Veyda
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195 ExcellentAbout Veyda
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Arizona, US
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Software Engineer, serious gaming fan, drum & bass aficionado.
Ex-Russian.
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Let's also not forget certain popular FPS games of the multi-platform variety. ;) …I do hope that A3 projectile physics can be refactored for DayZ use, though. There are so many 'internal' assets Bohemia can utilize that I'm wondering why they haven't…
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Why stop there? Shoe and clothing sizes! With ones too small not fitting and ones too big slowing you down. …Not really. :D As much as I'd love to laugh at someone wearing one combat boot and one pink sneaker, this is probably not worth the dev time. Yes, that is an expected behavior, because, before reaching the zeroing distance, the bullet travels 'above' the line of aim. At very short ranges, your impact will be high by, at most, the height of your scope above the barrel. EDIT: A simple schematic to visualize the above, with RH being the 'zeroing' value you dial in in DayZ — (Image borrowed from a Wiki article on the Rifleman's Rule, which is very useful when camping NEAF from Ostry).
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Not sure if was discussed yet — bullet penetration (terminal ballistics). In one of the recent WOBO streams, a bunch of people lined up one behind another and a Mosin was fired in a way that would cause the bullet to go through at least a couple of them. Only the first person died. Which probably shows this is ARMA II, not ARMA III, bullet physics. Is this an oversight or a feature to you? Speaking of ARMA III ballistics — …yes, I am a gun nut… :blush:
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And that will probably come with a persistence hive wipe. So don't get attached to your gear just yet. I'm stocking up on popcorn for all the 'gimme back my loot or I quit!' posts when that happens. :rolleyes:
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I would seriously etch hash marks onto the LCD panel with a needle, but it's too early in the development process to commit like that - reticles, magnification factors and ballistics may be changed at any time down the line. ;) Therefore, stickers.
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Finally found a Hunting Scope for my Winchester. I would say, shots are only limited by draw distance. It's possible to aim past 800 by placing arrow stickers on your screen for respective come-ups beyond the 800 zero. B)
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And I thought I was the only one who didn't disable it entirely. :D I prefer it at about 1/3 of default - it's immersive and provides me with a sense of movement while not being too intrusive. Hail the TrackIR brotherhood! Playing without it is like having a sudden bout of neck arthritis.. (I play 1pp servers exclusively) The only major problem I have is with how twitchy the melee combat is in 1PP - I get neck pains from trying to keep track of someone who's dancing around me 3pp-style and swinging indiscriminately. I find it works best to conserve my movements, wait it out and let them punch the air - then land one or two precise head punches at an opportune moment. With TrackIR taking care of the limited FoV problem (I keep it at default), the only other issue I have is the recently nerfed naked eye 'zoom' - makes scanning so much less reliable and forces me to go in with less situational awareness than I'm comfortable with. I was already slow and deliberate before the change, now I've been slowed down to a crawl.. :( P.S. If the heavy breathing annoys you - GOOD! Better unlearn the habit of sprinting everywhere before the stamina system is in. ;)
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..because that makes total sense.. </sarcasm> :P EDIT: The weight of a scope is usually not enough to reduce recoil by a tangible amount - let alone halve it. What reduces recoil? Heavier recoil buffers, heavier gas system components, heavier gun in general (given the same round), lighter load rounds, suppressors (to a degree). What makes recoil more controllable? Proper grip, lower stance, resting the firearm (bipods). I understand that normal recoil combined with a high-power scope will make follow-up shots hard - but that's when you go prone anyway. I don't think we need these kinda crutches. EDIT2: ..but I understand if this kind of balancing has to wait 'til the Beta.
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Nice vids. Yes, some hotter, higher speed .22 ammo, like the 1640fps 32gr CCI Stinger, may indeed wound at these distances. But I wouldn't imagine there'd be many of those laying around - what we have in DayZ is probably your el-cheapo plinking stuff. There are two other things in question here: What scope will have enough elevation knob range to compensate for .22's inferior external ballistics - at 500 yds the come-up is already 70 MOA, and most hunting scopes have a full adjustment range of 60 MOA or less. A canted scope base may get you another 20 MOA, but even that's not enough to dial in past 500 or so. At these ranges, what's the accuracy going to be, really? A very light round-nose bullet like this, with a shoddy BC (about 0.12), will start losing accuracy to external factors (such as wind) very quickly once it loses enough velocity. In one of the videos, they shot a 1'x2' wooden board at 440 yds, and got 3 hits out of 10, which isn't very impressive.
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Someone needs to take a long hard look at the ballistic data for the .22LR round. IRL, there is no way in hell it will hit anything past 300m, let alone penetrate thick clothing at that distance. In 0.57, I've been hitting things (including bipedal ones) at 500m (and even further out) with the Sporter and a Hunting Scope. This oversight (I sure hope it is) makes this combo extremely OP in skilled hands.
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You'll have a lot of fun walking everywhere and listening to yourself being out of breath all the time, once encumbrance is in. ;) P.S. Seriously, leave something for the next guy. :D
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Turning down Bloom and Brightness (just not all the way) helps bring the shininess down to realistic levels. I also turn Rotation Blur down to 0 and set Head Bob to about 1/3 of default (those two are usually what makes most people nauseous). That keeps the more annoying postprocess effects at bay. All the others, I actually enjoy - such as scoped vignetting (tunnel vision), blurriness during exhaustion (sweat in the eyes?) and etc.. My only regret is that I have to keep shadows at Normal because anything over that bogs down my GPU (20-25fps instead of 39), which is really a shame - High and Very High make the world look amazing.
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Just made a newb mistake and ate the wrong color berries. Hovering between sick and sick right now, enjoying the wavy, nauseating mirage-like visual effect. I'm not sure when this was added, but good job! P.S. If you don't see it, Postprocessing has to be above Normal (or High). I personally prefer it this way because it makes 1PP so much more immersive (and makes sprinting inconvenient), but I know many of you use lower Postprocess settings to gain a few extra FPS and visual clarity. You guys are missing out! ;)
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On a side note to the artists, the STOP signs at the roadblocks are not of the right type. Any kind of checkpoint/border-type stop would use the STOP-control sign (3.17.3).
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Yes - flashlights, when used, should not make the entire house shine like a lightbox. Hope the new renderer fixes that, and, with proper flashlight discipline (not shining them through windows, or at walls opposite from the windows), they will be harder to detect. On a related note, random idea: Flashlight + Rags/Bandages (EDIT: t-shirts too?) = Muted/Stealth Flashlight, with possibly the color and intensity of the light depending on the rags' color and the number of rags used.