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Duckman404

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Everything posted by Duckman404

  1. Duckman404

    Give Us a real bow

    While modern carbon arrows are very light, they still take up a lot of space. Most are around two feet long (roughly), and thanks to the fletching (feathers for those who don't know) they still take up a fair amount of space. I'd think being able to carry arrows in 6 round bundles would work well. They would not be compatible with crossbow bolts, since bolts are a lot shorter and usually thicker. Most competition bows use either high accuracy iron sights, and compound bows are usually equipped with low magnification sights (1.5x or so), giving them a decent range. I've shot competition archery before, and 70 to 120 metres is a reasonable range for accurate fire. No offense, but try reading what you're typing aloud. Listen to it. Put a little thought into it, rather than rushing to post something. Right now your combination posting before thinking and bad spelling give very little credit to you.
  2. Duckman404

    I thought 225km was big.....

    It only really feels small because, once you go north, all you're going there for is the airfields and somewhere to set up camp. All those towns around the middle of the map, or up north but not near the airfields, go unused and unvisited. Who wants to go to a town with crappy loot and lots of zombies when you could get an M4A3 at the NW airfield? What I think Rocket needs to do is a complete overhaul of the spawn places in Chernarus. Heading north should still get better loot, sure, but why not spread it out more? Set a couple of buildings in the northern towns as town doctor's buildings that have only a box of med supplies spawn, or a town police office that has a chance of spawning a couple of Glocks, M9s, and MP5s. That way you still have the airfields still as the best loot spots, but it gives incentive for people to branch out and explore the less visited towns, thus making the map seem "larger".
  3. Duckman404

    Silenced ammunition.

    That's not how suppressors work though. Once a bullet enters the suppressor, it's acts just the same as it would when entering normal atmosphere (i.e, the bullet is moving through normal air without support from the barrel). What the suppressor does is capture the hot expanding gas of the explosion in the baffles; this typically accelerates the bullet a small amount, since there's still some pressure acting against it inside the suppressor, but at no point does the bullet slow down. The exception to this is when a suppressor is using wipes; these will usually slow down the bullet due to friction, but wear out very quickly. Once a bullet exits a suppressor, it's on its own. The little puff of cooled and decelerated gas exiting the suppressor will not accelerate it further, so the bullet is flying on simple momentum. Now, let us consider the 9x19mm NATO round, which typically travels at 380 m/s. This is above the speed of sound. Anything traveling faster than the speed of sound produces a supersonic crack. Even a whip, the tip of which breaks the sound barrier for a split second, produces a very loud crack. Considering that the 9mm bullet is going at supersonic velocities as soon as it exits the suppressor, there is no way it will not create a supersonic crack. There's no delay, there's no magical acceleration of the bullet once it leaves the suppressor, there's just a fast piece of lead breaking the sound barrier. I'm still not convinced that what you're saying is at all true, especially considering that there's plenty of examples to the contrary: Beretta 92FS (civilian M9) shooting supersonic ammo, unsuppressed and suppressed: Notice the immediate 'crack' after it fires a suppressed shot. Another example: FN FiveseveN, firing a supersonic 5.7mm round: Again, we hear the crack immediately as it's fired.
  4. Duckman404

    Silenced ammunition.

    Uh... that's not how ballistics works. At all. Bullets do not accelerate when they leave the barrel: they decelerate due to air resistance. The muzzle velocities of many common pistol and rifle cartridges are supersonic, and as long as they are in flight (i.e, as soon as they are fired), they will be making a supersonic crack, until air resistance slows them down to subsonic velocities. So shooting a suppressed pistol with supersonic ammo into a target at 50 metres will still get a supersonic crack, because the bullet is traveling at supersonic velocities for that entire 50 metres. Don't know where you got that idea, mate.
  5. Duckman404

    Silenced ammunition.

    I'd like to see more realistic weaponry in DayZ, but it probably won't happen for a good while. My main gripes when concerning suppressed weapons would be with the MP5SD. There's no need for 9mm MP5 SD ammunition: the MP5SD uses a ported barrel that reduces the velocity of the 9mm NATO round to subsonic, which means you don't need any special ammo for it to shoot silently. I'd also like to see more weapons with suppressors in DayZ: there's a PDW with a suppressor, a suppressed AKS-74u, and a Makarov PB (which is integrally suppressed). The PDW and AKS would need their own type of subsonic ammo, but the Makarov PB would just use standard 9x18mm Makarov, which is subsonic by default. These weapons are available in ARMA 2, and would only need to be added to the loot tables.
  6. >Clip It's magazine, mate ;) I like the idea you've got, although staggering loads is probably well beyond something that ARMA 2 can handle. Having magazines loaded with different types of rounds would be pretty cool, though. Maybe there could even be rubber bullets, to knock out targets rather than killing them. Most military ammo would be Ball; FMJ, solid core Armour piercing would be the next most common for military rounds Jacketed Hollowpoint would be the common theme for hunting rounds, and I imagine the .45 ACP rounds would likely be JHP as well. 9x19mm would be a mix of the two. Tracer rounds aren't all that common for light infantry weapons, but for LMGs, DMRs, and perhaps the .50 caliber rifles, they'd be useful for shooting at range. Not sure how useful blanks would be, but I suppose it'd at least scare someone...
  7. That's what I suggested in my first post in this thread, since it's what any sensible person would do in a survival situation.
  8. Being able to find loose ammo would be quite nice, and I imagine it'd make carrying things like additional pistol ammo less of a burden; in your backpack you could have a single box of 50 9mm rounds, rather than a whole bunch of M9 magazines taking up space. For magazines, I'm leaning heavily towards gun specific magazines, unless those mags are compatible with other weapons. For example, the M14 or DMR mag would not work in the FAL, even though they're both 20 round 7.62x51 NATO mags. Same goes for the M9 and G17: one mag just does not fit in the other. I'm pretty sure the curved shape of an MP5 mag would make it impossible to fit in a PDW's grip, too. Oh, and I wouldn't mind seeing SD ammo be cleared up: The MP5SD does not need special subsonic 9mm ammo, it is designed to use normal 9mm NATO and reduce its velocity with a ported barrel. Same with the Bizon: 9x18mm Makarov is already subsonic, it doesn't need an SD variant.
  9. Duckman404

    Build 1.7.2 Rolling Update

    So is the current 1.7.2 patch still having issues with ghillie suits and camo clothing? I'm currently wearing camo clothing, but haven't logged in since 1.7.1.5, so should I just wait for the inevitable 1.7.2.1 hotfix?
  10. This would work great if it was possible, but there's another function that this system would definitely need to have if it's going for the realistic ammo management side of things. That is, being able to use different ammo sources to refill others. For example, using an M1911 mag with one round left to refill a mag with 6 left over: this would give one empty and one full magazine, and the player could discard the empty one. Another example is the 100 round M240 belt: you could use that to top up DMR or FAL magazines, and vice versa; you could take the rounds from DMR or FAL mags and add them to the M240 belt. This would also mean that stupid scenarios such as the G17 using M9 magazines, or the PDW using MP5 magazines, can be removed. PDW mags could just be refilled from MP5, G17, or M9 mags.
  11. Being able to evade zombie detection is an absolute must if they're going to start running indoors. It should be possible to either climb up a ladder or slam a door in a zed's face so that you can get at least a few moments to either go silent and the zed loses interest, or sneak away from a different exit. Either they have to beat down the doors, or stumble up the ladder. Things like being able to throw smoke grenades or raw/cooked meat without standing there for a whole minute doing throwing animations would be very helpful, too. Not to mention the absolutely spastic attack animations that make shooting them difficult thanks to broken or laggy hit detection. I'd much prefer the approach of more zeds that are a little slower (as in, they run at human running speed, rather than 40 km/h) and easier to lose, than the current instant lock-on homing missiles that we currently have.
  12. Duckman404

    Crossbow as secondary weapon

    What the crossbow needs is a sight. Even if it's just a simple set of ghost ring iron sights, something to indicate where it's pointing would make it 100 times more usable than it is currently. I play on veteran servers a lot of the time, so crosshairs are out of the equation. Most hunting crossbows (which is what this is) come with some sort of optical sight. Even if it's just a straight up no magnification lens, anything is better than what it has now.
  13. Duckman404

    Weapon Russianization (WARNING: Big, detailed post)

    Alright, time to take a look at the weapons suggested, and throw my own opinions on the wall. I'm liking how comprehensive the list is so far, but there's always room for improvements! Glock 17: I have to disagree with your choice of alternative to the Glock 17; it doesn't need one, in my opinion, and the Viking isn't sold out of Russia. What I would like to see is a simple, black coloured Glock 17 that has no flashlight; this should be the more common version. M9: The M9 should be either replaced or supplemented by the CZ-75, which is a very common pistol and fits with the Czech theme that a lot of people seem to think Chernarus has. M9 SD: The alternative should be the Makarov PB, and this alongside the ABP would give a slight boost to the commonness of silenced sidearms, which are very useful things to have. The APB isn't quite an alternative to the M9SD either; it's more of a cross between M9SD and PDW, and I'd like to see it in the game as its own weapon. PDW: For the PDW, I imagine the Skorpion Vz. 82 would be quite a good alternative, and a fair bit more common than the PP-91. It fires 9x18mm Makarov from a 20 round magazine, which gives better balance for a pistol-class weapon, in my opinion. Tokarev TT-33: A solid, reliable gun, the Tokarev set the standard for Russian reliability. Including this in the game would definitely add a bit of eastern european flavour. With the 8 round magazine and 7.62x25mm round, it could be as common as the Makarov, do about the same damage to soft targets, but against other players (who appear to be wearing body armour), it could do significantly more damage thanks to the 7.62x25mm round's ability to reliably penetrate most kevlar vests. M240: The PKM is a good choice' date=' both are belt-fed weapons chambered in a 7.62mm battle rifle round, but... [b']Mk 48: I think the RPD is a bad choice as an alternative to this. The PKP Pecheneg is an 'updated' version of the PKM, and with a Kobra sight mounted it would be the perfect alternative to the Mk 48 CCO. M249: RPK-74 is definitely the way to go with this one. PP2000 is not a very common gun in or outside of Russia. For a bit of variety' date=' I would choose... [b']PPSh-41: A classic icon of the Russian army, the PPSh-41 would add a lot to the feel of DayZ; relying on older weapons to get the job done. Since it shares ammo with the TT-33, I hope that in the future Rocket can implement something that lets a player reload from different ammo sources, so that sharing ammo between compatible weapons is possible. For a suppressed weapon, though, I can think of one alternative that would be more common than the PP2000: The Sterling Mk 5: It's silent, uses standard 9mm rounds rather than SD ones, and is a relatively commonplace export weapon. Another suggestion is the 9A-91, and similar variants. It can fit a suppressor, the 9x39mm round is quite hard hitting, but without the suppressor it easily fits the SMG form factor. If Rocket makes it so that SMGs and small rifles take up less backpack space than long rifles and LMGs, then I think having a greater variety of SMGs would be important. A few of these suggestions seem... odd' date=' to say the least. [b']L85A2 AWS: I suspect this could be replaced with the OTs-14, in scoped configuration. The main point of this rifle is the night vision / IR scope, though, so if there's a russian counterpart then that would be perfect. Lee Enfield: Replace with the Mosin Nagant, definitely. M4A1: The alternative to this is already in DayZ; the AK-74 line of weapons stand in quite nicely to the M4 / M16 line. The AKS-74u in DayZ is an adequate alternative to the M4, I think. M4A1 CCO SD: This is a different kettle of fish. I propose replacing it with an AS VAL, as a more powerful alternative that has lower capacity (20 rounds, as oppose to 30). The ammo wouldn't be -too- rare, since the 9A-91 would share the same 9x39mm rounds, but it'd still be hard to come across. Along with a Kobra sight, it would be a good alternative to the M4A1 CCO SD. M16A2: AK-74, pretty much. The bog standard AN-94 could be a rare alternative, though. M16A4 ACOG: AN-94. It fires bursts accurately, and with a mounted PK-A scope, it would fill the role of a long-distance shooter quite nicely. M16A2 M203: OTs-14 is, again, a good suggestion, but this time it could be equipped with the grenade launcher and no scope. Once again' date=' a few odd ones, but nothing too out-there. The bolt action rifles as alternatives to the AS50 and M107 could work out nicely; if they're equipped with better scopes and are a little more accurate, then I'm sure people wouldn't mind sacrificing the higher rate of fire for one of them. The DMR alternative, though, is something of an odd choice. I would've gone with an SVU as an alternative for the DMR, since they're both relatively compact rifles, and the SVD could still hold its crown as an elite camo covered sniper rifle. Well, the RPG-7 is a no-brainer, but there are a couple more alternatives that could always be included. Namely, the RPG-2 and the Carl Gustav. Now, a few more notes I'd love to make. The FN FAL could have the SVT-40 as an alternative. The SVT isn't that rare to find around eastern europe, and considering that it has a 10 round magazine capacity, the FAL would still be seen as a better alternative. I imagine SVD / SVU magazines could be converted to and from SVT magazines, since they're both loaded with 10 7.62x54mmR rounds. Not to mention it is a fucking sexy gun. The SKS is another important inclusion that would be great to see in DayZ. It's pretty much the go-to semi-automatic rifle for those who can't afford a glorious Kalashnikov, and can be found all over the place. Finally, the .22 LR guns... where are they?? DayZ really needs these, since .22 LR is more lethal than some people make it out to be. It'd be good for rabbits and headshotting the occasional zed.
  14. Duckman404

    Weapon Russianization (WARNING: Big, detailed post)

    Hey now, who's fighting? I was just staying the facts, although I'll admit in a rather defensive manner. I hadn't though I'd need to cite sources since it's easy as pie to google 'Winchester 1866' and find out about it, which frodevil clearly didn't bother to do.
  15. I'm sure everyone has experienced the frustration of an enemy combatant disconnecting to avoid being shot at, especially when they've shot at you first. Or seeing someone disconnect with broken legs and blood spurting from their mouth to dodge death from a pack of zombies. What I'm suggesting is a fair, reasonable set of timers that stop players from disconnecting and could, if implemented, reduce the amount of unnecessary PVP. I'm not sure how feasible this is, since Rocket had issues with the 5 second body-stays-in-game part of a previous update, but I'd love to see Rocket's or anyone else's opinions. 1) Shooting incurs a timer: It's simple. You fire a shot? You get a 60 second countdown timer. Firing more shots will reset the counter. This works for people attempting to weasel their way out of an overwhelming zombie horde as well as for people who tried shooting someone and weren't prepared for repercussions. If you try alt+f4ing within this 60 second period, your body stays in for a full 60 seconds. This could also be applied to bleeding: you get a 60 second countdown timer, starting at the point you start bleeding. If you try to alt+f4 while bleeding, then your body stays in-game for 60 seconds. 2) Logging out: Esc, abort, disconnect, disconnect is currently how conventional logging out goes. With a 15 second timer, this would become Esc, abort, wait a while, disconnect, disconnect. If you alt+f4 to log out, or your net drops, or you have a power outage, then your body stays in-game for 30 seconds. If you have zombie aggro, too bad. If you're being shot at, too bad. Avoiding zeds is as simple as going prone for 30 seconds. Pros: Allows players who aren't in combat to have a reasonably short disconnect period. Anyone who shoots in a firefight is locked into that firefight for a full minute, at minimum. Makes PVPers think twice before opening fire on someone. Makes being knocked unconscious and being eaten alive more of a death sentence than it currently is. Forces players to find a safe place to disconnect. Cons: Forces players to find a safe place to disconnect. Not that it's too hard to do; even in a hurry it's possible to go prone and sit under a tree for 15 to 30 seconds. Still lets players who are behind cover and aren't shooting back log out quite quickly, albeit less quickly than they currently can. With unreliable internet, it places the player at greater risk of being harmed during the timed period (for about 30 seconds, though). In my opinion, this system would work quite well and reduce the amount of mindless shooting going on in DayZ, and make it so that people have to commit to firing a shot. It also means that your life is a little more valuable, and increases the thread of zombies, since they'd become just that much harder to avoid death from.
  16. I know I'm not the first to suggest it, but a lot of the ones I've seen haven't taken into consideration the way that situations can be taken into account. My main point is that shooting will force you to stay in-game and fight, otherwise you risk being shot back at while defenseless, but people who aren't in combat don't have to wait nearly as long to leave the game.
  17. Duckman404

    Would You Like to Respawn? Yes/[No]

    It's a minor problem, but I suspect the solution would be quite simple to add, so definitely +1. I've lost a GPS, an L85, and a ghillie suit because of a simple mis-click, so the respawn button could definitely do with a little 'are you sure?' dialogue popup, rather than killing you outright.
  18. I suggest an alternative that people might prefer, since a lot of this is about PVP and people avoiding death in firefights. 1) Shooting incurs a timer: It's simple. You fire a shot? You get a 60 second countdown timer. Firing more shots will reset the counter. This works for people attempting to weasel their way out of an overwhelming zombie horde as well as for people who tried shooting someone and weren't prepared for repercussions. If you try alt+f4ing within this 60 second period, your body stays in for a full 60 seconds. This could also be applied to bleeding: you get a 60 second countdown timer, starting at the point you start bleeding. If you try to alt+f4 while bleeding, then your body stays in-game for 60 seconds. 2) Logging out: Esc, abort, disconnect, disconnect is currently how conventional logging out goes. With a 15 second timer, this would become Esc, abort, wait a while, disconnect, disconnect. If you alt+f4 to log out, or your net drops, or you have a power outage, then your body stays in-game for 30 seconds. If you have zombie aggro, too bad. If you're being shot at, too bad. Avoiding zeds is as simple as going prone for 30 seconds. Pros: Allows players who aren't in combat to have a reasonably short disconnect period. Anyone who shoots in a firefight is locked into that firefight for a full minute, at minimum. Makes PVPers think twice before opening fire on someone. Makes being knocked unconscious and being eaten alive more of a death sentence than it currently is. Forces players to find a safe place to disconnect. Cons: Forces players to find a safe place to disconnect. Not that it's too hard to do; even in a hurry it's possible to go prone and sit under a tree for 15 to 30 seconds. Still lets players who are behind cover and aren't shooting back log out quite quickly, albeit less quickly than they currently can. With unreliable internet, it places the player at greater risk of being harmed during the timed period (for about 30 seconds, though). In my opinion, this system would work quite well and reduce the amount of mindless shooting going on in DayZ, and make it so that people have to commit to firing a shot. I think I'll throw this at the suggestion board.
  19. Good lord, I wish this forum had an ignore user button at times... Oh, wait, there is one. Awesome. In any case, there are a few servers hosted down under that have a max ping of 180 ms, which keeps the majority of the Americans out. I'd like to see more, since there's plenty of American servers with offset times that allow playing in daytime while at night IRL. Sadly, with our current craptastic internet, Australian servers are often laggier than American ones, so I find myself joining the US servers before I even try looking at Aus ones, especially since there's quite a few aussie servers that don't tell you what time zone they're playing in.
  20. Duckman404

    Barbed Wire Getting Annoying

    It wouldn't be so bad if barbed wire was able to be removed by toolboxes. At the moment, it's damn well impossible to even get the scroll option to remove it, so it's spammed all over the map.
  21. Duckman404

    M107

    Use the page up and page down keys.
  22. Duckman404

    different starting backpack

    I'd like this, but if the current Czech vest pouch spawns are replaced by the Assault Pack, that'd be lovely. It's another one of the rare, useless items in this game that gets very little love, and would make an excellent upgrade over the vest pouch for the beginning player.
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