blaaarg
Members-
Content Count
24 -
Joined
-
Last visited
Everything posted by blaaarg
-
FPS Issue on a good computer... Please help!
blaaarg replied to jAcKy (DayZ)'s topic in DayZ Mod Troubleshooting
You can buy some basic but good 60go ssd for ~60€ / 120go ~110€ and there is nothing you can do to prevent stutter / slow reaction time in town or near building / slow lod with arma2 on a regular HD, this game have I/O spiks a regular disc can't handle. You will be able to play the game, but it will never be perfectly fluide. http://forums.bistud...y-using-RAMDISK http://forums.bistud...nalysis-results Told some friends of mine about this issue, they were used to play with the game on an hard drive, made a few test and since their ArmA2 is on an SSD. You can't realise how it change the game until you try because you are used to play on a regular HD. -
Hacked Weapons: Should we take a more reasoned approach?
blaaarg replied to Obsolescence's topic in DayZ Mod General Discussion
But some guys can pickup hacked weapon knowing they are hacked then play dumb in order to prevent a ban. If you set up a camp on a "lazy admin" server with hacked weapons, gear up then join a regular server, you will be able to play with hacked weapon and you would be doing "nothing wrong" technically (no hack / script). For hacked weapon, just remember what sd / thermal weapons we got in dayZ and you'll be fine. DayZ wiki for weapons : http://www.dayzwiki.com/wiki/Weapons M9SD, PP19SD, MP5SD & M4CCOSD are the only legit SD weapons in dayZ. L85A2 AWS is the only legit thermal weapon in dayZ. Any other variation of SD / thermal is a hacked one. In ArmA2 SD bullets are not worse, they only travel under the speed of sound but usually deal the same damage at point blank and keep more power over distance. (should not be that way but it is, just check the 5.56 vs 5.56sd. We should not be able to kill someone with the same amount of bullet with regular or Sd ammunition) In some case, SD bullet are more effective than regular one having a lower airfriction in game, if both have the same / close muzzle velocity, SD will perform better over distance. -
It's a day1 arma2 bug. https://dev-heaven.net/issues/6963 (or maybe https://dev-heaven.net/issues/26297 ) Server performance imact client fps.
-
Hacked Weapons: Should we take a more reasoned approach?
blaaarg replied to Obsolescence's topic in DayZ Mod General Discussion
Being unaware of a rule do not prevent you to apply that rule. Ignorantia juris non excusat. -
-Rollback to 1.7.2.4 -try to join a 1.7.2.5 serv -wait a few min at loading screen, then alt+F4 -join a 1.7.2.4 server => it will make you respawn on the coast with your gear.
-
Request to be moved in playable area. Stuck in Debug Plains.
blaaarg replied to Essonimex's topic in DayZ Mod Troubleshooting
For players stuck into objets / ground, try this : -Rollback to 1.7.2.4 -Connect to a 1.7.2.5 server -Infinite loading -Alt+F4 after a few min -Connect to a 1.7.2.4 server, it will make you respawn on the coast. Worked for a friend stuck in the ground, so... worth the try imo. -
FPS Issue on a good computer... Please help!
blaaarg replied to jAcKy (DayZ)'s topic in DayZ Mod Troubleshooting
You don't need to buy a new computer, an ssd to install the game is a good start and it's day and night from a classic hdd (did not checked for a while but we can get some good 60go / 60€ - 120go / 120€ SSD now?) Seriously, from an HDD to an SSD in this game is like switching from a 17crt to a flat 24', 120hz monitor. This game can be tricky, you need to tweak a lot (and sometime remove some bottleneck in your rig by buying new parts) in order to get a smooth play. The hard drive *is* a bottleneck in this game and will reduce your fps and add stuttering if you don't have the game on it (or a ramdrive) no matter how good is your cpu / gpu. I5 750@4ghz 4go ram gtx460 game + system on SSD Low / mid setting, 30-80fps, no stuttering, smooth gameplay. Aint a top end computer (bit old actually), but it run the game fine. Could be prettier, but don't really care. If you can and have the knowledge to do so, clock your cpu a bit. You'll get solid fps gain in ArmA2. -
True, we should add some BTR-90 and replace the UH-1 with an MI171sh (the one with quad rocket pods). After all we can find em in real life laying around everywhere and more important, it's a simulator so if it's in real life, we need it in game.
-
FPS Issue on a good computer... Please help!
blaaarg replied to jAcKy (DayZ)'s topic in DayZ Mod Troubleshooting
You need a high-end computer to play in a military simulator. No-one said ArmA2 was exept of bugs, unrealistic stuff and was running at 100fps on a 4 y/o computer, it's a big sandbox with a 15x15km map, ballistic on every bullets, no "invisible walls"... An alpha zombie game in a milsim that already require knowledge, tweaks & tricks to run fine, what do you expect? -
Hi, I think the zombie spawn distance should be tweaked in some way : current game mecanic can be exploited easily to know if there is a player in a certain area or not, and "house / deerstand" spawn only create a safe zone outside town were you can only focus on spotting other survivors. Stop 300m from a town. Scan with binoc... Z? => player in a 200m area around the Z. No Z? => no player, maybe a sniper around, maybe another survivor waiting and watching but "no spawn = no survivor in a 200m radius" In a forest, i can only rely on my eyes / ears to spot a survivor / bandit and they can be everywere, the only moment i *know* there is no-one around is when i walk in a town with no Z spawn. -increased Z spawn distance? Add some (a lot of?) server load, but make spotting from Z spawn less accurate? Also add some difficulty when you start shooting with big guns but i'm ok with that. -random Z spawn distance? A 150-400m (?) spawn, making spotting less accurate but could make town infiltration easier in some case (less Z in your aggro radius) Also, a bigger spawn radius could intel you as well in some case (a guy walking in a forest near a town) -Combinaison of a spawn location proximity (house, barracks...) and sound made by the player? Z walks, in a infestation town would be full of Z but you'll find some in forest away from civilisation centers, atm we can honk for hours in the middle of a forest and never aggro anything. (ofc it attract .50cal bullets but that's another story) 3 guys hunting (shooting a couple of rounds) then making a fire (light, smell) could aggro a Z even if it's in the middle of nowhere. In the other hand, an experienced survivor hiding / crawling in a town could see less Z spawn because he don't make any noise, keep a low profile so thoses waiting in houses don't show up. Could add some server load but would make Z (and spotting survivor) less predicable? What do you think?
-
If you could implement ANYTHING What would you?
blaaarg replied to Minsty's topic in DayZ Mod Suggestions
Gear having a weigh and weigh being a penalty. I put a 14kg sniper in my backpack + 3 spare mag, an 8kg LMG in my hands + 4x200 rounds belt, food, water, hatchet plus 2x20l jerrycan... i can barly "run" for a minute and will have to stop for a long time after that. I travel light with a small rifle and a couple of rounds, some food and basic stuff i can run longer, faster, drink / eat less, and walk for hours. -
FPS Issue on a good computer... Please help!
blaaarg replied to jAcKy (DayZ)'s topic in DayZ Mod Troubleshooting
ArmA2 is a cpu killer, i can run bf3 w/o any problem (I5@4ghz, gtx460) but on arma2 the fps are only "ok" (~25-35 in big city on full server, 50-80 outside in dayZ with my rig), i wonder if a stock phenom II is enough to run the game with enough fps, especially if there is a lot of AI. Try to reduce your graphical option to the minimum and see if there is an fps gain, if there is not... you got a cpu bottleneck. ArmA2 require a huge mono-core power (oc'ed i5/i7) along with an SSD to run smooth. Trust me, an SSD is a must for this game bec it reduce a lot the stuttering / micro-freeze especially in cites, lower the LOD loading time and so on. Can't tell if it's still the case, but ~1 years ago the server you were playing on was capping your fps, so it was possible to get great fps on a good server w/o a lot of people + ai, and switch to another server and get crappy fps. -
Thermal sight needs to be removed
blaaarg replied to SpeedyBanana's topic in DayZ Mod General Discussion
L85 is not a weapon from my point of view, it's a spotting tool. I don't care about the gun, the scope is a problem. It have a limited use since it's really hard to spot under ~400m due to the scope magnification but if you're at the right range... it's almost impossible to hide. More than a spotting tool for a sniper, it can be extremly powerful if you intel a squad moving to an objectif because they'll know what they are going to face most of the time if you do your job right. A lot of players who discovered ArmA2 with DayZ don't understand how powerful intel can be, weapons are only tools in this game, intel kill you. Maybe "duping will be fixed", but atm it is not and a lot of people got duped weapons. While using duped weapon, they shadow a large part of the game and we're missing a lot of other problem / balance issue / possible game amelioration that can be discovered because we adapt to an unbalance. (in this case, a guy able to spot then kill solo a target 1km away with two weapon you can only loot on chopper, at a really low %) Since devs can't fix dupe atm, the other solution is to... remove this weapon until dupe is fixed. Aint mad againt L85, even got one atm (+ a couple in friend's tent) but... it's an alpha, and we need to test all others part of the mod w/o high-end gear everywere in a game were the lucky one should (and will when dupe will be fixed) have an M4 and a couple of mag. -
One little problem... I want to play "legit", w/o any duped stuff. -i can't loot tents / vehicule -i can't loot players, exept for casual stuff My own tent / car dupe stuff even if i don't want to (or loose it, like... server restart incoming, i save the car, wait for the restart and it randomise stuff sometime), when i deco-reco it resupply magically some ammo. Sometime ammo morph into... medical supply, another ammo type. I even managed to dupe *my own body* after a deco-reco (reco : body standing alive for 5 min, die from unknown cause and was there until next server restart) There is dupe even if you don't want to. If a guy who hate exploit / dupe manage to do it even if he don't want to... what about those who want to dupe item?
-
FAMAS F1 5.56mm <<< Edited to add a poll !!! Please Vote !!! >>>
blaaarg replied to Choice777's topic in DayZ Mod Suggestions
I beg to differ, there is double barrel shotgun everywere in europe. Common in rural area, you can see guys carring em in forest during hunting season. As a french, i would love to see a Famas in game but as an old ArmA2 player... i think there is things more important atm for dayZ. (& i don't know if this weapon belong to dayZ) +1 for ww2 weapons, i know for a fact there is still a lot of ww2 weapon in circulation (1911, luger, mauser...) in rural / moutain area, some old farmers keep them as souvenir even if they are fully operational. (and often illegal). -
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
blaaarg replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
31lbs/14kg empty is "light and extremly portable"? Compared to what, a refrigerator? We're talking about random guys trying to stay alive, not navy seal soldiers with the right gear, crew and (physical) training. Atm a survivor in DayZ can carry a 14kg rifle + ~1.5kg per 10 rounds mag, 2kg axe, 5kg L85 + mags, ~1kg pistol + mag, food, water, medical supply and it left some room for a couple of 20l jerry can (or maybe some engine part?). With all of this, my char can run 10km, stop 1 min then get a perfect accuracy like nothing happend I thing than less than 10% (probably even less) of the forum members can run a kilometer with a 20kg backpack w/o stopping to walk. Some of you can, some of you are / were in the military and have done that but it's easy to loose the edge ;) *If* .50cal stay in the game, there has to be downside because it is a *huge* downside to carry one. It's big and heavy as hell, you can't carry all of this stuff and still be able to run for kilometers. -
Has this ever happened to any of you?
blaaarg replied to SixZoSeven's topic in DayZ Mod General Discussion
Hit "V" 2m from the ground. It will stop your fall and do the jump animation. It's an "exploit", but to counter a script user i guess it's ok? -
Same deal here, Running target ~30m away, was standing with an M249, full stamina. Had to shoot 80 rounds in 5-10 rounds burst before getting the kill and during the process he was able to jump a fence then run for 2-3 sec...
-
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
blaaarg replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
It's a milsim with a lot of unrealistic weapons / vehicule. Some weapons are only effective in a certain way (standing soldiers able to shoot & hit a target a kilometer away with .50cal in game... you can't do that irl.), others are broken since day1 (sd weapon with sd mag deal almost the same if not more damage than the regular, supersonic bullets). Bicycle climbing a 45° hill in the middle of a forest at 25km/h, tanks able to reach 300km/h, chopper still flying after multiple rpg7 / sabot round direct hit... Look at the warefare mod in ArmA2, a lot of balance have been made because it was barly playable in some case (remember the KA52 in A2 vanilla? Then the US vs Takistan in OA, M1A2 with FLIR vs T72?) In some case, we have to balance a *little* in order to make the mod / game a lot better. Not easier, better. -
The tactical significance of sniper rifles, accumulated rebuttals and why they're here to stay
blaaarg replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
I don't have any problem with scoped rifle, it's the .50cal and / or zeroing. Play ArmA2 from month 1, know chernarus better than the town i live in and can hit a standing target with a DMR between 200 & 800m w/o rangefinder every single time. I know by heart ~20 range & elevation from "sniper" nest around the map but... nothing incredible : I"m not a skilled player, i trained a lot, failed a lot but if you have the dedication it's far from being impossible. No skill requied, only training. I almost never get killed by sniper exept when raiding ennemy camp, don't have any difficulty to avoid or find em in or outside a town most of the time => .50cal & their user don't make me angry and i don't even bother to loot when i kill a bush wookie if i don't need water or food. (again, you only need self discipline & map knowledge to counter most of dayZ "snipers".) .50, especially the AS50 are too easy to use and to carry. You don't need to be as close as a DMR / M24 to hit your target because you got an extended range / better balistic, and you always get a kill if you hit. Zeroing give the ability to people who started to play ArmA2 with DayZ to hit a target 1km away with minimum to no training. Also, .50cal are too easy to carry. They fit in your backpack and allow you to bring another weapon for close range, there is no penalty to gear an heavy, highly specialized weapon. "8k dmg" scoped weapon are fine since you have to be closer, bullet have a longer fly time and it do not one shot even if the result is almost the same atm. We have the choice between fast semi-auto w/o zeroing (SVD / DMR) or slow bolt with zeroing (cz550, M24) : in one hand some close range capability, in the other easier long range shot but almost useless in close range (at least on "no crosshair serv) I don't care about Alt+F4 since we get a 5min coma in shock state (my target is gone, kill or not it's not a threat anymore & not in the server anymore). Sure, i often don't get the kill (and loot) with 7.62 sniper bec of alt+F4 but i don't care about the stats and and only need food, water and something equal or better than a lee enfield. Snipers are here to stay, i'm ok with that. "8k dmg" scoped weapons are fine since you have to get closer to get good results, M107 too i guess because of the low loot % (ofc there is dupe atm, but it will be fixed) and because you have to rely on mildot but as50... is just a point & clic weapon. -
You're missing the point. M107 = 12.7x99 ammo = anti material rifle AS50 = 12.7x99 ammo = anti material rifle M242 =25x137 = anti light armored vehicles cannon Still there? M107 with M107 ammo = 37k dmg AS50 with AS50 ammo = 174k dmg M242 = not in dayZ since there is no tank in dayz. I like data and basic math. 12.7x99 : ~14-20kj of muzzle energy (40-50g bullet / ~900m/s) => M107 & AS50 ammo 25x137 APDS-T : ~121kj of muzzle energy (134g projectile / 1,345m/s) => M242 bushmaster (not the biggest cannon ever, but pierce 16 inch / 40cm of einforced concrete) (ofc, muzzle energy is only a small part of a projectile damage but it's solid data) Again : why do we have in dayZ (and OA but Dwarden think it's trivial) a rifle (AS50 with AS50 mag) able to deal damage close to a small tank cannon? There is no logic here. ArmA2 is a military simulation, and there is nothing irl able to justify this amount of damage. 37k is fine since 5.56 deal ~3500dmg and 7.62 nato 8000dmg, 174k dmg is broken as hell. P.S 2 : oui Yes & no, shotgun slugs are underpowered in DayZ (it is made to kill wild boar... should one-shot a human) but pellets are... fine and maybe op since each pellet deal 2000dmg and don't loose damage over distance (it's a bug). In OA, each pellet deal *more* damage than a single 9mm bullet (pre-nerf) and the gun shoot 11 pellets... All pellet hit a standing soldier at 30m, half at 50m and 1-3 if your target is 100m away.
-
The AS50 does 150k damage for no reason. The AS50 ammo is broken since the BAF dlc, it deal damage close to the bradey's gun. From "cfgAmmoMagWepVehCOBAF" "B_127x99_Ball" ammo deal 26 base damage (M107) "B_127x99_Ball_noTracer_BAF" ammo deal 56 base damage (used in AS50, BAF .50 BMG sniper/anti-materiel rifle) "B_25mm_APDS" ammo deal 65 base damage (25mm APDS-T, used in the bradley's M242 bushmaster) (in OA, a soldier die after ~0.6 to ~1dmg) Why do we have in a survival game (or even in a military simulation) a rifle able to deal damage close to a 25mm autocannon shooting tungsten sabot rounds? Balance in this case is not a problem, this weapon is not made to be in this mod imo. Zeroing & rangefinder make long range shot too easy, we only need mil dot and training. Not beginner friendly but i don't want this mod to be friendly!
-
So, to kill a human 10m away, all bullet in the torso we need... x14 9mm or x8 .45 or x3 slugs Seriously? If i don't score an headshot, i have to empty a full 1911 mag, *reload* then shoot one more bullet in order to kill my target? (if only all the bullet hit)
-
Weapons Feedback and Discussion
blaaarg replied to Atkins (DayZ)'s topic in DayZ Mod General Discussion
Feedback after a few week, 60-80 in game hour char (still alive, full gear exept for ghillie), ArmA2 player from the beginning. "Basic" weapons like the marakov, lee enfield, winchester are perfectly fine. They are common but effective, not too powerful in general (lee enfield one-shot a player but have a really low rof and so on) Scoped bolt action are great (balance & loot%). A bit hard to use at first but you can achieve great results depending of the range. A trained player can hit a human target 800m away, some guys manage to reach a kilometer. Basic Ak / m16 variants are... ok. Weapons are balanced, but i think they are still too common. In a survival, an assault rifle have to be hard to find (with limited ammo). It give a player a great firepower, you can get rid of a bunch of Z in a matter of second, a player or two at close range are dead meat. It's ok to have some in the game, but not too much. (not that much imo) "Advanced" ak / M16 (M203, acog, sd and so on) and semi-auto scoped rifle should be extremly rare. In trained hand these weapons can kill anything, wipe a survivor groupe in second. (landing a 40mm HE grenade in a door 150m away only require training, the acog tricks for auto-elevation allow you to hit a standing human every single time from 50 to 400m+) The AS50 is too powerful and i think it should be removed from dayz. It's not because i get killed by this weapon, i don't. An antimaterial rifle in a survival... does not make sense, it's too easy to kill players / vehicule. By easy, i mean that it does not require training, experience, skill or to be in a dangerous situation. A player with an M24 1km away in a forest is "safe" but it's not an easy shot and it wont kill the target in one bullet. Another guy 100m from his target hinding in a bush / house will get a kill with an "easy" shot but you have to be close. Z will hear the shot, others players too. It's old news, but it deal too much damage loaded with an AS50 mag (the 5 round one), from what i recall it was dealing damage close to the bradley's M242 APFSDS-T ammo in OA (it's a 25mm tungsten sabot round), and was able to outperform 20mm AP round. Can't tell for the M107, it is powerful but you have to rely on mil dot. (and i did not find one yet, i used this weapon a lot in ArmA2 / OA but not in dayZ yet.) Same deal with the rangefinder. I know it's not a weapon but it make scoped weapons too easy to use. Training, experience and mil dot table are enough. It took me 3 hours to get my first weapon the first time i played dayZ, now i can get one in 1/2h because i know where to look, and what i have to avoid. My char do not xp, but i do get experience and it make the game easier. L85? Fine by me. Thermal could be op, but... 5.56 perform badly at range and the big scope magnification make it hard to use (shoot, spot) effectively. Good spotting device at long range, bad rifle. Sorry for my bad english, thx for reading. :)