

Nuke (DayZ)
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Everything posted by Nuke (DayZ)
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Should we remove barbed wire in the next update
Nuke (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
No, just fix it so they dont respawn on server restarts -
thats not correct, AS50 shooting m107 ammo does same damage as m107 shooting m107 (37k) as50 shooting the nato round does 174k
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How dayz works is the damage is calculated by the type of bullet being fired, not the gun that is shooting it.
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dmr= altf4 when shot once
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aww yeah [95783] Fixed: Some sounds (esp. say) queued if played out of hearing range.
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1 makarov shot brings down a helicopter...
Nuke (DayZ) replied to Tersidre's topic in DayZ Mod General Discussion
he would have to have been in REALLY bad shape considering mak does what 900 damage? -
its an interesting map, I like that its smaller and there's more player interactions (maybe because I like shooting players but that's me) But there is a TON of military spawns everywhere so everyone can have an assault rifle within 5 minutes of spawning
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Of all the bugs they can fix they do this? has any1 found a way to re-enable sp without disabling dayz?
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Ive seen that bug once, but not all vehicles get it
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Whats the current target date?
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as50 all the way, it shoots both as50 and m107 rounds, does 174k damage with as50 rounds, and its quieter to players
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Crash Site Dilema
Nuke (DayZ) replied to oled123@hotmail.co.uk's topic in DayZ Mod General Discussion
not true, as50 shooting as50 rounds does higher damage and lower audible range also higher velocity bullets -
[DayZMod] The Dayz Statistics thread!
Nuke (DayZ) replied to Ander (DayZ)'s topic in Mod Announcements & Info
I just with the holo's sight and CCO's sights worked properly shooting SD rounds -
Bring back the unsaved false/true counter on the debug monitor. I think it would help knowing that your char is saved before you log and might bring down some annoyances of inv items being deleted
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is there any difference between AS50's own ammo and 107 ammo?
Nuke (DayZ) replied to oleg86@msn.com's topic in DayZ Mod General Discussion
why even bother with mil dots on a gun that has zeroing? -
Wasn't the L85 removed / kills on contact now?
Nuke (DayZ) replied to sicknessog@gmail.com's topic in DayZ Mod General Discussion
Yeah but the AWS has both thermal and night vision so he probably ment to write AWS -
the biggest giveaway are backpacks so I like that ghillie removes it
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What percentage of players you meet/engage Alt+F4?
Nuke (DayZ) replied to TheMachine's topic in DayZ Mod General Discussion
used to be close to 100% but now that I have the 1shot kill as50 it doesnt matter if they alt f4, they are dead -
they arent even on the loot sheet I dont think they were really added http://picacid.com/arma2/loot_en.html
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Is the PMC DLC worth it for the higher res textures?
Nuke (DayZ) replied to SG-17's topic in DayZ Mod General Discussion
I too would love to see some side by side comparasions -
I just hope that they don't respawn on server restarts like barbed wire, tents, and all that other stuff does. That's the only reason barbed wire got out of control on some servers
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same caliber = same damage
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Some clarification on server rules. (for admins.)
Nuke (DayZ) replied to thomas.bowyer@hotmail.co.uk's topic in DayZ Mod General Discussion
the only way to know imo is if is a regular server and you see their name before they disappear. Otherwise you risk punishing an innocent player -
Server hopping for resources an exploit?
Nuke (DayZ) replied to L0G!N's topic in DayZ Mod General Discussion
why do people even care? You dont magically win by having the best loot -
Me, My bike and the tents you own.
Nuke (DayZ) replied to twoinches's topic in DayZ Mod General Discussion
except on server restarts tents pop back up with a restored inventory and any vehicles not totally blown up get repaired