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Everything posted by (gp)echo
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Crazy graphical glitches after updating to 1.7.2.4 and 95389
(gp)echo replied to Ewan123's topic in DayZ Mod Troubleshooting
I've noticed the same issue since upgrading both Day Z and OA to the latest versions. I'm using the latest drivers available for my GPUs (2x GTX 590s), so I doubt a driver swap would do anything. -
Simply decouple your zoom and breath actions so that you only use RMB to enter/exit the scope. More specifically, I'm recommending you bind discrete keys dedicated to the task of (1) zooming the rifle and (2) holding your breath. Having both bound to the RMB is a disadvantage. Also, the zoom advantage of the M107 is not in the buttons, but rather in the magnification. The M107 has a 14x scope; the AS50 is 12x. Your desire to have a loud sniper rifle only means you have a higher probability of being discovered or counter-sniped. Sounds like style over substance to me. <_<
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The DMR is the only sniper rifle compatible with NVGs in Day Z.
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This is a valid question, and so we shall dive into the details: - First, the damage increase the AS50 Mag provides over the M107 Mag is non-trivial. Sure, the extra damage is overkill for a player, but it makes a big difference when targeting vehicles. - Next, the accuracy, or ballistic precision, of the AS50 is better than the M107 (1.5 MOA vs. 3.0 MOA). Practically, this is realized in Day Z/ArmA 2 through the dispersion of the rifle. In simple terms, the AS50 will shoot a tighter group at range when compared with the M107. - The AS50 ammunition exhibits higher performance than the M107 ammunition; that is, it produces a higher muzzle velocity, displays less bullet drop, and reaches a desired range faster (i.e. reduced flight time) than its M107 counterpart. - The AS50 is notably quieter than the M107. This has significant tactical implications for how long the operator can remain in their spot after firing before relocating to avoid detection. There are only two tangible advantages for the the M107: (1) the magnification of its scope (14x vs. 12x), and (2) weapon zeroing at 900m and 1100m (where the AS50 increments zero ranges in intervals of 200m starting at 800m). The latter is mitigated by the increased ranges available to the AS50 (1400 and 1600). As with many things, it is ultimately a matter of personal preference. However, I would argue that the AS50 is the superior sniper rifle for the vast majority of applications in Day Z.
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Multiple DayZ accounts (useful for shared computers)
(gp)echo replied to [email protected]'s topic in DayZ Mod General Discussion
It worked like a charm. Much faster than the batch file method, and I can load the files without any troubles from ArmA 2 Launcher. A big thanks to okarr and DocTully for posting such a thoroughly useful guide! :) -
Multiple DayZ accounts (useful for shared computers)
(gp)echo replied to [email protected]'s topic in DayZ Mod General Discussion
This was exceptionally helpful! One question, however. After running the batch file I created, and specifically after the batch file runs the datacachepreprocessor.exe executable, the game loads. Since I launch Day Z, BAF, PMC, and the beta via ArmA 2 Launcher 1.4.1.0, I would prefer the datacachepreprocessor.exe installation not load the game automatically. Is there any way for this executable to simply update the required files without launching the game afterwards? Again, thanks for your help. I can finally run BAF/PMC with both accounts now. :) -
Plus and minus on the numpad will adjust between the two zoom levels (3x and 12x). Enjoy!
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DayZ Maintenance ~ Should be functional again
(gp)echo replied to Vipeax's topic in Mod Announcements & Info
I had the same problem. Rolling back to the previous beta fixed everything. -
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The Joker: "Wanna know how I got these scars?" ;)
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That video is fairly disappointing. Playing on a server with tags is silly enough, but using the rangefinder is ridiculous when the tags provide effortless (and lame) range to target for free. While I have no problem with the OP's actions or methods, I find his contempt for the snipers rather hypocritical. This is the hostile and brutal world of Day Z. Fighting a crusade against them, where no valid end state exists, seems a supercilious exercise in righteous arrogance. It's not like the dynamic can be meaningfully affected without official changes. This thread, while interesting, is little more than an anti-bandit tirade. I will concede that the hunting of new players on the coast is rather cruel, however.
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Bullet physics and gun limitations.
(gp)echo replied to Toybox's topic in DayZ Mod General Discussion
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Bullet physics and gun limitations.
(gp)echo replied to Toybox's topic in DayZ Mod General Discussion
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This should be easy to implement. Another great mod/mode for the game, Gossamer's Warfare, utilizes a similar solution.
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Removing these weapons would be a terrible mistake. More importantly, they are defintely not overpowered in the Day Z world. Why? - most players don't utilize them to their full potential - they are rare - the ammo is rare - they are VERY loud (and attract zombies like crazy) - they render the player's primary weapon slot useless for most engagements inside of 300m - players rarely survive long enough to develop experience using these weapons - Day Z is designed to be a cruel and hostile world - they help "thin the herd" I can't emphasize how awful this suggestion would be to the Day Z experience. If anything, we need even more rare/exotic weapons in the game.
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So many damn veteran servers!?!?
(gp)echo replied to Mr Muggles's topic in DayZ Mod General Discussion
Why would you want to play on anything other than veteran or expert servers? This is Arma2 after all; realism is built directly into its DNA. Servers that have tags are terrible. They completely ruin the immersion of the game, make life difficult for snipers, and introduce horribly unrealistic and unnecessary risk. -
Removing the most lethal or exotic weapons won't improve the situation. Part of the game's allure is derived in the journey to obtain these rare gems. The way to balance the presence of these weapons is to maintain a low spawn frequency/probability. I would prefer they left TWS and NVG weapons in the game under this constraint.
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This loot table has everything you need. http://picacid.com/arma2/loot_en.html Any military structure, including the two barracks at NW airfield, and crashed helos, have a chance to spawn them. IMHO, safest way to find the DMR is to search deer stands. Find an area that has a tight clump of them and get to work.
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Tutorial: How to get items out of crashed heli's!
(gp)echo replied to RogueFox's topic in DayZ Mod General Discussion
Great post! Thanks for paying it forward. :) -
To Rocket & the “Hardcore” crowd
(gp)echo replied to RJ Macready's topic in DayZ Mod General Discussion
Although I am "new" to theses Day Z forums as well, I have been a dedicated Arma player for ages. I have to agree with the spirit of your post, if not most of your talking points. Arma2 is a very special game. Protecting its sandbox simulator roots is very important to me. I don't hold anything against the CODs and BF3s of the world, but there's a reason I can't enjoy them: realism. The players who have been loyal to BIS and the Arma franchise do so to support a fantastic MILSIM that has a relatively niche market. Although I am sympathetic and, ironically, grateful to the new players joining the Arma community, I can't support anything that dilutes the "hardcore" Arma experience. There are plenty of other flashy, superficial FPS and zombie shooters out there; preserving the qualities that make Arma realistic and unique should be a sacred priority. I hope our new friends stay and enjoy the game; just don't trash the place we've worked so hard to build.