TomJeff
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Everything posted by TomJeff
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I currently run with a magnum, FNX45, mosin, and sawn off. I have ammo for all of them. I have no plans to use the sawn off for anything and have never used it. Even so, i will continue to carry it around because it is awesome.
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Repair Damaged Lights of all types with generic "Lightbulb" Item
TomJeff posted a topic in Suggestions
Basically, any light device, from flashlight, to headlight, to gunlight should not function if it is in worse shape than worn (damaged or badly damaged). If this is the case (usually such items can be found in this condition) Then adding a lightbulb item to them will render them pristine again (or preferably, just worn. Because worn makes more sense in this instance.) Lightbulb should function identically to batteries. You should be able to swap them and remove them from light items. Lightbulb size shouldn't matter. No reason to specialize it for usability purpose. HOWEVER, once functional, later adding colored varieties would be great. For signalling purposes mostly. But UV lights have distinct advantages too if other devices are properly implemented.- 1 reply
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I don't see why you should disable the ability of others to detect your radio signal. Its a radio signal. GPS should be right out. Satellites simply wouldn't function after a month without earthside intervention. (orbit adjustments are constantly being made)
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Whatever car it is that the yellow police cars are, also their red civilian version. That car looks bad ass. Ability to totally trick it out with pain and police sirens would be a big plus in my book. Sadly we have a long way to go before we can even look at that.
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can you increase the body disappearing to more then 10 mins of death
TomJeff replied to SNAKE_DELTA's topic in Suggestions
I think devs have stated the only reason that zombie bodies disapear, and why player bodies disapear so soon, is performance issues. If performance issues can be fixed, i'm sure they will be pretty much permanent or as close to it as reasonable. -
You do realize that "bums" are essentially pro survivors, right?
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A brilliant idea about beards growing over time. I agree with it. Also as a sidenote clothing wear-down over time is a good thing too.
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I disagree on all points of this post. It doesn't make the game boring because you NEED to find more equipment, which means more loot searching, which means endgame is further away. Being fully decked out with a billion rounds is what is boring. At any rate irrelevant because Rocket has already publicly said he wants ammo to be about as rare as in "the road" movie. which is to say, the good kind of rare.
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Dear developers, hear my plea. [priorities, not additions]
TomJeff replied to bobotype3334's topic in Suggestions
Fixing Zombies and performance issues is #1. I think everyone agrees on that. At the same time its not like adding items that are purely cosmetic (new tshirt colors i mean) is that much additional work at this point. -
Actually a mosin bullet will puncture just about any armor in real life. Including most steel plates. Easily any helmet in existence. Steel plates would not be 100% effective in stopping a round. Maybe agree it should make an instant death wound into a "treat within 10 seconds or die" wound. Thats just how it is. The mosin round (7.62x52R?) is a HUGE round with a ton on energy. Its comparable to 30.06. Aint much thats going to stop one.
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This kind of blue camo would be a good addition as pant and shirt type. Riot helmets should also be in the game (and be spray paintable). The vests they are weaing are already ingame. These things I agree with. On a side note, and I don't mean to flame you; Please dont bring politicized issues into game development. Your attitude towards a very real and serious current event, I personally feel, is flippant and inappropriate. People are getting hurt dying in real life over non-trivial political issues. LETS LEAVE IT THERE THOUGH AND NOT DISCUSS POLITICS FURTHER WITHIN THIS THREAD. Please lets discuss the desirability of Blue/Grey Tigerstripe camo shirts and pants. I think they would fit and have a use. Particularly as a kind of Anti-TTKSO uniform. A uniform which is NOT trying to be camo, but is just as "tacticool" as TTKSO. edit: By the way, in second picture one of the guys(protester?) is wearing a TTKSO jacket. Makes me want to make an image macro saying something like "I told them I was friendly, they KOS me for my gear"
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This is a good idea. Basically, it should be an aimable device just like the flashlight. Aim direction, for coding convenience, should be irrelevant. I think that you have 2 options as to activation: 1)Either you have to left mouse click AND hit your voice command(capslock), or 2) better yet just make it a passive increase so long as it is in your hands. Then just voice chat or type. I think Range should be AT LEAST 500m; but it should be somewhat audible even at 1km. In real life these things can be set LOUD. I think also, that any voice broadcast over it should be filtered, and/or preceded/ended(both) By a click or other audible noise that clearly indicates to the listener that it is a megaphone, and not spoken message. This is actually more useful then you give it credit for. This allows you to broadcast your intentions over a wide area. Announce your presence etc. EXTREMELY useful. Although, as Ive said it needs sufficient range to be useful. At least longer than standard engagement ranges. Possible Use example: The idea being you could use it to direct talk with another sniper who you are also trying to snipe, but maybe you can talk this out from behind cover. Rarity: Uncommon, but not super rare. I would say it should be about as often as any other miscellanious civilian supplies like flashlights, radio, etc. Maybe only slightly rarer. Certainly not "ultra rare". Thats dumb. YOU WANT folks to communicate before engagements. Thats preferable to pretty much everyone. Only being able to voice chat at hold-up ranges is not good. You should be able to voice chat further away, even if the other party doesn't have a radio.