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Thaif

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Posts posted by Thaif


  1. That is true, it is odd that you can't put a rifle on a shoulder sling and pull out an axe. If we could do that then there would still be less reason to have a crowbar than an axe.

    It's entirely possible we will get the ability to shoulder a primary and keep a melee weapon in your hand and then switch between them. Question is why wouldn't you be able to do that with your secondary also? Seamlessly switch between a pistol and a crowbar. Seems even easier with a small and light firearm than a long and bulky rifle.


  2. Other weapons also have a high leg breaking potential when they don't kill with one shot. You don't need to bust a knee cap with the hatchet or with a lee-einfield. With a crowbar and most pistols (after the recent Arma 1.62 patch) you need to aim for the head or the legs to make the most of it.

    The hatchet probably also has a high leg breaking chance because of the 4500 damage it does. Except it instantly kills infected...time to move on to the human tests.

    Edit:

    Agreed. Hatchets are too common. Then again we are talking about a rural post-soviet setting so they should be somewhat common. Crowbars should be more common than hatchets though. It is a metal pole after all.

    As for the ease of getting firewood...it should not be that hard to find wood. You see tons of chopped wood outside houses in every town but somehow you can't find a single axe or just take the ready chopped wood. Would not compute.


  3. The system feels clunky and dumb because Arma wasn't made for DayZ. So that's what we get for an open alpha. We will likely get UI improvements down the line.

    Should the animations still play when tapping a key to switch a weapon that would be fine. That's a playability and functionality issue/feature.

    If we get a melee slot then what do we do to make the crowbar an option instead of a long pole shaped empty tin can? Make it a tool to break open locked containers? Why wouldn't a freaking axe be better for that? Better yet; shoot the lock.

    Thanks again for the comments. This little proposal got way more attention than I though it would.


  4. If we could cycle the weapons with F then what's stopping us from doing that to the hatchet, or for that matter to every weapon? Part of the authenticity of the DayZ experience is that the character actually perform actions such as holstering a pistol to switch a rifle to their hands from a shoulder sling. It is a military simulator game engine after all.

    Reducing that to just a button tap takes away from the experience and reduces immersion and choice. In fast paced and stylized games like TF2 that's almost reguired to keep the game flowing, in this it re-enforces the experience.

    That may have been the most overly elaborate answer to a single comment ever. At least I have that to my name if nothing else.

    • Like 1

  5. This mods zombies are based on the L4D infected. This is not a classic Romero movie so that's also out of the window.

    As for special infected...I'm on the fence. I would be fun as a thing but I feel it would stretch the plausibility of the setting.


  6. It used to need reloading but it was fixed not so long ago(in patch 1.7.2). I haven't noticed any speed diffence between the two except killing speed. They seem to swing equally fast.

    I'm under the impression that the Arma engine is quite flexible so we might get melee swing arc if rocket gets some development help. Otherwise it might take too much of his development time.

    COVER ME I NEED TO RELOAD

    1341991464054s.jpg

    • Like 1

  7. TF2 melee does not have an arc, swinging and turning to hit people is how the "bullet" for the melee works. It's not synched to the animation, meaning you can begin a swing, turn around, and hit with the invisible "bullet" that the melee weapon "shoots". This means there is a slight delay to when the hit will land.

    L4D2 melee does have an arc however. Clearly the coding for that melee is done differently than in TF2. I wouldn't mind having a similar melee swing mechanic as in L4D2.

    But all of that is a bit off-topic.

    Thanks to everyone for the generous bean donations and for the comments, both for and against.


  8. Re-posting is inevitable with a big enough community.

    I personally have found the "Doublet" AkA double barrelled shotgun quite useful. It's relatively quiet for town or city raiding and can drop people with 2 shots(not guaranteed though).

    It's issue is the ammo hassle. I wish we could use the 8rnd M1014 for it without splitting.

    If only you had a quiet secondary weapon that's easier to find than M9SD when your out of ammo...

    Don't worry Partywaffle, I did not forget. It's rather that I don't like spamming threads even if they are my own.


  9. I won't go into the hatchet damage vs crowbar damage topic as that's a different issue. Do note that hitting infected in the head will kill them with 1 hit. Bodyblows require about 4-6 hits.

    With the hatchet you can almost just run around and mowdown the infected. Using the crowbar requires more finesse or you will get slapped around before getting the kill and getting slapped can mean getting knocked uncouncious with 1 hit below 9000 blood so it won't be that easy. Besides the real danger in DayZ is the other non-infected people. Infected will slap you around but they won't shoot from a roof top.

    In TF 2 the melee weapons fire a fast moving invisible bullet, they don't have an arc. Though Heavy throwing wild haymakers would be something...

    Everything in the mod is subject to change. This is an open Alfa so suggestions are more likely to get implemented or even considered than in Beta or a released game.

    Thanks for the comments so far.


  10. If the hatchet was made selectable straight from the toolbelt there would be even less purpose for the crowbar.

    Barring the possibility of additional functionality for the crowbar in the future it's going to be the most useless weapon find there is.

    This suggestion doesn't need to be permanent if it's not too difficult to code in(effort and timewise) assuming the crowbar is going to be something useful in the future.

    But as it is now it's as bad as finding empty tin cans in a military loot spawn. Making it a secondary weapon would give it at least some value as opposed to none.


  11. Currently the difference between the Hatchet and the Crowbar is that the hatchet is superior in all respects.

    Many have suggested that both the hatchet and the crowbar should be equipable as secondary weapons. This however does nothing to the terribadness of the crowbar compared to the hatchet.

    So here's the suggestion on this discrepancy from me: Keep the hatchet as a primary but change the crowbar to a secondary.

    This change would:

    • Make the crowbar and actual option as a weapon as opposed to "I haven't found anything else yet" toy.
    • Change the inventory size of the weapon from 10 spaces to 5 spaces. It's a metal pole not an assault rifle.
    • Make it possible to have a silent melee weapon with a primary weapon without all the hassle. Tactical flexibility and new loadout options.
    • Make a distinction between a hatchet(high damage primary slot melee) and a crowbar(lower damage secondary slot melee).

    Free the crowbar from the tyranny of the hatchet and let it shine with newfound murderous purpose!

    • Like 35
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