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q.S Sachiel

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Everything posted by q.S Sachiel

  1. q.S Sachiel

    any point in having a sidearm?

    Definitely worth having a pistol. The Amphibia-S is pretty good at concealing your position (from players*) : *except that zombies can still hear you and will make vector to your shot, as well as the amphibia leaving tracers which can betray your position. Using secondary weapons can be dangerous though, as you need to swap out, and if you're constantly swapping to kill zombies or something to save primary rounds, then you're making yourself frequently vulnurable (discounting that the primary is generally 'stronger' than pistol). Close quarters, I frequently swap to pistol. The smaller, lighter pistol is more responsive to my movements, and when compared to the low capacity and ROF of say, mosin, blaze or 22 (arguably SKS, i'd use 50:50 pistol:sks in close quarters) the 8+ mag and fast ROF of a pistol makes me feel more comfortable when indoors / raiding tent cities etc... with AKM and PSO-1 scope, i'd say it's mostly redundant to use a pistol just make sure you're hip-firing your AKM and not scoping in for those close shots... Still, the pistol may be more responsive to your movements, giving you a slight advantage on the first shot, but you're trading that for vastly reduced power. plenty of times i've had the jump on players with my 1911 and reduced them to swiss cheese, while only taking a shot or two from their SKS/M4. These encounters are within 5 meters however.. pistol is a gamble at 15m+ if you want reliability. I always have one one me, though i'm hesitant to bring them out depending on the environment, my primary and how the other player(s) are reacting/armed. TLDR: pistol good.
  2. q.S Sachiel

    Buff crossbows and normal bow

    I took an arrow to the knee once...
  3. q.S Sachiel

    AKM vs SKS

    erps merberd. thought most government armies stopped using them, so assumed them rarer. is that the FAL third from left, or G3. I'm guessing fal as G3 has more rounded handstock...
  4. q.S Sachiel

    Becks Privateers, surrender now.

    your numbers are useless on a 40p server. fight you in the shade etc etc...
  5. q.S Sachiel

    AKM vs SKS

    Yeah OK, may be just supporting your point on rarity criterion here, but take the PPSH for example, it's an old WW2 smg? and i'd expect it to be in a mostly rare state despite my expectation that it is a mostly useless weapon (being more for cities perhaps, but given cherno is like 125km^2 of forrest/hills..) save for its trench/room clearing role. The FN FAL too, it's a great gun, but I know that most militaries swapped it out for something lighter back in the 70s. I'd take a wild swing to say that only ex-empire nations and maybe israel use this now. It's superb, rather heavy, but due to the lowered use of the weapon i'd see it as super rare (though may support it's accuracy and power + rarity). Also, wasn't there some issue with M4 / m?? in afghanistan/iraq where the dust frequently caused jams and failures? Some Swiss or North Euro manufactured assault rifle/bullpup. Not the AUG... it would be good to see the reliability of a weapon also dictate rarity, though having weapon failures ala America'sArmy2, or the more +weapon durability -> +reliability method taken by STALKER would be an interesting take on things.
  6. q.S Sachiel

    AKM vs SKS

    I think i'm getting what you're saying? that the criteria for rarity should be broader, to 'spread' the values out? i still reckon they should just 'flood' ie-10-20 weapons more the 'market' and let the subtle differences decide the winners, then tweak the left-behinds. But at the end of the day, these weapons are going to perform rather similarly, it's not borderlands... and i don't see handling being to robust in DayZSA at the moment, so it's just down to rof/aesthetic/damage/spread? I'd still say the M4 performs pretty well in CQB, where the AK tends to jump quite a bit at short and longer ranges, but very well in midrange. It's these fine subtleties that I'd like to see, where weapon A is most useful in scenario 1, but less than B in 2, etc... ranges for accuracy/reliability, spread for suppression/fillaroomwithlead. but i'm afraid i've gone off topic. Could even throw in some attachments specific to certain weapons like VOG-9 or M23grenade launchers (as an example only, prior to cod kiddy cat calls ;) ). I kill with AKM in 2-3 hits, as with SKS to chest. haven't experienced lower body for either weapon yet.
  7. q.S Sachiel

    AKM vs SKS

    I always saw the M4 as more of a deterrant/suppression+support weapon. It holds it's own within 200m very well, but a half decent player with mosin, SKS or even shotgun can outperform the M4 within these ranges. ACOG allows for an extension of your reach, but with the accuracy of the M4, it's going to draw in/scare off people before it kills them. The AKM however. Dear god. If you're within 500m you're pretty much dead. 500<700m, and you're probably about in the same position as with an M4 (not being too easy to hit) but you know that you're only going to take 2 hits then your dead, rather than the upwards of 10 for the M4... The psychology factor is a lot more intense, i've been on the receiving end of AK twice, and got away once. Both times I was shitting myself at ~>400m from antagonist. The accuracy is probably a little worse than the SKS, and it's somewhat difficult to pop off single shots without wasting one or two due to automatic, but i'd AKM every time, hands down over SKS. The only real disadvantage is that you may be a higher priority target for brave souls and hackers who are out for your kit. Edit: as response to above^ I got no problem with the M4 being rare. Some will still want / search for it irrespective if it's worse than the ak in given scenarios. I agree with your rarity:usefulness/power comparison idea, but ultimately if there's a weapon out there that shits on the rest hands down (AKM) then people are going to be out tooth and nail for that and will eventually exchange the rest out for it. Just like every other 'loot advancement' rpg/fps out there like STALKER and the like, you're just working your way up to the top and then that's it. If you want flavor then you go for the other guns, otherwise you swap them out as you advance. But ultimately you're after the prize. The tip of the spear, edge of the knife, crack of my ass. I got no problem with the M4 being rare and less powerful / semi-obseleted by the AKM. To be honest though, if the devs start inserting a greater variation of weapons to provide a broad range of power and handling, then that should moot this point, as the 'lacking' of one weapon is marginal compared to the 'power' of another above/below tier.
  8. q.S Sachiel

    HELP; Sick with food poisoning

    Never had to do it myself yet, but i've been seen this reccomendation. I'd go for a hard out spew, then try to get back up to healthy status, then weather the storm.
  9. q.S Sachiel

    Petty Power Tripping Cheater

    woah wait, isn't payday2 a coop game? LOL hacking in coop :o Also, could have been desync, but was chasing a guy for some time with my baseball bat as he was 'teleporting' 5-10m at a time (not smooth running just glitching about the place). He didn't seem to mind me at all, then when we got to the NEAF he started axing me from ~5m away. Again could have been desync. Spawned in Berry after he killed me and noticed that the Eastern industrial smoke stacks were exploding periodically... Pretty sure grenades aren't in the game yet... edit: on stable ver.
  10. q.S Sachiel

    Petty Power Tripping Cheater

    My very first Mp game was Red Faction on PC. Still remember the awesome sight of an ultor soldier zipping about with noclip, putting out 1000+rpm of handgun rounds. Oh how we feared the mighty flying devils. Have yet to confirm encounter one, having spent maybe 50/50 in SW/NE. I'm approaching 200hr and spent maybe as much time on mod, didn't ID too many (save for the occasional convenient guy creeping up on you from what i'd imagine to be a perfect position, no shots fired) or some guy in a Ghilli baiting me into a street-full of corpses and looted gear, then screaming "it's the hacker" while his invisible character w chainfire-axe -presumably the Ghilli's friend friend- lopped me to bits. Can't comment otherwise. Curious to know whether this mentioned "cross to new engine" will confound the hacks/change the code to some assistance to vanilla players.
  11. q.S Sachiel

    Steam Achivements + ADD YOUR OWN, Lets make a list!

    Passing wind: Steal a man's beans off his corpse and leave within 5 seconds.
  12. q.S Sachiel

    Dean Hall on Vehicles and Barricading

    If the player isn't aware of the degree of free parts available, then what you said is redundant as people will search for the parts anyway without knowning that the limit has been reached (all parts found and owned). It doesn't stop server hopping unless you've got this notification, which i'd argue detracts from immersion. Also assuming the cap had been reached, it may encourage server hopping to find the people who already own the parts. Also consider the situation from a complete-vehicle perspective. If global parts are fixed, and people have made vehicles, then it can be said that the vehicle is 'locked' to that server (unless able to be disassembled). This may encourage vehicle hoarding, with vehicle rich servers and resultant vehicle poor servers. One possible remedy to this is to have parts degrade upon taking damage, and instead of turning 'ruined' they fail and disintigrate (removed from server) and then are 'up for grabs' again, re-entering the zero-sum global fixed free part value. This may lead to the next situation however: What of half-completed vehicles? Again taking the above parts value fixed = vehicles value fixed theory, it's more likely for partially completed (read immobile/non-functional) vehicles to exist than a fully complete vehicle (unless people are just hoarding parts, which is unlikely/uneconomic from a functional/fun point of view, given inventory restriction. Clans may minimise this effect, but I would argue it would still be detrimental as clanners should be cooperating on a small number of servers anyway). This means that most players (and servers) out there will have three-tenth's-of-sweet-f***-all. Considering the above, if global parts and inferred global vehicles are restricted to a fixed value, everyone's getting a little bit of nothing. If Dean really wants to restrict whole/functional vehicles from being available this may be one mechanism, but I'd argue it's a poor system (without able to provide a solution ;) ) but I see this just adding to a disparity in have/have not across servers/regions as a whole, or lending to a redundant system where everyone has a part of the whole without access to the functionality that the part should provide. These things would be like 'greys' in MMO's. Clutter/filler/sawdust items. Adding to the redundancy I see in this system, if the fixed value is too high, then there's no point having a 'fixed limit'. If the value is too low, then I see my above points being more likely to happen unless the value is distributed across a (different) fixed value of servers, ie: Xval parts per Yval servers. Fine-tuning the sweetspot seems like too much effort for too little gain in my opinion, given that SA still hasn't reached mod standard, and that the ratio may need to be altered if global/regional server numbers rise/fall into the future... I see far too many flaws in this kind of system. Just lock the number parts/vehicles available/theoretical per server if you want to make it restrictive. Hell, you could even make these parts spawn only inside vehicles (like curently existing carcasses of sedan/combi/police cars/trucks) in urban areas (or ultra low drops off heli-crash sites), make sure there's enough vehicles scattered about the map and give the parts a real low drop rate (Xcars total in map * Ydroprate= Zmax available usable vehicles/server), so that people would need to scour the whole map (read move out of berez) and the chance of finding parts is still relatively low... I also expect a rotor assemblage to take up more space than 4 cans of beans...
  13. q.S Sachiel

    Confessions of a Medic

    * sit * popcorn * begins 'Jerry' chant * waits patiently
  14. damnit man choose your poision! swift hole to the head, or liquefaction from the inside out... but seriously what kind of mil-gas mask is incompatable with standard protective equipment like a helmet?
  15. q.S Sachiel

    Sniping and Handguns.

    currently use the FNX.45 for its larger clip and powerful put-down 45cal. Amphibia S is also a favourite as it's silenced (for players at least - still seems to draw zombies) although weak with it's .22 round, a few headshots up close do the trick. 1911 is still a good beast of a pistol. as above, use the dayz.db map which allows you to measure distances between two points. I measured NWAF a while ago doing a similar thing to you and i have its width at 346m concrete-concrete at right angles to it's length so you may have been a little short. Also take into consideration bullet travel time, as they are not hitscan, on moving targets. Also as above, i'd recommend a spotter with some kind of backup weapon to be placed in a position to assist you should things get hot, and also to call out your shots and targets (though i can't find binocs since last patch, a friend and I got quite good at ranging to targets at Balota airstrip. There's some nice elevation there for you, although multiple enemy entries unless you know how to lock down your vulnurable sides... quite a few Z's down there too if you feel like having a plink. Upgrade your scope to at or above worn, but keep at it. It is a learned skill and eventually you'll be getting the 'feel' of the range and won't need to estimate other than dialling in your Range to Target and waiting for an opening. you could also try the AKM+PSO scope. I've had a bit of practice but i'm not having too much trouble hitting things at 400m-500m which I think is close to the limit of effective range, but a sizeable one at that. Most scenarios short of spider-camping are <200m for me. But i prefer being a little closer. I feel you on the shots part though. Personally, I'd rather the rifle/player character didn't move straight to reload before i've assessed my shot. Similar to your BF4 analogy, i'd like the gun to remain unchambered until I chamber it (click once or something) though the current 'auto-chamber' is probably better for closer / quicker encounters where that extra second reloading may count all the more.
  16. q.S Sachiel

    So.. Is this what its about?

    human psychology 101: when orders are ignored, send rounds down range. if you have already backed yourself into a corner, friendly or not, if people refuse to give you breathing space put them down. If they were unarmed the second one would have had to re-evaluate or been 1:1fight. You can fire warning shots if you want to, but i don't waste ammunition ;) This can all be communicated verbally first and during your encounter if you feel like being a no-kill player and giving people the benefit of the doubt. stop or i'll shoot. do not come any closer or i'll brain you. you've got 3 seconds to get out of my sight before i turn you into a 300 round box etc...
  17. q.S Sachiel

    Ingame Integrity Protection for Standalone

    Read OP, this ran through my mind pretty immediately. 10 words in and I was ready to call you an admin that kicks and loots and restarts. Look up through the sarcastic and other types of comments and I'd say that most people would react poorly to your choice of action on this matter. Single most hated part of gaming: being kicked by admins without reasons or appropriate communication.
  18. q.S Sachiel

    sawn off .22 sporter poll ...should we be able to

    take pistol into hand cock and arm pistol throw pistol at enemy's head
  19. q.S Sachiel

    Collision Bug that kills players instantly.

    oho.... or eating beans while on a balcony in berezino appartment complex (i don't know why i thought that would be a good idea). take out beans teleport out of the balcony into thin air fall to death you are dead.
  20. q.S Sachiel

    Pre-Outbreak Chernarus

    no green mountain do not want :( ooooOOOooooOooooHHhhhhHhhhhhh
  21. q.S Sachiel

    What exactly is Ghosting?!?

    like the foxhunt bugle!? Or Reveille?!
  22. q.S Sachiel

    Zombie attack! (Oh, and blurred vision?)

    Could be depth of field? I've noticed multiple times that when your FOV crosses the plane of something like a tree or grass sprite, even though you're looking 'through' the gaps in the grass or tree your view is still intersecting the plane of the image. This draws your focus onto the sprite image and not the objects in the background, causing them to blur. Happens to me mostly when lying down looking down hills or when stalking through trees. Can be quite upsetting. Even happens very occasionally when i snag what i think to be an extruding wall asset that is not textured in that area or the edge of solid cover. ^ above occurs for me in a chronic manner - it comes and goes as the plane of the image moves due to wind etc, or as my aim/breath changes the position of my fov. if you've got something a little more continuous and on-going it may be login blur, or injury/shock that's hung on since whatever encounter brought it on. if it's this kind of issue, try going to ESC(ape)>Configuration>Video. as soon as you press 'video' (don't need to change anything just access vid options), the blur should be banished from your view until next encounter. For me this works for: shock from bullet misses; shock from bullets sustained; shock from zombies; shock from falling/injury; login blur.
  23. q.S Sachiel

    Zombies are too hard (defending my opinion)

    aggro z circle strafe them, keeping always at an angle away from their face frequent blows to head (may need to anticipate direction if they're lunging) they drop frequent blows to head win also, as of 0.45 they can come indoors. I've found it much harder to fight with melee indoors as my weapon generally ends up clipping surfaces everywhere but at their head (or body) at which i'm aiming. Fight them in open spaces to avoid this, though i'd really like to have a horde bearing down on me with nothing but a firemans axe and '300' these suckers in some lowly corridor.
  24. q.S Sachiel

    Golden magazines

    or that your friend mistook gold for green spraypainted mags...
  25. q.S Sachiel

    Collision Bug that kills players instantly.

    in cherno southern hospital. 1st floor up (the one with the windows and the corridor full of benches against them). Dropped a blood bag against the window to swap for a blood test kit then realised i had more shit i didn't want more than the blood bag so threw that out and then went looking... no blood bag. figuring it had to be around somewhere, i opened TAB up and started trawling the floor and walls around. It seems to have gone invisible into the wall near the window where i dropped it, only accessable while running between the two benches (at the wall) with TAB opened up. You are dead I was with my friend, and we were just joking around about him injecting me with an anonymous clear liquid that we found (he never injected me but i started getting suspicious at him at this point). Turns out i'd ran through the sealed wall/window between the two benches and had fallen to my supernatural death behind the building. that and falling down stairs while walking and breaking a leg, are the only two identifiable times.
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