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gibonez
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Everything posted by gibonez
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Servers Putting TS Info In Welcome Messages
gibonez replied to dusty_nuttles's topic in General Discussion
Not really a problem just force the direct chat in game mic to turn on whenever you speak in teamspeak so whatever you say in teamspeak is mirrored in game. -
Nope that is simply what the gun was shooting with the surplus ammo I used. It has nothing to do with me being American or not heck there are probably more mosins in American homes than there are in Russian homes. The simple fact is that it is a 100 year old rifle design a very robust rifle but its not a tact driver. Its a well made rifle that can do the job but from what I have personally shot it is not very accurate at all. 4 inch groups at 100 yards is satisfactory but nothing to write home about.
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I disagree with this. Bullet energy needs to be added into the in some shape or form this might hopefully come when physics are added to the game. It of course would not knock a player down everytime but it is something that can happen. Most gunshot victims do not die instantly they die from massive blood loss but are often times incapacitated immediately or soon after the gunshot.
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Deans wants to bring Base Building Mechanics from Dead Linger - video
gibonez replied to TEST_SUBJECT_83's topic in General Discussion
Tiny group working on dayz ? maybe they just need some outside talent and more man power. -
Knocking people down is probably the wrong word for it. It just makes the person or animal completely lose control. Then again its situational every shot and target is different but it absolutely can and does happen.
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Once again its not that it knocks you over its that it shuts down your body instantly due to hydrostatic shock. simply put your body seizes to function from the sheer shock. I am sure you guys have all seen this video. Soldier is fine but the sheer force of the bullet impacting his steel plate on his body armor knocked him over and incapacitated him for a slight second.
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The first round hit him in the rear, but the 2nd shot was dead on and took this 1500 pound animal down instantly. A .45 at point blank would absolutely take a person down it will not send them back flying of course but the temporary and permanent wound cavity would send someone into hydrostatic shock and instantly make a person drop like a bag of potatoes.
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Absolutely funny how this doesn't require any of those bs methods of balance.
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That is why rust works and dayz persistence does not. This is also the reason why rust is growing faster tha dayz. Having your character be vulnerable when away and your base needing maintenance keeps players coming back to improve on their base , scavenge for supplies and constantly being vigilant. Your character magically disappearing when you log off is horrible, once base building is in and each server has its own hive player bodies should sleep in game.
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Dayz should model in a system for knockdown power. Getting shot with a powerful weapon should knock the player out or down where his movement is now impaired. Imagine being 900m away and getting shot by a .308 rifle round the bullet traveling much faster than the sound so you are hit before you could even hear it. The bullet has the same energy as a .45 acp at point blank not being able to anticipate the round and being relaxed would knock 99 percent of people to the ground where they would go into hydrostatic shock or atleast knocked down where they would bleed out. In dayz and arma you getting shot by a .308 rifle such as the m24 at 900m is the equivalent of getting bit by a mosquito you simply run away and bandage no problem. The game absolutely needs to model bullet energy in a accurate way, getting shot in the chest by a rifle without any plate carrier or armor should absolutely knock you down to the ground.
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Infinite running does not bother me what does is the run speed and ability to easily strafe left and right quickly with ease. Movement in dayz is not realistic.
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when I shot it firing from a bench best we managed to do was a 4 inch 5 round group at 100 yards. Then again we were not shooting match ammo or commercial ammo but bulk spam can surplus ammo. 4 moa out of a 1940s surplus rifle is pretty good. The mosin is not a tack driver but it does the job great rifle .
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There is absolutely no situation where I would want a mosin nagant over an ar15 in real life. If anyone has shot a mosin they would know its not the most accurate weapon out there my ar is far more accurate. The only reason anyone would ever get a mosin is for the sheer amount of cheap ammo.
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Ruger 10/22 sugestion .. custom parts in the game
gibonez replied to kataro's topic in General Discussion
Far more than 5k dollar b95s would. The blaser b95 would be far far far more uncommon than any archangel kit or any other redicolous gun. -
The way they handle weapons in standalone is horrific. They need to just make the weapons as realistic and true to life as possible and if a weapon is deemed overpowered they can simply control it with the new loot system. Real life has a way of balancing itself. In order to do this they need to completely redo the way accessories work. no more - Bipods affecting accuracy - hand guards and stocks affecting accuracy - compensators and flash hiders affecting accuracy Just give the stock gun the same accuracy that it has in real life with its most common load. Only allow attachments that are realistic and make sense aka no mosin nagant with a 2k dollar variable power optic. Above all adopt weapon handling in the same manner that ACE does this results in realistic and satisfying gunplay. http://www.youtube.com/watch?v=wjKG-x0lIEE
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Ruger 10/22 sugestion .. custom parts in the game
gibonez replied to kataro's topic in General Discussion
That is as customizable as I would want it. -
The stocks and handguards could have handling effects too but more importantly could have affected weight and fatigue on the player. Some mappul handguards also have storage for batteries. Buttstocks should have affected things such as time to iron sight and weapon sway. Accuracy is just silly.
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They would also be hard to use. I can only realistically see them being useful for perimeter defense once base building is in and for setting up ambushes on roads. quick way to disable a vehicle then unleash tons of firepower on people.
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Yea the attachment system is complete crap. So poorly thought out. No only are the attachments uncorrectly compatible with the wrong weapons, they seem to take a more general use approach but they incorrectly affect the way a weapon handles. Instead of only affecting the handling of a weapon the attachments incorrectly affect accuracy.
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WOA what ? 5k dollars ? Jesus why even include it into the game then ? who in their right mind would purchase one of those rifles.
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One must only ask themselves would it make sense for such a weapon to be in that region ? Answer to rpgs and mortars would be yes. RPG7s are widely available in eastern europe and so are light and heavy mortars. Mortars would fit perfectly fine if they are treated like ace and actually require skill no crappy vanilla mortars. http://www.youtube.com/watch?v=Y84kW-rN61o One upside of including mortars is you can then craft the mortar shells to make IEDS. People should not have a problem with military weapons being included in the game what should be a problem is the inclusion of weapons that would make absolutely no sense in the setting. Weapons such as the -Barret 50 cal - Scar rifles - Aug rifles or any other number of western exotic rifles or weapons. The pkm while a military weapon fits the setting perfectly and if treated exactly like it is in real life would be devastating at intermediate and long range but would absolutely be terrible at short range. The most vital feature to making lmgs work however is the removal of the current bipod mode and instead adopting the ACE mod style weapon deployment and bipod deployment system. http://www.youtube.com/watch?v=wjKG-x0lIEE Watch this for more detailed info This method of weapon resting absolutely demolishes what is currently in stand alone.
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Lets post some more PKM footage. Notice how the belt does not break apart and instead stays in tact. Another cool thing to notice is that is nowhere to hold on to if you were to fire it standing or crouched you would burn your hand holding it like a traditional lmg. Only 2 ways to fire it standing unsupported are by holding on to the deployed bipod or holding it underneath in front of the trigger guard. Both result in lots of arm fatigue and weapon sway.
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I thought they could even control it even further. I thought it was in their power to say spawn only 50 pkms across all of the servers if they wanted to. Hence only 2 revolvers being spawned across all servers for a little while back.
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LRS would not work without some gunsmithing and machining. Does that honestly look like something a survivor could do out in the field ?
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So does the new patch that "corrects" bullet ballistics fix the extremely unrealistic and un authentic weapon behavior and characteristics ?