Gordon Axeman
Members-
Content Count
417 -
Joined
-
Last visited
Everything posted by Gordon Axeman
-
Great!
-
Hotfix Build 1.7.2.6 Rolling Update
Gordon Axeman replied to rocket's topic in Mod Announcements & Info
So, my opinion is: Rocket, release that 1.7.3. Waste a month. Your task is not to implement dogs, cats and other shit, just fix ALL the bugs. And don't make any more. Only after that new stuff can be added IMO. -
Several good suggestions about vehicles
Gordon Axeman replied to Gordon Axeman's topic in DayZ Mod Suggestions
Nobody? -
Should we remove barbed wire in the next update
Gordon Axeman replied to mattlightfoot's topic in Mod Announcements & Info
Yes. They serve no purpose, if u are no cheater you cant build a fully secured camp (not enough wire). Now it's griefing only stuff. Also make sandbags spawn more often. -
Hotfix Build 1.7.2.6 Rolling Update
Gordon Axeman replied to rocket's topic in Mod Announcements & Info
I'm staying here only because I'm hoping that rocket will once release a normal patch. But there is no miracle, and his hands don't get more straight. The more I play, the more broken the game is. I started playing when it was 1.6.0.1 and I liked it. Now this seems like an endless circle. Fix-break, fix-break, fix-break. I'm waiting for both WarZ and DayZ standalones - the first because I want to see the gameplay and decide if its worth playing, and the second to see if the tons of bugs and hackers are gone. Sorry, rocket, but I dunno how your coder's skills are and will you be able to release and maintain the standalone. I know development is hard. I know this is an alpha (shut up dumb asses). You need time? Yeah, community can wait. We waited this hotfix longer than any other, and what? Aw, shit, what I'm talking about. No one reads these posts. Everyone just sends people like for a long journey, because "this is alpha" "rocket is god" "if you dont want to play the game dont play" "you are an idiot" etc. Sorry for my English. -
Hotfix Build 1.7.2.6 Rolling Update
Gordon Axeman replied to rocket's topic in Mod Announcements & Info
Tried 2 atv's today, cant unflip them. One was blown up, one turned up with Lada crashing :D And the empty fuel after restart sucks. Found several abandoned vehicles today. -
Hotfix Build 1.7.2.6 Rolling Update
Gordon Axeman replied to rocket's topic in Mod Announcements & Info
TENTS AND VEHICLES WORK. SEE ROCKET'S TWITTER. -
Hotfix Build 1.7.2.6 Rolling Update
Gordon Axeman replied to rocket's topic in Mod Announcements & Info
Nope. Mod development is important, because it upgrades rocket's coding skill xD. -
Tents really need a fix. Rocket, I have one wish: first run a closed testing of tents/vehicles on a FRESH server, to know if its fixed.
-
YEAAAAAAAAAAAAAAAAH! TENTS AND VEHICLES SAVE, ATV'S CAN BE FLIPPED!!! YEAAAAAAAAAAH!!!!!!! just try not to break it again, rocket
-
[Video] Kamenka Loot Route Tutorial - Before you jump off that lighthouse, consider watching my route from Kamenka to Zelenogorsk.
Gordon Axeman replied to livbythegun's topic in New Player Discussion
The only minus of Kanenka is that you have nowhere to find morphine. Players are not often found, especially such careless ones. -
Barracks are not so risky, turn 3rdp on and go prone around it looking into the windows. Be careful with the washroom, if a camper is present in the barracks, he will be there (90%).
-
I want some new vehicles to be implemented. They will make DayZ more broad and funny, and will give players some new opportunities. Bulldozer Original topic here Imagine, at a factory like in Orlovets, there must be some heavy machines that are required for the building process. Some could be evacuated before, but a bulldozer was left there, because there were objects, more valuable than a heavy, useless mechanism. In the zombie apocalypse situation it appears in a new light. A powerful vehicle, that can clean out a road, go through the forest, smash down a zombie horde, etc. It gets... not vital, but important status. Of course, it should be harder to fix than a usual vehicle, you'll have to find tracks, hydraulics for the dipper, lots of fuel etc. But it should not be too hard, maybe slightly easier than a chopper. Stats: Capability: 2 seats Inventory: 30/6/3 Speed: Asphalt - 55 km/h, dirt road - 35 km/h, offroad - 20 km/h Features: knocks down trees (but takes some damage), can break stuff with the dipper (has its own hp, fixed with hydraulics parts and scrap metal, also uses the dipper to remove shit like broken cars from the road. Has a lattice at the windows (optional). Has a tough body, can break houses (but takes high damage). Firetruck We have firestations in two cities and in the NWAF. Not too much, but... I don't think that firetrucks were evacuated, along with the bulldozer. It's a heavy machine, useless out of normal life. But survivors are witty guys and can make use to any resourse left after the Apocalypse. A large car with tough, nearly armored body where passengers can sit like in a bunker, and a water cannon to flush the zombies out of the way. You'll need some special parts to repair the water cannon, lots of gas and maybe not one, but several scrap metal. So this serves as a really safe transporter of goods and people. Stats: Capability: 10 seats Speed: Asphalt - 40 km/h, dirt road - 25 km/h, off-road - 15 km/h Inventory: 200/40/20 Features: tough body, very good against bullets, worse against crashes, water cannon that can throw away and kick down zombies and players, but little speed. Big front windows as a vulnerable spot. Jetski (thanks to svefngenglar) Some recon teams definitely tried to get into Chernarus. We know that, because all we use m4, m16, m24, m9, m107 american weapons. These are crashed helis - missions of other countries too. So, why couldn't some small missions come on jetskis from big ships? They thought this is quiet and fast, and they were right. The mission managed to get onto the ground of the infected. So now the scouts are either dead or undead, and their transport is waiting for someone else... This is a kind of bike, only a water one. An ideal personal or couple transport. Quick, small, economical. Stats: Capacity: 2 seats Speed: 60 km/h Inventory: 40/6/2 Features : no special features.
-
My and your ideas for unusual vehicles
Gordon Axeman replied to Gordon Axeman's topic in DayZ Mod Suggestions
I'll think, maybe i'll write it into the first post. -
My and your ideas for unusual vehicles
Gordon Axeman replied to Gordon Axeman's topic in DayZ Mod Suggestions
I don't see the point. Honestly. -
GOD DAMN WALL OF TEXT.
-
My and your ideas for unusual vehicles
Gordon Axeman replied to Gordon Axeman's topic in DayZ Mod Suggestions
IMO, they should just return land rover into the game. -
My and your ideas for unusual vehicles
Gordon Axeman replied to Gordon Axeman's topic in DayZ Mod Suggestions
Hey nice idea, got into the first post. -
---Standalone suggestion--- What about a bulldozer in DayZ? Imagine, at a factory like in Orlovets, there must be some heavy machines that are required for the building process. Some could be evacuated before, but a bulldozer was left there, because there were objects, more valuable than a heavy, useless mechanism. In the zombie apocalypse situation it appears in a new light. A powerful vehicle, that can clean out a road, go through the forest, smash down a zombie horde, etc. It gets... not vital, but important status. Of course, it should be harder to fix than a usual vehicle, you'll have to find tracks, hydraulics for the dipper, lots of fuel etc. But it should not be too hard, maybe slightly easier than a chopper. Stats: Capability: 2 seats Inventory: 30/6/3 Speed: Asphalt - 55 km/h, dirt road - 35 km/h, offroad - 20 km/h Features: knocks down trees (but takes some damage), can break stuff with the dipper (has its own hp, fixed with hydraulics parts and scrap metal, also uses the dipper to remove shit like broken cars from the road. Has a lattice at the windows (optional). Has a tough body, can break houses (but takes high damage). What do you think? IMO, this has a great potential.
-
New vehicle idea [PLEASE CLOSE]
Gordon Axeman replied to Gordon Axeman's topic in DayZ Mod Suggestions
Moderators please close the topic, new one here -
New vehicle idea [PLEASE CLOSE]
Gordon Axeman replied to Gordon Axeman's topic in DayZ Mod Suggestions
Ppl, I'm waiting for feedback, especially from DayZ team (nearly impossible) -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
Gordon Axeman replied to ruarz's topic in DayZ Mod Suggestions
Hey ppl please look into the topics in my signature! Thanks for your time. -
Ideas: Bloodtypes and changes to wildlife, Epi-pen and Matches
Gordon Axeman replied to Teos (DayZ)'s topic in DayZ Mod Suggestions
No to blood types, yes to nerfing their healing and warming. Why? Read the posts up there. I have nothing to add. -
New vehicle idea [PLEASE CLOSE]
Gordon Axeman replied to Gordon Axeman's topic in DayZ Mod Suggestions
Edit: edited the theme title. -
AKM. Powerful, zeroing, common ammo. The weapon of a true survivor.