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Duckman404

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Everything posted by Duckman404

  1. Duckman404

    Lee enfield Vs. Fn Fal & M14

    Accuracy and reliability. It's got nothing to do with how much velocity is bled off by working an action; a well designed bolt action is going to outshine a semi-auto when it comes to both accuracy and reliability, which is why bolt actions are almost exclusively used by snipers (in the military, that is). This 10-30% number is a load of bollocks, too. There is a very small percentage of gas or recoiling energy used to work the action in auto-loaders, but it's nowhere near even 10% of the energy. M1911 uses short recoil, Beretta 92/M9 uses short recoil as well but with a wedge style locking mechanism, similar to the german P-38. Makarov is straight blowback, relying on the weight of the slide.
  2. Duckman404

    Way more personal stat tracking

    I actually like this idea. Not for showing off, but to set personal goals or to look back at your time with something interesting, like old scars. Things like hit percentage, to see how accurate your shooting has been. How much blood you've lost, in total. How many times you've been shot. How many km you've walked. How many rounds you've fired. How many players you've bandaged, or how many cans of beans you've eaten. This kind of stuff always interests me, whether or not it's for comparing to other people. Just a sense of personal achievement.
  3. Duckman404

    Weapon Cleaning and Degrading.

    How often do you clean your handgun, though?
  4. Duckman404

    Weapon Cleaning and Degrading.

    I can definitely get behind guns requiring maintenance and repairs to keep in a working condition! The mechanic should be something along the lines of what's suggested, with weapon degradation increasing weapon spread (meaning your gun becomes less accurate) and decreasing reliability. Some guns could be more reliable and durable than others, while others require more maintenance to keep functional. This could balance, say, the M4 (not very durable) vs the AK-74 (highly durable), although both would still be quite easy to clean. What I can not agree with is this nonsense 16 slot cleaning kit. That's, what... 3 engine blocks of weight? Just because the game is currently in a broken state doesn't mean you have to design new equipment/items around that broken gameplay; what you should be thinking of is how this would work when DayZ is not broken! For example, a cleaning kit should only take up 1 or 2 slots (swabs, a bore snake, and a vial of Hoppes #9 are -not- that heavy), and ought to be able to be placed in tents/vehicles. Even if the current game is broken with items duping and all that crap, weapon degradation will still add another thing that requires taking care of. Don't assume things will still be broken in the future, when this mechanic will see much more use! It's not necessarily mechanical degradation; cleaning a weapon is vital to keeping it functional, especially when you're hiking through kilometres of wet woodland. A weapon that sees no maintenance will start to get dirty pretty damn quickly, in a situation where 99% of the time is spent outdoors.
  5. Duckman404

    Remove Hiding Bodies...

    People are seriously complaining about how long it takes to bury someone, yet they conveniently ignore things like how long it actually takes to eat an entire can of beans, or cook a steak, or drink a can of soda? Or to apply a transfusion, or a bandage? As someone said earlier, people seem to only like realism when it's convenient.
  6. Duckman404

    Kill Camera

    I burst out laughing when I saw the title of this thread. Thanks OP, you get my beans for giving me a hearty chuckle.
  7. Duckman404

    A good way to hide a vehicle better

    This game needs car keys.
  8. Duckman404

    Add HDR Low or Very Low

    You can turn HDR off in the options, you know. At the moment it's pretty pointless to suggest this, because it's likely going to be overlooked until Rocket does actually start work on the standalone game; this will likely be based on ARMA 3's engine anyway, so your suggestion may not even be valid by then, if ARMA 3 has different graphics options anyway.
  9. Not very. Finding ammo is easy as finding food if you pass by the occasional deer stand. Hell, the FAMAS uses the same ammo as the M4/M16 assault rifles, so finding ammo for it wouldn't be a problem anyway. Besides, finding ammo should be hard! There's an apocalypse going on, even finding a few spare rounds would be surprising.
  10. It is when there's little difference between them aside from attachments and range, and when there's dozens of humvees and dead American troops littering the countryside. If a FAMAS is added, so what? All you'll have is another assault rifle that takes STANAG mags and shoots 5.56mm. Big whoop. Might as well ask for a gold plated AK and a red tiger striped FAL and be done with it. I'm not saying it's bad to suggest things; what I'm saying is having a little perspective of things, like keeping in mind how the game actually could benefit from your suggestion, and what the dev team have to work with. If you wanted to add variety to the current lineup of weapons, why not do a little research and see that there are much more interesting weapons to add, such as the SKS, which is one of the most ubiquitous semi-automatic rifles in the world! Why add another 5.56 assault rifle when you could be having something like a Ruger 10/22 (for quiet headshotting and stealth), or a Mini-30 with a hunting scope to put those 7.62x39mm rounds to better, more accurate uses? It's all well and good to think "Hey, this gun is awesome and I loved it in [insert video game/movie title], why not add it to DayZ?" Before making a thread about it, the better question should be 'why haven't they added it already?', and if the answer is either 'because adding it would be pointless' or 'they probably don't have the time or manpower', then that saves yourself the wasted effort of making a thread to get your dream gun shoehorned into the zombie apocalypse.
  11. Duckman404

    Wear on items/Weapon addons

    Although I love the idea of being able to customize your weapon; be it with proper mounts, such as 1913 spec rails, or compatible scope mounts, or through use of duct tape and a flashlight. Some modifications, such as adding a suppressor, should be limited to those weapons which already have a threaded barrel. Perhaps a threaded barrel could be installed on a weapon that doesn't have one, but would be a very rare item; for example, this could make the task of suppressing an M1911 much harder than, say, a Mark 23 handgun, which already has a threaded barrel. In any case, we'll have to wait until Arma 3 before we see weapon mods, since Arma 2 does not support them.
  12. Duckman404

    Deadlier zombies to discourage deathmatching?

    I remember back in patch 1.5.7, when zombies were actually enough of a threat that players weren't nearly as trigger happy around each other, especially in towns. Although the almost continuous spawn rate of 1.5.7 was bad, the sheer number of zeds made it quite a challenge to get around safely. With the current surplus of ammo caused by the (almost) infinite ammo bug, I think zombie health could easily be doubled at this point.
  13. Duckman404

    Too many Guns.

    This would be good, if it's done right. At the moment, with item duping being a real problem, I can't help but think that a complete hive reset and a proper fix of item duping would be needed before reducing weapon spawns would affect gameplay. A total decrease in spawn rates would make sense, since the original survivors not able to find their own weapon would pick up abandoned military ones, making those rarer as well.
  14. Please be a joke. Please be a joke. Please be a joke. Please be a joke...
  15. Duckman404

    Irradiated Zombies

    Meh. If this game was set near a nuclear reactor that wasn't maintained properly and decided to go into meltdown, then sure, I'd quite enjoy the Chernobyl-esque theme. Especially if it got a similar atmosphere to STALKER going. Nukes? Not so much, especially since Chernarus seems to be a pretty unimportant place.
  16. Duckman404

    Bring DayZ to console aswell!

    Because of the massive amount of effort that requires. Not only do you have to make the port, but you also have to tailor the game so that it will run smoothly on consoles; considering where DayZ is going, I doubt that would even be possible on current gen consoles, primarily due to the horrendous lack of RAM they have. I'd rather see Rocket spend his time working on Standalone DayZ itself, rather than trying to make it work on consoles at the same time.
  17. Duckman404

    Mandatory facebook integration?

    I don't even have a facebook account. This is a terrible idea. OP is in Facebook's wallet.
  18. Duckman404

    Yet another topic about guns balance.

    I believe most police forces use some sort of JHP expanding ammo, whether it's in .40 S&W or 9x19mm, just because of overpenetration being a risk; you don't want to shoot through the perpetrator and hit an innocent bystander, for example. Most non-military 9mm rounds are ideally suited for around 8 to 14 inches of penetration in ballistics gelatin, which means a shot to the center of mass will usually not be a through-and-through. Military rounds are a different kettle of fish, of course, since they're forced to use FMJ ball ammunition. In this case, it's better to have the enemy bleeding from two holes instead of one, and to tear as much flesh up as possible with a high velocity bullet. When it comes to ball ammunition, bigger is usually better, but for the much more effective JHP loadings, there's very little difference between rounds with similar kinetic energy; 9mm, .40 S&W, and .45 ACP will all cause very similar, sometimes indistinguishable wounding. Not to mention what is probably the most reliable man-stopper available: .357 Magnum. It's very high velocity compared to 9mm, and is capable of slinging heavy ~150 grain 9mm caliber bullets at speeds better than 9mm +P loads. Would you say a 9mm round, going slower, would be more effective than a recklessly fast .357 magnum round? I shouldn't think so! :) As for 9x18mm Makarov, there's a good reason it's considered inferior to 9x19mm; it really is just a lighter, less powerful round, comparable to .380 ACP. In America, .380 ACP is generally considered the bare minimum for a self defense CCW cartridge, so that does say something about the effectiveness of the subsonic 9mm rounds. And, therefore, that's why I think 9x19mm NATO should do more damage than the 9x18mm Makarov guns!
  19. Duckman404

    Yet another topic about guns balance.

    Actually, as long as the bullets both either tumble or fragment, you'll be doing a lot more physical harm to someone if the bullet continues out the other side; it gives twice as many holes to bleed from, causes greater shock, and still tears up just as much tissue. Another example is 5.56mm NATO; typically, the round will fragment horribly at distances of less than 150 metres, due to how damn fast it's going; as soon as it starts tumbling, it just tears open and causes massive wounding, like a little shotgun blast. However, once the velocity drops, the round no longer impacts with enough energy to fragment, so you get less wounding. 5.45mm will tumble reliably, but it doesn't fragment due to having a comparatively low amount of kinetic energy. That said, in any case: shot placement > tissue damage > caliber Sadly, ARMA 2 doesn't exactly simulate the internals of a human body very accurately.
  20. Duckman404

    Yet another topic about guns balance.

    Kinetic energy is calculated as 1/2(m) * (v)^2, which means faster bullets will have more energy to impart on a body. In the case of 9x19mm NATO vs 9x18mm Makarov, you have similarly heavy bullets (95 grain Makarov, 115 grain Parabellum) that travel at different velocities; about 310 m/s vs 380 m/s or so. This means the 9mm NATO round should be doing a lot more damage than the Makarov. As for yaw, that depends on how a bullet is designed, not on velocity. A long, relatively unbalanced bullet has a greater tendency to yaw than a highly stable bullet. 5.45 tends to yaw quite a lot and cause sharply angled wound channels due to it's design, while the 7.62x39mm round doesn't yaw nearly as much.
  21. Duckman404

    Yet another topic about guns balance.

    5.45 is notably less powerful than 5.56, but what really bugs me is that barrel length has no effect on the velocities/damage of the rounds. For example, both the AKS-74U and the AK-74 Kobra do the same amount of damage, even though the 5.45mm round coming out of the AKS-74U should be a lot slower due to the short barrel length. Another little gripe is that 9x18mm Makarov is as powerful as 9x19mm NATO; it really isn't, since it's significantly slower with similar bullet weights.
  22. Duckman404

    suggestion to people whining about snipers

    I would never recommend going prone unless you're behind cover, or at least somewhat visually hidden by something. Many times, the moment me or my friends have died from sniper fire was due to going prone; at range, grass doesn't cover you, so all going prone does results in you becoming a nice big unmoving target. Random zig-zagging to avoid sniper fire works just fine.
  23. Duckman404

    Remove sniper rifles..more realistic...

    I wouldn't mind there being a reduced rate in spawns for military grade scoped rifles: this includes the M24, the DMR, the M107, and the AS50. The SVD is rare enough that I wouldn't include it on that list. However, if we want to be realistic, what there should be more of are scoped hunting rifles: ones like the CZ550, only with a larger range of calibers and scopes. Maybe a .22 WMR rifle with a 3x optic, or something in .375 H&H with a 3-9x variable scope? Or even some .22 LR bolt actions, or a varmint rifle in .223 / 5.56mm, with some low powered scopes. Hunters, which I imagine there would be a lot of in a coastal / rural town, tend to use reliably, accurate bolt action rifles with decent optics, but they're not sniper rifles. Sniper rifles typically have an accuracy of 1 MOA or less at ranges of 1000 metres or above, which hunting rifles don't need to have. I know some people tend to think of just about any rifle with a scope on it as a 'sniper rifle', but that's just not true. Removing scoped rifles is not at all realistic.
  24. 1) Make a system that actually stops server hoppers. Whether it's a cooldown or a temp ban, I don't care. 2) Rocket reworks the spawn rates and areas for military weapons and make ammo rarer. Hunting stands should have CZ 550s, 870s, and M24s, for example, instead of assault rifles. 3) Reset hive. This gets rid of all duped items. EVERYONE gets a clean slate. This would help restore a bit of sanity to deathmatch with zeds DayZ. And when you think about it, even with the large military presence in Chernarus, why would they leave a whole lot of gear lying around? Why are they in working condition, too; a coastal environment wreaks havok on anything not properly stored, and even an AKM would start rusting after a year or two near the sea. Not to mention all the initial survivors that would've dumped Old Uncle Olov's hunting rifle for a neat-o M4A1 in a dead soldier's hands...
  25. Duckman404

    M40A3

    Hey, guess what? We already have a fuckton of military weapons! Spend an hour hunting around deer stands and it's easy enough to pick up an AKS-74 Kobra or an M24, or maybe even an M249 SAW or a DMR! And hell, I agree that there ought to be more checkpoints that actually spawn weapons, and more little military outposts around the place, but that's up to Rocket to work on; at the moment, the spawn areas for loot in Chernarus doesn't feel very well thought out. Now, you're onto in-game lore? Well, where's the army, if they were so well stocked up on military weapons? The few that we find in deer stands or the barracks are just the ones they've left behind in the hands of infected soldiers. There's no way to tell how long it's been since the zombie apocalypse happened at this point, so another consideration is that an M16 that's been lying in a checkpoint for countless rainy days has a good chance of just not working. Think about it. A fair few survivors' would check out the military areas even just a few days after the apocalypse, before legging it out of Chernarus. Why would those who managed to get out of Chernarus not take a lot of the discarded military rifles with them, instead of grandpa's Mosin Nagant? Again, Rocket needs to get his shit straight when it comes to what's going on in Chernarus, or in whatever map he whips up for DayZ's final iteration. The amount of people whining about wanting more high-grade, super modern military weapons in this game (like a Steyr ACR or a G11. I mean, really?) does annoy me. DayZ is about survival, not collecting shiny guns (although this does seem to be the goal of quite a few people, since there's not much to do), and making them less common would not at all be bad for gameplay or atmosphere. What stinks is the lack of people's love of the survival aspect of this game. You hunt around for an hour in elektro to get gear, you go to Stary, you go to NWAF, pass a crashed heli or two on the way, and then what? You're loaded. Why would you bother shooting zeds when you can walk back to elektro and shoot at players? Or just camp someplace like Stary or Vybor and get nice loot from those players. Having finding a working, non-rusted M16 that hasn't been stolen by those running away from the first wave of zeds should be a goddamn challenge. Demanding a cartload of cool weapons hurts the atmosphere and doesn't make this game any harder, either.
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