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Everything posted by ruarz
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This is a compilation thread of the best suggestions and most requested features on the forum. It has been continually updated, expanded and edited as the result of over a year of community brainstorming, as endorsed by Rocket: Spoilers have been used to tidy and organise the thread.Headings are in red.Sub-headings are in dark red.Gameplay features and mechanics are announced in bold. -ORIGINAL POST SUGGESTIONS- -A REVISED INVENTORY SYSTEM- POCKETS + BINDING MECHANIC -A CUSTOM MAP/LOCATION PICTURES- The Georgia/Carolina countryside in the U.S.A. The AMC series the Walking Dead is set around the city of Atlanta in Georgia. The countryside of the United Kingdom. Think 28 Days Later. -LOOT- -A REVISED HEALTH, STATUS & WOUNDING SYSTEM- ENERGY AND FATIGUE VITAL ORGANS HEALTH EFFECTS/INDICATORS MEDICAL ITEMS INFECTIONS Cholera - Severe Tissue Infection - Moderate to severe WOUNDS Bite - Moderate Cut - Moderate to Extremely Severe Gunshot/Shrapnel trauma - Mild to Extremely severe. Broken Leg - Severe Broken Arm - Severe Burn - Mild to Severe OTHER MEDICAL BITS AND PIECES -CHANGES TO THE ZOMBIES AND THEIR BEHAVIOUR- -A REVISED RELOADING AND WEAPON HANDLING SYSTEM- *NEW* -CRAFTING- -MODULAR WEAPONS- -MORE UNIQUE ITEMS- -CLOTHING & ACCESSORIES- -A REVISED CAMOUFLAGE, CONCEALMENT AND DETECTION SYSTEM- -BASES- -A TRADING MECHANIC AND SUPPORTING GAMEPLAY ELEMENTS- -VEHICLE CHANGES- -FIRE- -PHYSX- -AND A VERY SIMPLE SUGGESTION- -COMMUNITY SUGGESTIONS- -BASIC WISHLIST- -RADIOS AND RANDOM EVENTS- -BARRICADING- -AN ENHANCED DYNAMIC WEATHER SYSTEM- -CHANGES TO SNIPING- -WEAPONS WISHLIST- CIVILIAN WEAPONRY - RANGED OTHER - MELEE MILITARY HANDGUNS MILITARY ASSAULT RIFLES MILITARY RIFLES/SNIPER RIFLES MILITARY SUBMACHINE GUNS MILITARY LMGS and MACHINE GUNS MILITARY SHOTGUNS
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
If I get time over the next few days, I'll reorganize this thread, delete the redundant bits, fine tune some suggestions and maybe add a couple more. Then I'll either ask a mod to move it over to the standalone suggestion section or just do a fresh post. Might put the link up on reddit. Don't really wanna lose all dem views though, thats what brang most of the traffic over here :) -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Also added a new section about ramping up the gun mechanics. -
More weaponry, particularly more appropriate weaponry considering the area Dayz is supposed to be set in. They should make some really nice AKM, AKS, AK-74 and AK-74U models as well as a couple of hunting rifles, including the famous CZ550 from the mod. I'd also like to see a few more handguns, especially the CZ-75, Makarov, Tokarev TT and Nagant M1895 Revolver. Maybe a couple more shotguns as well, an under-and-over double barrel and a pump like the Molot-Bekas, Remington 870 or Mossberg 500. Finally a few more melee weapons, notably a small hatchet, a machete, a hunting knife, a folding knife, a couple of kitchen knives and a hammer. Maybe a sawn-off Mosin variant as well for lower weight and better CQB at the cost of accuracy. Aside from weapons I'd really like to see some work done on clothes, particularly headgear. Make the Payday masks rarer and add some more other headwear. I can think of construction hard-hats, firefighting helmets, balaclavas, boonie hats, police helmets (maybe intruduce entire sets of police gear and riot gear) and deerstalker hats. I'd really like to see some kind of multi-purpose shemagh, which when you right click on it in the inventory it comes up with the options 'Use as headscarf', 'Use as scarf', or 'Use as field dressing'.
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
So good to see so many of these suggestions make their way into the actual release! -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
ruarz replied to SmashT's topic in Mod Announcements & Info
State of decay should fulfill my zombie needs until DayZ releases :) -
Imagine SA using the ArmA III engine
ruarz replied to DayzForumer's topic in DayZ Mod General Discussion
There are some really good things about the Arma 3 engine I'd love to see in DayZ, but I think the team is going in the right direction by making their own engine. If they can they should copy over: The water. The water and ocean in arma 3 is way better than in arma 2, particularly how they waves behave. The physics, particularly ragdoll. Some of the lighting, particularly, light on water and nighttime lighting. The fog. -
No DevBlog this week but here is some screens
ruarz replied to rocket's topic in Mod Announcements & Info
Also here's a direct copy and paste from the inventory section in the suggestion megathread. Admittedly its a little outdated now, this was made almost a year ago. -A REVISED INVENTORY SYSTEM- POCKETS + BINDING MECHANIC -
No DevBlog this week but here is some screens
ruarz replied to rocket's topic in Mod Announcements & Info
Vast improvement :) Just need to add the boxes at the bottom. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Wow I haven't looked at my own thread in ages. 90,000 views, thats ridiculous! -
Okay so you can make a little campfire to cook food and keep warm but in a zombie survival situation fire has so many more uses that so far have been left out of DayZ. While I imagine its pretty fiddly to put in the mod, the dev team has already astounded us with their ability and I'm sure they could pull it off. Here are a few ways fire could enhanced in into DayZ. I'll start with the bread and butter survival stuff and then move on to harnessing fire as a lethal force. You don't need a hatchet to make a campfire! And you can't light logs with matches! I think the campfire mechanic should be expanded a bit: You can either gather sticks or cut wood. Gathering sticks means you can make a small campfire that provides some warmth and you can cook a raw meat for every bundle of sticks you load the fire up with. In wind or rain you may need several attempts to get a fire going, using up more matches. Cutting wood means you can build on this smaller campfire (i.e. use the sticks as kindling) to make a campfire which will cook lots of raw meat and provide lots of warmth. You could have completely new mechanic, which is sorely missing, and that's a gas stove. Much more reliable, stealthy and efficient than a wood fire. Virtually no smoke. Stove fits on the tool-belt, gas canister (comes in small and large) is a magazine (and, incidentally, can explode if put in fire or can be used to make IEDs). Also would like to see some of the much bigger canisters/refill canisters would are used to make much bigger IEDs and refill smaller canisters. Matches/lighter still needed to light the stove. Matches should be limited. I've noticed the lovely little green bar running down the side of magazines in the inventory, wondered if this could be applied to a box of matches on the tool-belt. Maybe 50 matches in a small box and 100 in a large one. Also add lighters. Cheapo crappy plastic lighters: found everywhere, 50 lights, not windproof. Zippo lighter: more rare, 100 lights, more windproof. Mil-grade jet lighter: rare, 150 lights, fully windproof. Fire attracts zombies! So be careful if you're lighting a campfire. Big campfires have a bigger attraction range and create more smoke. Fire creates smoke! And not just the piddly little plume that we currently see coming out of a camp fire. If the wind is up then it'll blow sideways but on a still day it will rise high into the air, giving away your position to bandits. However campfires should create relatively little smoke compared to burning cars or tires. Smoke could be lethal, and a symptom that your character is suffering from smoke inhalation would be violent coughing. Got a sniper holed up on the top floor of an apartment block? Just pile a few car tires at the bottom, douse them in petrol and smoke him out. On that note wind is also missing. I've noticed the dev team are currently playing with weather and how it affects hearing and visual. Wind could obscure zombie hearing but quicken heat loss. The sound of the wind howling would greatly add to the ambiance. The Jerry Can mechanic should be greatly enhanced. Firstly make it a magazine, holding 20 rounds (litres). Then it can be filled with water and taken back to base and 20 1 litre water bottles can be filled from it. Tada - another way to promote teamplay. Alternatively, you could top up a car with only 10 litres of fuel and save the rest. Or you could use it in the way I will describe next: Petrol is flammable! Jerry cans should be a lot more useful than just for refueling vehicles and filling water bottles up. It would be great if you could douse the ground in petrol and then set it on fire, creating a barrier which would set fire to zombies, start forest fires, damage vehicles or even set buildings alight. The douse mechanic could work as follows: you can drop a maximum of 20 small 1 litre puddles from a full jerry can of petrol so you can make the fire barrier the shape and size you want it. You then light one puddle and puddles touching it will catch and the fire will spread. Other objects should be flammable! Firstly let me start off by saying there's a difference between car wheels and spare tires. Spare tires should take up less weight and space than wheels and should fix flat tires while car wheels should repair completely shredded wheels but not tires. Okay so tires should be flammable. And they should create a hell of a lot of smoke. A car tire and petrol fire barrier would be far deadlier than just a petrol one, but a lot less subtle! Buildings could be flammable. Maybe not all of them and maybe not non-enterable buildings. When I say this I can't help but think of the last episode of series 2 of the Walking Dead when Rick and Carl douse the barn in petrol and set it on fire to kill and distract some of the zombies. A few ways of setting barns on fire: -Douse it in petrol -Set hay on fire (hay-bales should be also flammable and a brilliant way to distract zombies from an area) -Throw a molotov at it. And that brings me onto Molotovs. And more importantly, a crafting mechanic, which I'm sure has been discussed elsewhere in the suggestions. A few fire-related crafting ideas: -Bottle + Petrol (filled from Jerry Can ofc! :D) + Rag (filled from Jerry Can ofc! :D) = Molotov -IEDs! A mixture of gas canisters, nails, grenades, dynamite, circuitry, car/motorbike batteries, petrol jerry cans, ammonium nitrate, rocket sparkers and remote devices could make a variety of IEDs. FIRE SHOULD BE LETHAL! You should be able suffer from fire. If you're especially unlucky you might catch fire and have to roll to extinguish the flames. Zombies should also be susceptible to fire. They'll frenzy for a few seconds and then die. ***I once did a suggestion about zombie herds. The idea being there are maybe a dozen herds of varying sizes (10-100) that wander around the map and can be attracted to certain stimuli if they are in range such as gunshots, FIRE, SMOKE, vehicles etc. It would be important that the don't just suddenly aggro and run like crazy but rather wander towards the stimulus to investigate it and then if they discover a player then, well, all hell breaks loose. This also brings me on to another suggestion which is a change in zombie aggro behaviour. It is unrealistic that zombies suddenly run like crazy on hearing a gunshot. At the same time the aggro range for zombies from gunshots is also unrealistically small. A sniper rifle shot would be heard by zombies for hundreds of metres. What I suggest is zombies at closer range will walk towards the sound of the shot and then on visual/hearing confirmation of the player himself would aggro. This would encourage players to fire from cover from zombies, or quickly move on after firing a shot as zombies will be inbound on their previous location. At longer range only a few zombies might investigate. And there is always the risk of drawing a herd, eek! Other thread about herds: http://dayzmod.com/forum/showthread.php?tid=3829
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Haha those cans of beans look in far too good condition :) think they need to be a bit more dirty!
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Looks like they're having a right laugh :) Need to couple the animations with some decent sound now. On that note they really need to redo the gunshot sounds as well, they sound unbelievably flat, quiet and lifeless in Arma II and in the mod. The J.S.R.S. mod for Arma II has it pretty spot on - you want gunshots to be really rather loud, and carry some distance as well.
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Mixed opinions on skills, I'm undecided, but I think its unlikely they'll ever make it into the game -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Yeah I like the idea of fishing :) -
2am, gonna hit the nail on the head and go to bed :)
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Like Pre-War Money in Fallout. Agree that there needs to be a bit more 'almost useless' junk in DayZ, other than tin cans and empty bottles to add to realism. Other than redundant currency there should be a lot more junk items, especially ones which can be crafted into other things. Rocket has talked about junk items which may then go on to constitute currency, but this would be done in a completely organic and player-driven way. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
pretty sure they're removing the cross hair, and moving towards removing the rest of the UI as well. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Personally I think the entire system of blood as the sole representative measure of health is a load of bollocks. What about infection, starvation, dehydration, burning, drowning, hyper/hypothermia and blunt trauma? Its a deeply flawed system, especially with the upcoming emphasis on infection, and will need a complete revision. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
YAY this thread is celebrating 500 cans of beans :) -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Yeah both weapons would probably fit :) -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Agree with these, if we can't have children zombies let us have some proof that kids once actually existed, -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Think all the vehicle wrecks you see should be drivable so long as you can fix them up and find fuel. In other words, I agree :) Also vehicles will be far more balanced if, as has been suggested will be the case, all the zombies on the map are already spawned. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
I'm afraid I don't really have the time but I'll put the code up if anyone wants to do it themselves. [color=#b22222][b]CIVILIAN WEAPONRY - MELEE[/b][/color] [spoiler][i]This section refers to melee weapons which can be found in residential, commercial, industrial and rural areas. These are the most common weapons found across Chernarus.[/i] [color=#808080][b]Small Stick[/b][/color] [color=#808080][b]Heavy Stick*[/b] [b]Tire Iron*[/b] [b]Lead Pipe*[/b] [b]Bottle/Smashed Bottle*[/b][/color] [color=#808080][b]Screw Driver[/b] [b]Baseball Bat*[/b][/color] [color=#808080][b]Frying Pan[/b] [b]Claw Hammer*[/b] [b]Sledge Hammer[/b] [b]Wooden Hatchet*[/b] [b]Wooden Fire Axe*[/b] [b]Small Kitchen Knife[/b] [b]Large Kitchen Knife*[/b] [b]Pocket Knife[/b] [b]Gardening Fork[/b] [b]Gardening Spade[/b][/color] [color=#008000][b]Industrial Hatchet[/b] [b]Industrial Fire Axe[/b] [b]Multi-Tool[/b][/color] [color=#008000][b]Crow Bar*[/b] [b]Meat Cleaver*[/b][/color] [color=#008000][b]Pick Axe[/b][/color] [color=#008000][b]Hunting Knife*[/b][/color] [color=#008000][b]Police Baton/Nightstick[/b][/color] [color=#00ffff][b]Machete[/b][/color] [color=#ffd700][b]Chainsaw[/b][/color] [/spoiler] [color=#b22222][b]CIVILIAN WEAPONRY - RANGED[/b][/color] [spoiler][i]This section refers to ranged weapons which can be found in residential, commercial, industrial and rural areas. They are significantly harder to find than their melee counterparts and rely on ammunition.[/i] [b]Double Barrelled Shotgun*[/b] [color=#008000][b].22 Air Rifle[/b][/color] [color=#00ffff][b]Makarov PM*[/b][/color](Russian/USSR) [color=#00ffff][b]Revolver (Historic)*[/b][/color] [color=#ffd700][b]T[/b][b]okarev TT* [/b][/color](Russian/USSR) [color=#ffd700][b]Sports Crossbow[/b] [b]Sawn-Off Shotgun*[/b][/color] [color=#ff8c00][b]Mauser 98 [/b][/color](German) [color=#ff8c00][b]CZ 550* [/b][/color](Czech)[b] [/b] [color=#FF8C00][b]Mosin Nagant*[/b][/color](Russian/USSR) [color=#ff8c00][b]M1911* [/b][/color](USA) [color=#ff8c00][b]Walther P38 [/b][/color](German) [color=#FF8C00][b]Molot Bekas 12M*[/b][/color] (Russian/USSR) [color=#ff8c00][b]Mauser C-96 [/b][/color](German) [color=#ff8c00][b]Revolver (Modern)*[/b][/color] [color=#ff8c00][b]Remington Model 700* [/b][/color](USA) [color=#ff8c00][b]Winchester Model 1866*[/b][/color] (USA) [color=#ff8c00][b]Lee Enfield .303[/b][/color] (British) [color=#FF8C00][b]Molot Bekas Auto[/b][/color] (Russian/USSR) [color=#ff8c00][b]Remington 870*[/b][/color] (USA) [color=#FF8C00][b]Mossberg 590*[/b][/color] (USA) [color=#ff8c00][b]Hunting Crossbow*[/b][/color] [/spoiler] [color=#B22222][b]OTHER - MELEE[/b][/color] [spoiler][i]This section refers to military and historic melee weapons which are the rarest of their class. The most powerful, the historic weapons, are extremely rare and may only be found in the castles of Chernarus.[/i] [b]Various Bayonets (Attatchement/Knife)* [/b] [color=#00ffff][b]Trenchspike*[/b][/color] [color=#ffd700][b]Soviet Combat Knife[/b][/color] [color=#ff8c00][b]K-BAR[/b][/color] [color=#ff0000][b]Historic Shortsword[/b][/color] [color=#0000ff][b]Historic Mace*[/b][/color] [color=#800080][b]Historic Longsword*[/b][/color] [/spoiler] [color=#b22222][b]MILITARY HANDGUNS[/b][/color] [spoiler][i]This section refers to military handguns. Note there is some crossover of weapons with the civilian section.[/i] [color=#00FFFF][b]Makarov PM* [/b][/color](Russian/USSR) [b][color=#ffd700]Tokarev TT* [/color][/b](Russian/USSR) [b][color=#ffd700]Mauser C-96[/color] [/b](German) [color=#ff8c00][b]M1911* [/b][/color](USA) [color=#ff8c00][b]Walther P38 [/b][/color](German) [color=#ff8c00][b]Browning Hi-Power* [/b][/color](British) [color=#ff0000][b]MP-446*[/b][/color] (Russian/USSR) [color=#ff0000][b]FN Five-Seven [/b][/color](Belgian) [color=#ff0000][b]SIG P226* [/b][/color](Swiss) [color=#ff0000][b]Glock 17* [/b][/color](Austrian) [color=#ff0000][b]UZI* [/b][/color](Israeli) [color=#ff0000][b]Beretta M9* [/b][/color](Italian/USA) [color=#ff0000][b]CZ 75* [/b][/color](Czech) [color=#0000ff][b]Glock 18 [/b][/color](Austrian) [color=#0000ff][b]Walther P88[/b][/color] (German) [color=#800080][b]H&K USP .45*[/b][/color] (German) [u][color=#4b0082][b]IMI Desert Eagle[/b][/color][/u](Israeli) [/spoiler] [color=#b22222][b]MILITARY ASSAULT RIFLES[/b][/color] [spoiler][i]This section refers to military assault rifles.[/i] [color=#FF8C00][b]AK-47*[/b][/color] (Russian/USSR) [color=#ff0000][b]AKM*[/b][/color] (Russian/USSR) [color=#ff0000][b]AK-74*[/b] [/color](Russian/USSR) [color=#ff0000][b]FN FAL*[/b][/color] (Belgian) [color=#ff0000][b]H&K G3 [/b][/color](German) [color=#ff0000][b]Type 56[/b][/color] (Chinese) [color=#ff0000][b]Colt M4A1*[/b][/color](USA) [color=#ff0000][b]Colt M16A1*[/b][/color](USA) [color=#0000ff][b]AK-107*[/b][/color] (Russian/USSR) [color=#0000ff][b]AEK-971*[/b][/color] (Russian/USSR) [color=#0000ff][b]H&K G41[/b] [/color](German) [color=#0000FF][b]H&K G36[/b] [/color](German) [color=#0000FF][b]H&K G36C[/b] [/color](German) [color=#0000FF][b]H&K G36K[/b] [/color](German) [color=#0000ff][b]Steyr AUG [/b][/color](Austrian) [color=#0000ff][b]FN FNC[/b][/color] (Belgian) [color=#0000ff][b]Type 81[/b][/color] (Chinese) [color=#0000ff][b]Colt M4A1/A2*[/b][/color](USA) [color=#0000ff][b]Colt M16A2/A4* [/b][/color](USA) [color=#0000ff][b]SIG SG 550[/b][/color] (Swiss) [color=#800080][b]AN-94 Akaban*[/b] [/color](Russian/USSR) [color=#800080][b]FN SCAR Mk.16 [/b][/color](Belgian) [color=#800080][b]FN SCAR Mk.17[/b][/color] (Belgian) [color=#800080][b]H&K 416[/b][/color](German) [color=#800080][b]H&K 417[/b][/color](German) [color=#800080][b]H&K G36E[/b][/color](German) [color=#800080][b]L85A2*[/b][/color] (British) [color=#800080][b]L86A2 LSW[/b][/color] (British) [color=#800080][b]SIG 552 SWAT[/b][/color] (Swiss) [color=#800080][b]Colt M27 IAR[/b][/color] (USA) [color=#4B0082][u][b]AK-12[/b][/u][/color][color=#800080] [/color](Russian/USSR) [/spoiler] [color=#b22222][b]MILITARY RIFLES/SNIPER RIFLES[/b][/color] [spoiler][i]This section refers to military rifles. Both historic rifles and most sniper rifles use among the rarest of ammunition and magazines. There is some crossover between the WWII rifles and the civilian weapons section.[/i] [color=#FF8C00][b]Mauser 98*[/b][/color] (German) [color=#ff8c00][b]Remington Model 700*[/b][/color] (American) [color=#ff8c00][b]Mosin Nagant*[/b][/color](Russian/USSR) [color=#ff0000][b]SVD*[/b][/color] (Russian/USSR) [color=#ff0000][b]SVN-98*[/b][/color] (Russian/USSR) [color=#ff0000][b]CZ-700*[/b][/color] (Czech) [color=#ff0000][b]M14[/b] (American)[/color] [color=#0000ff][b]M14 DMR[/b][/color] (American) [color=#0000ff][b]M24[/b][/color] (American) [color=#0000ff][b]KVSK*[/b][/color] (Russian/USSR) [color=#0000ff][b]GOL-Sniper[/b][/color] (Germany) [color=#800080][b]MK.14 Mod. 0[/b] [/color](American) [color=#800080][b]H&K PSG1*[/b][/color] (Germany) [color=#800080][b]AI l96*[/b][/color] (British) [color=#800080][b]WA-2000[/b][/color] (Germany) [u][color=#4b0082][b]AI AS50[/b] [/color][/u](British) [u][color=#4b0082][b]Barrett M82[/b][/color][/u] (American) [/spoiler] [color=#b22222][b]MILITARY SUBMACHINE GUNS[/b][/color] [spoiler][i]This section refers to military submachine guns.[/i] [color=#FF8C00][b]Scorpion SA Vz 61* [/b][/color](Czech) [color=#ff8c00][b]K6-92 Borz[/b][/color] (Armenian/Russian) [color=#ff0000][b]PPSH-41*[/b][/color] (USSR) [color=#ff0000][b]OTs-02 Kiparis[/b][/color] (Russian) [color=#ff0000][b]UZI*[/b][/color][color=#FF8C00][b] [/b][/color](Israeli) [color=#ff0000][b]Micro-UZI[/b][/color][color=#FF8C00][b] [/b][/color](Israeli) [color=#ff0000][b]Ingram MAC-10 [/b][/color](USA) [color=#0000ff][b]MP-40[/b][/color] (German) [color=#0000ff][b]H*K MP5A2*[/b][/color][color=#800080][b] [/b][/color](German) [color=#0000ff][b]PP-19-01 Vityaz*[/b] [/color](Russian/USSR) [color=#800080][b]H&K MP5-A5[/b][/color][color=#800080][b] [/b][/color](German) [color=#800080][b]H&K MP5-SD3 [/b][/color](German) [color=#800080][b]H&K MPK [/b][/color](German) [color=#800080][b]Walther MPL[/b][/color] (German) [color=#800080][b]H&K UMP-45 [/b][/color](German) [color=#800080][b]Type 05[/b][/color][color=#800080][b] [/b][/color](Chinese) [color=#800080][b]Steyr TMP[/b][/color] (Austrian) [color=#800080][b]PP-19 Bizon*[/b][/color] (Russian) [color=#4b0082][u][b]FN P90[/b][/u][/color][color=#800080][b] [/b][/color](Belgian) [color=#4b0082][u][b]H&K MP7[/b][/u][/color] (German) [u][color=#4b0082][b]PP-2000[/b][/color][/u] (Russian) [color=#4B0082][u][b]TDI Kriss Super Vector[/b][/u][/color] (USA) [/spoiler] [color=#b22222][b]MILITARY LMGS and MACHINE GUNS[/b][/color] [spoiler][i]This section refers to military machine guns. Some wepaons, such as the Kord 12.7mm are static and must be packed up before moved and deployed before use.[/i] [color=#FF0000][b]RPK*[/b] [/color](Russian/USSR) [color=#FF0000][b]RPD*[/b] [/color](Russian/USSR) [color=#0000FF][b]RPK-74*[/b][/color] (Russian/USSR) [color=#0000FF][b]Kord 12.7mm*[/b][/color] (Russian/USSR) [color=#0000FF][b]DshKM 12.7mm*[/b][/color] (Russian/USSR) [color=#0000FF][b]PKP Pecheneg*[/b][/color] (Russian/USSR) [color=#0000FF][b]PKM*[/b][/color] (Russian/USSR) [color=#0000FF][b]MG 42[/b][/color] (German) [color=#800080][b]FN Minimi/M249 SAW[/b][/color] (Belgian/USA) [color=#800080][b]FN MAG/M240[/b][/color] (Belgian/USA) [color=#800080][b]MK48 Mod. 0*[/b][/color] (USA) [color=#800080][b]Browning .50 Cal[/b][/color] (Belgian/USA) [color=#4B0082][u][b]H&K MG4[/b][/u][/color][color=#800080][b] [/b][/color](Germany) [/spoiler] [color=#b22222][b]MILITARY SHOTGUNS[/b][/color] [spoiler][i]This section refers to military shotguns. Note there is some crossover of weapons with the civilian section.[/i] [color=#FF8C00][b]Molot Bekas 12M*[/b][/color] (Russian/USSR) [color=#FF8C00][b]Remington 870*[/b][/color] (USA) [color=#FF8C00][b]Browning Auto[/b][/color] (Belgian) [color=#FF8C00][b]Molot Bekas Auto[/b][/color] (Russian/USSR) [color=#FF8C00][b]Mossberg 590*[/b][/color] (USA) [color=#FF0000][b]Ithaca 37 'Stakeout'[/b][/color](USA) [color=#FF0000][b]Franchi SPAS 12*[/b][/color](Italy) [color=#0000ff][b]Saiga 12K*[/b][/color] (Russian/USSR) [color=#800080][b]Benelli M4 Super 90[/b] [/color](Russian/USSR) [color=#800080][b]Daewoo USAS 12*[/b] [/color](South Korean) [color=#4b0082][b][u]Atchisson AA-12[/u] [/b][/color](USA) [/spoiler] -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ruarz replied to ruarz's topic in DayZ Mod Suggestions
Cause its too much work to put them all on photobucket, resize them and link them here, and besides I actually started doing it this way and realized there's a cap on how many pictures you can use in a post. If you want to find them all, put them in a grid in a single picture and label it with the weapon names, be my guest :)