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Tigger (DayZ)
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Everything posted by Tigger (DayZ)
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Tom Berenger has a lot to answer for
Tigger (DayZ) replied to Gogster (DayZ)'s topic in DayZ Mod General Discussion
Again the same thing. Sniper rifles ARE rare. In 3 weeks I found 1 CZ550, 1 DMR and 1 M24. (compared to 25 AKMs, M16s M4s, etc, etc). Why everyone has one is item duping. Take it out of your tent, next restart it's back there. Get killed? Run to your tent, take your sniper rifle and ghillie suit, go back sniping. If you had to search a week to get a good rifle, you wouldn't run to the hill N of Elektrozavodsk to snipe noobs. Because once a day a fresh spawn comes by and chops you up with an axe and you have to spend another week farming weapons. Once this gets fixed and weapons properly despawn, it'll be back to how it should be. -
I doubt that chart is correct, I tested the guns offline in ArmA2 and the Makarov needs 6-7 rounds to kill a soldier why 9mm guns and .45ACP guns need 3-4.
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How populated is Green Mountain?
Tigger (DayZ) replied to omgwtfbbq (DayZ)'s topic in DayZ Mod General Discussion
"people"? LOL! -
Damage nerf/ view distance nerf
Tigger (DayZ) replied to BaitedHook's topic in DayZ Mod General Discussion
BTW, the damage went down, not zombie health. So it takes 3-4 .45 hits center of mass to kill a soldier in ArmA2 now. I'm sorry, but that is ridiculous. I could care less how many rounds zombies take, since they aren't realistic anyway. I'd find it perfectly OK if they had 20000 health. But people... please... -
Maybe it's my problem, but my helicopters are severely underpowered. For instance, the huey has a ceiling of about 1400m, instead of ~6km.
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Just checked today's beta (95389). Same behavior, revolver takes 4 shots to down a soldier in arma2.
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The m1911 is useless at the moment, because it is a very inaccurate gun. You won't be shooting anyone in the head with it unless he is standing right in front of you. A G17 for instance, is way better at the moment.
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Zeds are... uhm... retarded?
Tigger (DayZ) replied to federik21's topic in DayZ Mod General Discussion
2 things: 1) Zombies can't hear some gunshots. Apparently fixed in next version 2) If someone DCs or leaves area, zombies don't properly despawn sometimes. These zombies are not moving and do aggro, but can't hit you unless you come within their reach. You also don't get zombie kill count increased for killing them. -
Good loot from heli
Tigger (DayZ) replied to [email protected]'s topic in DayZ Mod General Discussion
It's not an assault rifle since it's full rifle caliber. It's just a rifle. (New term for this is battle rifle.) A primary gun needs 10 empty backpack spaces to store. If you try to put it in a backpack that doesn't have 10 spaces free, it will disappear. -
The "arma2 extremely slow + no servers can be found" is due to the auth servers (or whatever you call them) being down for a few hours. Everyone had that, unless they had some saved server IPs that they were using.
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So I see people saying that clothing and other skins spawn but ive never seen them
Tigger (DayZ) replied to thelonewarrior's topic in DayZ Mod General Discussion
They don't spawn as in 1.7.2.3, they are supposed to spawn in 1.7.2.4. -
hackers turn people into goats, when you kill them you get their inventory. I suppose...
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I believe this is a bug, if it wasn't they would have nerfed 9mm damage as well. Currently .45 ACP = 9mm, the first round has double the energy and significantly more stopping power.
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Can you maybe phrase it in some other language so we have a shot at understanding?
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Zombies have more health after latest update 1.65.95312?
Tigger (DayZ) replied to Swordfish (DayZ)'s topic in DayZ Mod General Discussion
.45 ACP ammo does 9mm damage, probably by accident. -
By the way, it is a almost certain bug, since other guns didn't get nerfed. The .45ACP files probably got replaced with the 9mm by accident.
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I went offline and tried out all guns on the shooting-range person. Not sure how much health he has, but these are numbers of bullets center of torso it takes to kill him. The first numbers are exactly in the center (in about 10x10cm box), numbers in brackets are in the center of the torso outside of this tiny box. Hitting a target from more than 10m into the small box is very hard with weapons apart from G17 and the revolver. G17: 3 (4) M1911: 3 (4) M9: 3 (4) M9SD: 3 (4) Makarov: 6 (7) Revolver: 3 (4) For comparison- MP5: 3(4) AKM: 1(2) M16: 1(2) FN-FAL: 1(1) As for headshots, shots in the face generally take 2 hits (3 with makarov) to take down the target. Shots in the forehead take 1.
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No Serverhopping? Give us more places with best loot!
Tigger (DayZ) replied to Heru's topic in DayZ Mod General Discussion
1) Server-hopping 2) Item duping Without those two, obtaining good items would be much harder. You can be almost certain that every AS50 sniper you find in Elektro has his sniper rifle duped, otherwise he'd be quite scared to lose it. -
M107 and AS50 question (game vs real life)
Tigger (DayZ) replied to jdotjdot7's topic in DayZ Mod General Discussion
They use different rounds in the game. Also, I doubt you can drop to one knee and hit a target at 1000m with one IRL. -
Sorry, it seems to be the usual answer given to a lot of bugs in the game. I.e. "don't do that!", that's why it ticked me off.
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If your car breaks down you leave it where it happened and start walking from then on? Or do you go to the service with it?
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Again, zed hitpoints were not buffed. a M16 should take 2 rounds center of mass to kill a zombie. It does at most 3555 damage per round.
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I guess 1911 was a bad year
Tigger (DayZ) replied to Deuzerre's topic in DayZ Mod General Discussion
The change apparently only affects .45 ACP rounds, not "all pistols". http://dayzmod.com/forum/index.php?/topic/45184-arma-update-nerfed-revolver/ -
Hacker turned me into a goat
Tigger (DayZ) replied to matty19908's topic in DayZ Mod Troubleshooting
Losing your gear is always an option. How do you spawn on different servers? -
Can someone with the bug tracking account file a bug report? (Since I'm too lazy to open one.)