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_Gunslinger_

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About _Gunslinger_

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    Survivor
  1. _Gunslinger_

    Correcting SA ballistics

    Velocity increases from supressors are massively over-rated. At best you get 1-3% gains, which can be less than the natural variance in velocities of each round. The gains are so tiny because the majority of the propellant's post-muzzle energy is being absorbed by the supressor instead of acting on the bullet. They are also extremely precisely machined objects, any kind of damage is going to disrupt the baffles and your ballistics are going to turn to absolute shit, if not jam rounds in the supressor.
  2. _Gunslinger_

    DayZ Mod 1.7.7.1 Hotfix

    Quoted hoping for answers.
  3. _Gunslinger_

    DayZ Mod 1.7.7.1 Hotfix

    I had an issue with 1.7.7, where I could cure my infection by resting in a tent, but if I logged out, I'd be sick again upon coming back in. As a result I was sick the moment I started with 1.7.7.1, and the new 1% cure chance means I've spent several hours resting at my tent and hunting animals to stay alive, with no dice. Do tents actually cure infection or just belay it?
  4. _Gunslinger_

    New Zombie-spawns, difficulty and groups

    This is how it has always been, more players = more zombies. The more brutal loot tables compound this problem. The best suggestion I can give you is to vary your weapons. My brother and I used a makarov/loudfield and M1911/Winchester combo respectively. Four of the most common ammunition types meant that nearly everything had some kind of value to either one of us and we rarely ran dry on ammo.
  5. _Gunslinger_

    Long guns not worth it

    Find a better server. Keep a rifle in your backpack for PvP situations, and ideally a hatchet, since you can stick it onto your toolbelt to take out the rifle. Melee weapons take up 10 backpack slots like a longarm, so you can interchange them as the situation dictates.
  6. _Gunslinger_

    DayZ Mod 1.7.7 Patch

    I 'expect' them to behave in a manner that is consistent with their detection mechanics. If I break line of sight, continue to move in an unobtrusive manner and find a hiding place , I expect the aggro'd zed to travel to where he last saw/heard me and then lose aggro. Not continue to run to the exact spot I am hiding, where an unantagonized zed may pass within spitting distance without noticing me. That mechanic has been working perfectly in DayZ Lingor for several versions now, and to the best of my understanding that is actually how the devs intend for detection and aggro to work. During my playthough it seems in my understanding that the line-of-sight for aggravated zeds is not functioning properly. I have experimented by leading zeds into a building, crouch-walking through the house and laying prone outside. The zombies inside the house should travel to the last place they detected me, crouch-walking out the back door and breaking line of sight with them. The zombies outside can and do flank around and try and cut me off; however if I have gotten clear and am laying prone a safe distance away, they should run around the outside and enter the house, because the last place they detected me was entering the building. Why? Because crouch-walking through a building and laying prone outside do not normally provoke aggro from zeds outside and thus are times when I am undetected. What is actually happening is that zeds that flank around the outside will make a beeline for my current position, regardless of how visible I am and whether they've seen me at that location before.
  7. _Gunslinger_

    DayZ Mod 1.7.7 Patch

    I have shot down more than one helicopter by empting an M14 into their tail rotor when they came into range. More often than not players will eject in panic at which point they're basically pinatas. These methods are very unreliable and can get you infected or dead. Hiding in a bush/pinetree is especially dangerous as even if you remain perfectly still, Zeds will circle the tree trying to find an angle to get you (and often will find one), and generally refuse to lose interest. I'm not sure if it's working as intended or whether the latest features are interfering with the LOS mechanics.
  8. _Gunslinger_

    To Everyone Complaining About 1.7.7

    Wrong. You just can't place tents inside trees/objects anymore. Be more creative. I've seen tents hidden in plain sight because their outline is broken up amongst a bunch of other set pieces.
  9. They‘re not. They‘re idiots for shitting up the forums with complaints about how the game doesn‘t match their own personal vision of what DayZ should be.
  10. _Gunslinger_

    To Everyone Complaining About 1.7.7

    Man it got autistic in here real fast... most of the posts consist of “I think X is how the game should be because I know what the majority of players want and SA will be a failure if they don‘t follow MY vision.“ 1. You aren‘t a mouthpiece for the people. 2. Not all that long ago, every other build of DayZ was fucked, and masses of players screeched and threatened to quit. They were genuinely game-breaking, keyboard-snapping bugs, not just a bump in difficulty. If 1.7.7 has compelled you to quit until whatever issue you have is resolved; you will not be missed in the intervening period, and you may be gone for some time. 3.The mod is constantly shifting and evolving, OP‘s advice of ‘adapt or die‘ goes beyond ‘stop playing shit‘. There is no hard definition of what DayZ is supposed to be; keep pace with the changes rather than resisting them at every turn. tl;dr: the game changes all the time, and complaining only shits up the forums.
  11. _Gunslinger_

    1.7.* Infection WIP Update

    3 damage a second is nothing to be sniffed at, even if you have methods that reduce that to 1/sec it‘s gonna be a weight on your back; long slogs without regular food stops would quickly lay you out, even a ten minute run will set you back 1800 blood, and it may take you that long to get to the next town. R4Z0R, I‘m not having issues with zombies attacking through walls but I have zeds that flat-out refuse to lose interest in me. I‘ve pulled out some of my best tricks and had zombies flat out-refuse to give up even after putting 3 or more los-breaking obstacles between them.
  12. _Gunslinger_

    1.7.* Infection WIP Update

    The infection mechanics are great, it‘s other niggles that make it harder. Detection mechanics are fine, losing aggro without resorting to violence is another story. The fairly extreme rarity of loot in general also makes it very difficult to sustain yourself while searching for antibiotics. I like the suggestions of being able to belay/prevent/minimize the effects of infection, rather than changing the infection itself or making cures more readily available.
  13. _Gunslinger_

    DayZ Mod 1.7.7 Patch

    Love the patch, love the Infected. Zombies are very hard to lose aggro however, I think the '100m vision range' has fucked with the line-of-sight mechanics again. Loot spawns could be a tad better, but that's honestly a minor niggle, my brother and I are getting by just fine. It was only when we hit up two hospitals after a server restart and found nothing but 2 painkillers, 4 bandages and a pair of epi-pens that we just said "Well, that sucks..."
  14. _Gunslinger_

    Ghillie dude at stary....

    I will spare a bush wookie with literally anything other than an AS50. If you're playing support for a squad, what the hell are you doing running around among the tents at Stary? And even if you are hidden somewhere actually providing support, 9/10 times you will drop anyone and anything that looks remotely threatening; do not try and tell me otherwise. The biggest factor for me is how the player behaves. Stary Sobor is a danger zone and 90% of players present are willing to kill for fear of becoming the victim. Another 9% are literally there just to kill other players. If you are a hero/friendly/etc and don't want to shoot at people, the fairly straightforward answer is don't go to Stary Sobor. "But there's military loot there!" Yes, and? What exactly are you planning on doing with the M24 or M4A3 you may find there? Politely give people the opportunity to shoot at you first before killing in self-defense? INB4 "M4 SD/M9SD/other silenced weapon". Yes, they're a boon to survivors and I've kicked wholesale zombie arse with the Bizon SD, but the chance you're actually going to find one is very slim, and frankly not worth the potential firefight.
  15. _Gunslinger_

    To Everyone Complaining About 1.7.7

    I've just gotten back into DayZ after a 6-something-month rageqit mostly because the latest patches looked delicious. The only, only, only nitpick I have is that I'm having a mongrel of a time losing aggro. 90% of the time I can sneak past a Zed without issue, but then I occasionally slip up, which is fine, but when I lead a trio of zeds through a house, crouch-run out the other side, get behind a house and lay prone before they've cleared the house, only to watch the zeds sprint over to my exact location, I've gotta say, c'mon guys... When I left the aggro mechanics were just getting sweet, for instance I loved that during the night Zeds would aggro to the last location they heard you, and that breaking line of sight with a Zed caused them to lose interest (but could potentially re-aquire you in short order). It seems that breaking line of sight simply doesn't work anymore, and I have to resort to violence to get rid of them. It would be interesting to hear from the devs as to whether this is intentional as in the past the aggro mechanics have been all over the place; working perfect one build, fucked the next. Regarding the infection mechanic and the new uber-Zeds; fan-fucking-tastic. Don't change it the tiniest bit.
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