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rickenbacker
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Everything posted by rickenbacker
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SKS : can't hit over 200m
rickenbacker replied to SerasVictoria (DayZ)'s topic in General Discussion
I agree that it takes a lot more physical strength and stamina to use a melee weapon, but shooting accurately and consistently takes quite a lot of training as well. In the case of zombie vs fireaxe, I think it'd be easier to slam an axe into the head of a zombie coming straight at you than to hit it with a pistol - it's surprisingly easy to miss if you don't use the proper technique. I'm just really bothered by the artificially useless rifles in the game, if the sight doesn't move when you pull the trigger, there's no physical reason the bullet wouldn't go within a few cm of your aiming point. -
SKS : can't hit over 200m
rickenbacker replied to SerasVictoria (DayZ)'s topic in General Discussion
True, and this needs to be reflected in the game somehow. But a method that spreads your bullets in a 1m circle at 200m with what should be a pretty accurate rifle is not the answer. Shaking, sway and what have you might work, but not this. Here's a link to a discussion where 4" groups at 200m are mentioned. That's about 10cm, i.e. 10% the dispersion the DayZ SKS currently has... http://www.survivalistboards.com/showthread.php?t=134055 Sure, this is by a skilled shooter, probably using proper support, but it still means that the rifle is considerably MORE accurate than that. In the game, the sights can be perfectly still, and we still get 1m groups at 200m. That's just too wide a gap for anyone who knows anything about firearms to swallow, even if it is for game balande. -
SKS : can't hit over 200m
rickenbacker replied to SerasVictoria (DayZ)'s topic in General Discussion
The SKS still has a bolt, though it's not called bolt action, it's just semiautomatic, i.e. the bolt is pushed back by the firing action, chambering another round. And barrel length doesn't make that much difference. The SKS is slightly less accurate due to differences in tolerances, you can make a bolt action rifle tighter, and thus slightly more accurate. The difference in dispersion in the game currently is way, WAY off. It's all because DayZ simulates the "human factor" by letting the bullets hit randomly within a "cone of fire", which in this case means that the dispersion at 200m is up to 50cm in any direction from center. I can promise you that a real SKS would give you a significantly tighter group than that at 200m. Hell, a shotgun would probably have a tighter pattern than that at 200m! -
WHy does everyone carry 500 long guns around? I think the current system is too lenient - you should have to find a sling before you can shoulder a rifle!
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Obvious troll. On the off chance that you're NOT trolling, I would like to point out that ARMA 3 is already released. Buy it.
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There already is a cover system. You sit behind something solid, you're in cover! See how simple that was?
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No high score lists, please. We don't need idiots obsessing over their precious K/D on the forums for pages and pages.
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I was under the impression that the in-game .22LR DOES kill with a headshot, at least zombies? That's as much authenticity as we need, really. Now we just need to lose the "cone of fire" so we can hit anything beyond 10m :).
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SKS : can't hit over 200m
rickenbacker replied to SerasVictoria (DayZ)'s topic in General Discussion
Weeeelll, no. Sorry, I'm a bit anal retentive, but a magazine is a magazine (or "magasin" in Swedish). A clip is called "laddram" in Swedish. Not that they're used much, but the old submachine gun ammo used to come in clips of 36 (six rows of six), which were then pushed into the 36-round magazine. -
SKS : can't hit over 200m
rickenbacker replied to SerasVictoria (DayZ)'s topic in General Discussion
I think that no game should ever use the "cone of fire" to simulate human error. But that's just me :). 1m spread at 200m? I think most shotguns IRL would have less spread than that... -
Hydrostatic shock and "stopping power" are probably the most overused and overestimated wound factors. Hydrostatic shock looks very nasty in a block of gelatin, but that's because a block of gelatin isn't a human body, and doesn't have bones and sinews holding it together. And "stopping power" is just a bullshit buzzword used by manufacturers of large caliber ammunition. No handgun bullet will knock a person down, if it did, you'd fall over when firing it in the first place! The shooter received the exact same amount of kinetic energy as the target, although spread over a larger area so that it doesn't hurt or kill you. But that would still mean that if you fired a round large enough to knock someone down, the recoil would knock YOU down when you pulled the trigger. A .22 can kill. It's less likely to than a 9mm or a .357 Magnum, but all are pretty bad at outright killing, or even stopping people. There aren't really any handguns that can reliably stop a bad guy, which is why you don't fight wars with them - if you really want to hurt someone, you use a rifle or a shotgun. If you want a gun you can hide, and carry with you without too much trouble, you use a pistol or revolver. Their only reason for being is portability, not lethality. So, to make an argument about the .22LR. It should kill zombies in one headshot (and does, apparently). Maybe two headshots for players, just for game balance.
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I'll see your two guns, and raise you ..
rickenbacker replied to Hetstaine's topic in General Discussion
Yeah, it's a bug. Probably not very high priority to fix, though. -
Nah. I just lament the fact that I can't put it in my chest holster!
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How's the weather on your planet? No-one said anything like that, you're just putting up a straw man you can be angry at.
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FoV abuse, scatter when snapshoting, on-screen dot and zoom issues
rickenbacker replied to FrostDragon's topic in Suggestions
While I think you should have some drawback when using the dot rather than iron sights, "scatter" is not the way to go. The games current "cone of fire" mechanic to simulate operator error is really, really broken and results in joke weapons like an M4 that can't hit a human-sized target from 10m, or a shotgun with a spread the size of Texas at normal effective ranges. -
Alcohol and nicotine doesn't "restore" your body, quite the opposite. Cocaine IS a narcotic. And no kind of narcotics give you super strength and/or speed, even though some of them might make you THINK they do. Regardless, none of this would add anything useful to the game.
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Lost count, but less than 10. All because they either shot first, or threatened me with a weapon.
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THere is no wrong way to play it. I do, however, think that the kids mistaking this game for CoD are missing out.
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What civ style weapons would you like to see?
rickenbacker replied to pythonmsh's topic in General Discussion
The reason I want to see more .22's is that they're very common among target shooters, and I assume it'd be the same in Chernarus (if it existed :)). For the same reason I'd like to see a few more hunting rifles of various brands and descriptions, a couple of pistols, some shotguns and a bow or two. Then some russian-style infantry weapons, and we're done. We don't need friggin' miniguns and rocket launchers. -
Always leave town to log out. Or, if you HAVE TO log out in town, try to do it in a log house. Everyone knows there's no loot in those, so no-one ever goes in there.
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Why do zombies spawn out of thin air (experimental)
rickenbacker replied to infiltrator's topic in General Discussion
Not really. Sometimes the spawning is triggered even when you don't make a sound. And they always know where you are and run straight for you. They never spawn and just walk around, they're always part of a steady trickle of never ending zombies that come straight for the player. -
OP, you're not saying anything the devs don't already know, and are working to fix. Completely pointless thread.
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Why not get Fraps to do that?
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Help! Can't find my location on the day z map
rickenbacker replied to Demonica's topic in New Player Discussion
Yeah, that's it. It's not on the DayZDB map for some reason, but that's the sign. -
It doesn't seem to stop working at all, so I assume wear just isn't implemented for most items yet.