condition, I aimed up my standard A2 style iron sights and took a shot at a wall 50m away...my jaw dropped. I could not believe it, not only was the shot not on point, but my point of impact was maybe 6 feet off target. Figuring that i had simply slipped out of excitement of the game release i proceeded to take 5 more shots from standing, crouching, and prone position. The lack or realistic ballistic data that we were given with Arma 2's extensively collected research was nowhere to be found in the game, and continues to be lacking. at 50 M an M4 should be hitting near Sub MOA (minute of angle) accuracy (basically on point) a worn rifle should be grouping a bit outside of one inch, I say Rocket needs to implement the original weapon attributes from the mod/arma2. Also that dot that shows where you are going to hit is simply additional salt in the wound. Now that veteran shooters who are actually trained to operate weapons cannot even use the sights while a 10 year old can line up the dot and headshot you is unnaceptable. I hope this is fixed later, here is a list I composed of things that are currently wrong with the firearms and need to be changed. Things that are wrong *Aiming properly somehow results in poor accuracy *Scopes that have ballistic drop reticles need to be accurately portrayed (ACOG) *The "Long Range Scope" in the game utilizes a picatinny mount and therefore would fit on the M4 and NOT the Mosin * "7.62" is an improper designation for mosin ammo, the proper designation would be 7.62 x 54R *The Previously mentioned acog should be illuminated at the chevron, the actual scope glows for about 10 years Things I would implement *Rather than have a worn sight on the gun cause random accuracy, maybe have it hit constantly but off, for instance 6 inches high and 2 inches to the left at 20 meters, this consistent inaccuracy itself could be randomly generated. this would simulate improperly adjusted iron sights. *a pristine rifle should result in Arma 2-esque accuracy *get rid of that darn aiming dot with the exception of melee weapons, its just an unfair advantage for a game that was adapted from a mil-sim *As previously mentioned, switch the long range scope to the M4 so it can be used as a designated marksman rifle *way down the road possibly allow the players to adjust the windage and elevation on their sights. Don't get me wrong the game is much prettier and fluid of an experience from the mod. It's just that these issues I listed are a very large annoyance, and kind of put me off from the game a bit. correcting them would further enhance the gaming experience.- 30 replies
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Issues with firearms in Dayz SA (real world shooters perspective)
daltar08 replied to daltar08's topic in Suggestions
The PSS can be purchased in 7.62x51, .338 lapua, as well as .300 win mag, the qoute was referring to a post talking about the m24 (also 7.62x51) -
Issues with firearms in Dayz SA (real world shooters perspective)
daltar08 replied to daltar08's topic in Suggestions
the only gun that may have issue in the game with accuracy would be the mosin's due to the rediculous amounts of corrosive 54R ammo that i imagine dwells in cherno lol. but seriously though they need to fix this. -
Issues with firearms in Dayz SA (real world shooters perspective)
daltar08 replied to daltar08's topic in Suggestions
national match rifle competition 300 and 600 meters with iron sights lol -
Issues with firearms in Dayz SA (real world shooters perspective)
daltar08 replied to daltar08's topic in Suggestions
^^this, well more so the 300 meter part, hitting a silhouette at 300 is not that hard as you said, which was why i had a huge problem with the accuracy at just even 50m in game. I have seen a 9 year old hit a 4 inch gong at 400 m with a Rem 700 PSS and a Leupold Mk4, with the exception of the ACOG, the scopes are fine in game as far as accuracy goes. thats why my idea of allowing the player to zero their sights manually would come into play, a novice would not be able to exploit the auto-aligned sights of Arma2 without the prior knowledge of zeroing. something that fits weaver will fit picatinny lol so regardless its a correct assertion that the long range scope will fit on the m4's flat top and not the mosin.