Jump to content

Zantetzuken

Members
  • Content Count

    14
  • Joined

  • Last visited

Posts posted by Zantetzuken


  1. From full to dead? No' date=' it takes a lot longer than that. Heck, I've had to ditch zombies while bleeding, something which takes at least a minute if you aren't right next to a building to run through, and was still able to patch myself up before I got below 8k.

    The current system is fine as-is. If you're taking damage so consistently that you need more bandages than what you're finding, then you need to play more carefully.

    [/quote']

    Agree fully with this, i don't know where you're looking for bandages mate, but I for one, have an issue knowing where to put them all :S

    I will agree that something about the bleed system needs a slight tweaking, cause the so called "random bleed stop" feature never kicked in for me today when I got in a fight with a zed, and went from 12000 to 0....

    reducing the bandage spawn rate and adding a feature like rags for bandages would be cool, makes the game more... more.... rugged??


  2. More civvie weapons would take the form of more melee based/scavenged junk type equipment imo.

    If people really feel there is a problem with military grade hardware being too available, there is one effective solution I believe: Strictly limit the ammo supply. You'd get fewer DMR Sniper campers around Cherno and Electro if they had to run all the way back to the airfields to restock ammo I reckon, plus it'd be a huge time sink for them. True they might just switch to enfileds, but at least they'd lose the scope! :P


  3. +1 on the body armor idea.

    Gives me something else to look for, plus it can add to the decision between either a kevlar helmet, or nvgs/binocs/rangefinder??

    Real world implementation is a must of course, by that i mean, body armor is bullet resistant, NOT bullet proof. thereby making it an advantage, but not an overall huge one.


  4. cant really see how this would be helpful' date=' having a pic of someone sneaking up to you or your tent/car/pet-boar?

    [/quote']

    Yeah, like the idea, not quite sure what for though.... cause everyone looks the same in game :S


  5. So wire citys are due to a duplication exploit then? Didn't know that but it makes sense...

    Tbh, the introduction of bear traps needs to be done correctly, the main issue being that, at the minute, broken bones are a bit of a frustrating game ender forcing you to either crawl through dangerous areas to find morphine, or respawn as your area has no morphine options, all because you had a lapse in concentration whilst clearing a building or area.

    I do like the broken bones mechanic, and would like to see bear traps introduced, however, I think that its not going to have the intended effect that people think, in that many believe it'll be an excellent protection for snipers who are getting snuck up on. It won't be. The best form of sniper protection is fieldcraft, which is already in place and being used VERY effectively by a lot of players. Bear traps would only help campers who will wait around corners until they hear the sound of the trap being taken down, only to pop round and shoot you in the head.


  6. -

    - Splint (Combination of Wood Pile + Bandage)

    - Allows' date=' crouch walking at slightly higher than normal speed. NOT running. Heals over time.

    -

    - Broken Leg should also occur less often. (It feels like a 1 in 5 chance to end up with a broken leg atm.)

    -

    [/quote']

    +1

    Though I imagine that broken leg occurs a lot might be down to a bug than the actual intended spawn rate? My logic? How many folks here have broken legs whilst trying to crawl through doorways?? :S

    I especially like the fact that you've suggested this as the 2nd option to broken bones, kinda like making splints to morphine, what canned food is to bloodbags


  7. Well, I think we are all in agreement here that is just whiners going on about the whole "ZOMG EVERYONES A BANDIT"!! When in reality it is just plain bad luck, or stupid decisions made by that player!

    Been playing for about a week now, and have died to bandits 4 times, 3 of which were in major cities like cherno. Now I will say this has made me paranoid to a degree, butit has NEVER made me rage when they've killed me, as I'm really just not that bothered cause its gonna happen at some point in the game.

    Now broken bones from trying to crawl through doorways.. THATS something that needs a nerf/fix/smacking with the code hammer!


  8. I think this is one of the most important suggestion threads currently and I highly agree with implementing some sort of blood regen system.

    as it stands if you are lonewolfing your chances of survival are WAY too low.

    if they were to implement reduced self blood transfusions the issue would then be people stacking blood bags which would reduce the teamwork dynamic.

    Agreed +1

    The introduction of a "minor" regen system would help those frustrating times where you've taken enough damage, just by chance, to be below 9000. So the next hit will probably knock you out, effectively ending your game as you take damage you can't really recover from if you are on your own, even though you started the fight with nearly 75% health :s

    Keeping the regen rate low and tying it to the current hunger and thirst systems is a good idea as it emphasizes them as having a purpose, rather than arbitrary bars that need to be kept happy!

    As for the use of food as "health packs", tbh I do this, but they're pretty crap health packs that are hard to acquire for a number of reason including; drop rate, location luck, danger in scavenging, and also bag space.


  9. I am all for making this mod as hard as possible' date=' but OP has a point.

    Or at least make it so you can switch between the two.

    [/quote']

    I concur, the simulation/realistic/hardcore aspect of this game is one of the biggest reasons that appeals to all of us who play this mod. However, the completely overly complicated, and convoluted way that the flashlight is implemented is unreal, unreasonable and just not cool! Don't get me wrong, I'm not saying this is the developers fault, its just the way the whole system in Arma 2 works.

    Back on topic, yes i would like to see the use of the flashlight made a LOT easier. It in no way makes the game easier to attract every ZED in town with your glowing beacon that says "free brainz"!

    The glock shows us that it IS possible to link the processes of sidearm usage with a utility flashlight, so I wonder how difficult it would be to transfer the coding> (Bearing in mind, coding is a real b*tch, did it myself at uni, hated it, never want to touch it again!). One question this does raise though... If i can use the flashlight in one hand, and any gun in the other.. why would i want something like the glock??.....


  10. Ii think one of the overlooked advantages spawning on the beaches gives, is a sense of direction. With the starting resources being so limited as is, at least one can use memory or even a googled map online to find out were you are and were you would like to head.

    Can you imagine the frustration of spawning, being told you are near Bor, and thtas it??.... Wandering the forest, trees everywhere, not the foggiest clue where you are going? At least with the beaches you can assume whih direction is North, and plan your journey form there..

    But i do agree though that some more variation in the spawns needs to be looked at, cause I've only had the game for 5 days and i pretty much know kamenka, komarovo, and Prigorodkyn like the back of my hand!

×