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Everything posted by duddbudda
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assuming AMR was a typo and DMR was intended, here are some facts: Like all small arms, the M14 DMR is designed to be as light as possible - because y'know, a marine doesn't have a choice, he has to pack his lunch with his rifle - unloaded it's in the region of 4.5kg an empty 20 round mag probably weighs 300g at most and 100 rounds of 7.62 NATO would be under 2kg sorry to burst your bubble, but a DMR and five mags isn't gonna be much more than 8kg
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if I couldn't carry enough stuff to keep my mk 48 in bullets I would be more, not less, likely to to shoot people: because people need things that I need, so they're more likely to have those things than a random barn - further, killing a lonely sob for his beans will take less of my precious ammo than aggroing a half a dozen zeds
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MP5SD mags convertable to M9SD and vice-versa
duddbudda replied to spankimus's topic in DayZ Mod Suggestions
astonishing -
hang the fuck on when players with rad gear kill all other players we get furious tears when someone suggests AI do the same thing we get universal applause? this suggestion gets zero support from me, precisely because there are already military death squads and they're played by real people
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u dun goofed
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I've been in Chernarus since 30000 players, and I believe you are full of shit son
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another 20 odd posts waffling about how pretty Cryteks balls are, how crappy ARMA's optimisation is and not a single goddamn consideration of the netcode and let's be clear: ARMA renders (for me) a 5km draw, with Very High everything (except AA. AA [CCC or in game] always makes the grass artifact) and I get 60+ fps (less in DayZ atm, which I hate like oh my god rocket why can't your alpha run perfectly right now) that's better performance rendering 5km of populated country than I get in Metro 2033's tunnels inb4 u get better performance on CE3 - yes I do, I get much better performance ultra'ed in Crysis 2, but that's because C2 is a DX10 game and the DX11 implementation was so horrid it doesn't bear consideration for the record: 2500k @ 4GHz, 2x 6950s @ 920 core 1375 mem, 4GB Ripjaws, ARMA is stored on a WD CBlack
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poo you just suggested things that were suggested and thrown out months ago, please use the search function and play the game more before you make sweeping statements about mechanical necessities for a 'functioning' game
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that is a lime green lie
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DayZ cannot and will not compromise itself as a player defined world - Rocket =! 'DayZ will be defined by designers' there are a thousand topics on this all those that propose predetermined classes are horrible those that don't think about skills are worse want to know why? use the search feature hurr durr 'I think is kwiet balnass lol survivors >get fastness >ned best pistol vs bandit >'I am a bad man' skin >completely useless pistol >bcos I hate him >bcos my beens >lik dis if u cri evry tiem
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MP5SD mags convertable to M9SD and vice-versa
duddbudda replied to spankimus's topic in DayZ Mod Suggestions
the definition of a submachine gun tbh it was misleading to say that beretta designed the M9 to specifically to take MP5 ammo it would be more accurate to state that the 9mm parabellum has been a popular and trusted cartridge for the entirety of the last century, is sold in every (legally admissible) country and in every variation imaginable - 9mm parabellum in a handgun is like butter on bread -
randomised terrain is possible with procedural generation, cf minecraft is it possible to make a map like chernarus? not without insane amounts of work, best get coding OP
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MP5SD mags convertable to M9SD and vice-versa
duddbudda replied to spankimus's topic in DayZ Mod Suggestions
dude, you need to actually play ARMA before you spout bullshit at 300m the M4 SD hits about 5 feet below the aim point - irl that statement would be false, because you'd be able to zero it - but in ARMA you can't it hits low because the bullets travel slow -
MP5SD mags convertable to M9SD and vice-versa
duddbudda replied to spankimus's topic in DayZ Mod Suggestions
you are wrong, stop spouting crap -
I'll say it again: NETCODE
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netcode most engines have to be rewritten to handle multiplayer cryengine 3 can handle multiplayer, but can it sync all the shit that DayZ needs? probably not - the only large worlds running lots of people on the Cryengine is Aion, and Aion's player actions are of negligible detail next to those required by ARMA, not to mention that Aion instances its world into smaller parts, whilst Arma's map is a complete unit
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MP5SD mags convertable to M9SD and vice-versa
duddbudda replied to spankimus's topic in DayZ Mod Suggestions
this thread is full of misinformation is as wrong as the guy claiming subsonic rounds don't exist fyi: at 300m the M4 SD's shots will hit nearly five feet below the aim point -
look up the .50 BMG on wikipedia, you will no longer find it strange (short answer: heavier bullets with more energy travel at supersonic speeds for longer)
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I do believe that US Marine squads are often deployed with an M107 used for both man and vehicle shooting
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am i the only one getting pissed off at most of hte servers not sticking to their advertised GMT/UTC time?
duddbudda replied to A.Jones's topic in DayZ Mod General Discussion
£10 you say? try 'UK 7' [space is required] off topic: I read your user name and location as one sentence, quite surreal -
Inmate clothing for the next respawn bandits
duddbudda replied to vacalouca's topic in DayZ Mod Suggestions
ACE mod has that plastic tie thing effective restraint and certainly more common than police gear -
am i the only one getting pissed off at most of hte servers not sticking to their advertised GMT/UTC time?
duddbudda replied to A.Jones's topic in DayZ Mod General Discussion
when you join a server you're given the time as it was when the server last booted up so if a server hasn't had a restart in 10 hours you'll be playing 10 hours ago, if that makes it day time for you then don't complain - chimps running about in the dark are gonna be disadvantaged -
The Difference Between A Good Bandit and a Bad Bandit
duddbudda replied to alienxxi's topic in DayZ Mod General Discussion
making the assumption that each life's duration is its defining aspect bad bandit = often fails in his or her attempts to obtain loot by nefarious means, lives a couple days each life good bandit = his or her methods of obtaining loot regularly succeed, lives for weeks on end or more generally bad survivor = is well acquainted with death good survivor = lives for weeks on end -
Anyone in Cherno? The Good Old Dayz.
duddbudda replied to DemonGroover's topic in DayZ Mod General Discussion
I miss trolling the side-chat-exploiting nubs 'hey I need blood asap, at kamenka' 'oh hai cool I just got glitch spawned at like the bottome left corner of the map, run west along the coast and I'll fix you up' 'hey man I ran off the map where are you?' 'in Novy, don't cheat' delicious tears -
Did anyone else pronounce it as Day-Zee at first?
duddbudda replied to Rising (DayZ)'s topic in DayZ Mod General Discussion
your arse is talking bud: Merriam Webster phonetically systemised English spelling because he was a tad spergy - hence 'the centre's tantalising colour' getting a whole load of squiggly red underlining in my browser as for dialect, some Berkley students came on an exchange semester at out uni. Their accents received some ribbing, and one proudly rebutted 'we speak true English, as the colonists spoke'. A couple months later, having met various yorkshire folk, bristolians, brums, Londoners and norfolk chaps, they weren't so sure. (not to mention that the majority of north americans are of non-English heritage) I've also heard Australians make the exact same claim: we speak the true English, as the colonists spoke.