Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
Hillarious DayZ video..GET OUTTA MY TRACTOR
AllTheWhine replied to ZeePalin's topic in DayZ Mod Gallery
im a newb but from watching videos you must put in different parts like engine parts to make your vehicles stronger otherwise the first time you hit something its gonna go boom! -
Hello DayZ survivors and bandits. I have decided to create an official group / clan after many hours of cooperative gameplay with some friends. We decided that it is time to achieve bigger and better things, and most importantly meet and play with more people. Group play is where this mod shines in my opinion. With that said, let's get into the meat of this thread. The Dark Brotherhood -=|DB|=- is a newly founded group that wishes to foster a rich and competative group playing environment for it's members. This is about creating friendships and memories in this infected apocalypse. Rules: Rules of engagement - case by case basis - no punishment for being a bandit, but please don't shoot unarmed players. Age requirement - Minimum of 16: 18+ prefered. I will not tolerate immaturity and stupidity. Communication - Working and clear microphone is essential. We will use TS3 and Skype (subject to change) Residence: North America with clear and fluent English. No disconnecting to avoid PVP death. No hacking or serious exploiting. We are looking for semi-active, mature, players who are seeking a positive group playing experience. That's it, happy to help new players with moderate experience. Group Goals Secure and defend a remote and suitable base of operations. Obtain, maintain, and USE vehicles effectively. Not interested in pointless hoarding. Search for and Ambush other groups. Effectively use scouts and patrols to ensure group safety and find suitable targets. Non-lethal robbing and harassment of players, for fun. Perhaps assassination missions. Host a home server. Make good friendships and memories. Interested? Reply here or shoot me a PM with the following information. Age: Name: Location: Time Zone: Current survival record: Reason why interested: I will get back to you with further information about joining up with us as soon as possible.
-
i though you couldn't pick up other players tent, only loot them. Something similar could happen with the vehicles, and the player could have the option to lock it or not. To repair a vehicle you need tons of stuff, to steal one it doesn't sound bad to need only one (toolbox).
-
US 709 admins taking advantage of their power.
Legacy (DayZ) replied to chaossound's topic in Mod Servers & Private Hives
Post Deleted Admins can not spawn in any type of gear or vehicles. Interesting chopper though. -
Well, I made it into town with my friend.. had a line on someone, but he didn't shoot back. Unfortunately, I had a broken leg from a zombie hit so we needed to find a hospital. This guy led the way there, and I followed. Honestly wasn't sure if he was trustworthy or not, but he didn't shoot when he had the chance so meh, whatever. Let's see what happens. He communicated he was also friendly and we had about a 2 minute brief talk about the hospital more or less.. he decides to join up with us and leads the way Finally (after FOREVER of crawling) we get to the hospital. Once we got there, I started getting swarmed by zombies. Joe (my friend) is helping me defend when all of a sudden Joe eats a bullet.. and obviously - I get one just as fast. Turns out he ran up into the hospital and sniped both of us out of spite. Initially pretty agitated because of the dick move (I don't care what some of you say about "in the real world ___" because that's honestly not accurate.. coming from a Criminal Justice field I can assure that). - I honestly wouldn't have been as peeved had he just blown us away right when he saw us.. but the fact it was all pre-meditated is just wrong, really. Obviously not everyone is going to be a "sportsman" about killing players, but griefers are always sad regardless of what game you play. Whatever, day two rolls around. Round two. Today we're a little more cautious, and we're both avoiding other players (I've seen several and did not fire at them.. they had no idea I was there). Hit a small airfield, and I hear someone shoot nearby.. like within walking distance, so I tell Joe to be at the ready and I'll check it out. Lo-and-behold there's a guy sitting in a the bay next to us.. leaned out and watching as if he's waiting for someone. I crawl out towards the cover and get a straight shot at his backside. Joe gets into position beside the wall/corner and also lines up. I state "friendly, do not engage" ... he turns around (he was messing with his bag). He sees us. Couple of seconds go by.. nobody says anything because he didn't respond. This random guy cracks a shot off a Joe, and Joe hits the ground bleeding really bad. He follows off another shot and it hits the cover in front of me. I return fire with two Enfield rounds into him and send him to his maker. Had no intentions of shooting him, but that sealed the deal there. I then run over to Joe and patch him up with one of the blood bags we found at an earlier med station. Start digging through his stuff, and he's loaded... ALICE pack with an AK47, six mags, a revolver, seven .45 ACP mags, map, compass, binoculars, blood bags, food, etc.. the works. Not a bad find.. too bad he was a douchebag preying on newer players. I watch the deathlogs and it shows him dying about 5 times in a row. My guess is he was force spawning himself to get back to where he was at. Come to find out somehow Joe got credit for killing "the bandit" even though I plugged him.. heh. Case and point? You don't need to shoot everyone you see.. they need to do something about the bandit system though, as I think it's inherently broken.. at least make it to where it lists which PEOPLE are bandits so I know which names to look at for. Something. Either way, I think it's a fun game for what it is. We're out in the woods now avoiding the areas where snipers are known to lurk, but I think we'll be testing our luck soon at one of the airfields. My guess is we're going to need to clear it methodically, or we're going to end up bumping into a sniper and get taken. For an alpha - I'd say it's decent. Getting around to play it was a chore, but it was worth it. I'll continue playing. The only thing I DON'T like is the amount of PITA for vehicles. Hunting around for parts is probably realistic in some cases, but why send you all across the map for a car?? You'll probably die before you fix it.
-
I was thinking it would be cool if when a player repairs a vehicle it would be locked and only he can use it (or players in his team, if team features would be added), and other players would need X item in order to steal it. Something like, the player who repaired the vehicles has the keys, and other players can get the vehicle only if they have a toolbox to hotwire it or something like that. Right know to get a vehicle repaired and working it take a lot of items, so it makes sense that to start a stolen vehicle you would need at least one item like a toolbox.
-
Multi Map Dayz - linked servers.
Deviant (DayZ) replied to Strategos (DayZ)'s topic in DayZ Mod Suggestions
SO many reposts. Read other posts before you post please. How would vehicles go from server to server? Could you not just "camp" on the "entry zones" of the servers, and than just shoot anyone loading in? ;\ Resources required to do this would be enormous. -
Hey, Yes, I stopped the server for now. Saw a lad spawning a Heli, and vehicles, and then some time after that we all got killed (didn't see the nuke though).
-
That is a regular or recruit level server. The glowing shows off vehicles as well as players. Avoid these servers. Anywhere you go, anyone can see a nice big glowing circle where you are. Stick to Veteran servers. All that is turned off.
-
[BB CORP] Now Recruitng (NEW CLAN, LOTS OF SPACE)
Cosmic4 posted a topic in DayZ Mod General Discussion
ABOUT US Hello! My friend Sephka and I have started a new DayZ clan called BB Corp. (Blue Bandits Corp.) We are going to be playing the bandit play style, kill anyone that isn't us. We want to be productive and get things done, such as setting up multiple base camps on multiple servers, getting vehicles, and having fun while doing it. We are looking for players that can joke around, but can also be serious when we get in a firefight or raiding a high threat area, such as Stary or NWAF. We are also going to have different roles for each player, so that we don't have 5 people fighting over who gets to be the sniper. We hope to talk to you soon! MINIMUM JOINING REQUIREMENTS 1. Must have a quality mic (Not fuzzy, not a lot of background noise) 2. Must be able to participate and play a lot (Not gone for days at a time) 3. Must of had the game for 1-2 weeks, and must be willing to learn. 4. Must be able to be serious when in intense situations. CONTACT INFORMATION My Info: Steam: Vinchenzo004 Skype: anthony_Rayd Sephka Info: Steam: Sephka -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Martyr replied to Denuth's topic in DayZ Mod General Discussion
I guess I have a few more things to add. 1. Zombies running uphill when you have to walk, mildly irritating. Strafing at an angle usually solves this. 2. I thought that they made it so you could run away from zombies now and eventually lose them? I haven't been able to do so yet. 3. The aggro factor of the zombies has been heightened. Zombies see me, when their on the side of a house and aren't even in view. Crawling through a town the size of Cherno would take forever. Crouch walking was great, and i do miss it. 4. New people to the game are going to have a HUUUGE disadvantage now with how quickly zombies aggro. Starting weapons (even a melee weapon) should be brought back. Even though I didn't play the game when you started with a Makarov. 5. More vehicles, strewn about the map. Not really suggestions, just statements. First: This game couldn't ever pertain to real life, vehicles would be numerous, and weapons would be anything that was heavy and blunt. Also, zombies aren't exactly scientifically studied. Their habits and mannerisms are open for interpretation. Second: You can't ever win this game, so don't be so sore about dying. It just opens up the opportunity of finding better or different equipment. (I die a lot, but also live by the shoot on sight creed) -
Is the average life expectancy accurate for you guys?
Deathwalk replied to kirak95197's topic in DayZ Mod General Discussion
Lmao, my friend and I have found over 6-7 vehicles that were fully functional & even had some gear (aka owned by players) while we have only found I think 2 vehicles that were new spawns. If you know where to look, it's actually quite hilarious how many things you can get without ever going near a town/killing a zombie. -
After a hard day in DayZ, me and a few friends used to kick back in the Takistan Armex Armoury and test the weapons and vehicles. Since playing DayZ 1.7.2.2+ it's been unable to load, as if the data has deleted some required files. Is there a simple fix for this that doesn't require a full reinstall?
-
I see roads littered with broken vehicles - it would be nice to see items in the trunks or even just on the back of pickups etc. Atm they're just boring props :(
-
It's a server setting. If you can see yourself on the map (little blue circle) then you will also be able to see zombies (orange), other players and vehicles. The behavior is unpredictable and the range is odd. Sometimes it seems to be only a few hundred meters but I have absolutely confirmed a vehicle on my map from over 1000m away. My advice is to avoid these servers. It's hard enough to keep a camp without people being able to spy it through the trees from a mile off.
-
Yes! This video is what I was thinking of. Obviously the soldiers wouldn't be as well geared up/clean as the bases are overrun, these soldiers are guys who survived by running/hiding. They're covered in blood and dirt, just like the zombies. However unlike this video, I don't think the soldiers should leave the roads, this would make it impossible to avoid them and being shot in the middle of nowhere. It's also good to hear the human AI is this good. As for the difficulty of killing them - I think they'd be soldiers with training, they'd try manoeuvres such as flanking right? Regarding the use of vehicles, I don't think we should make vehicles easier to obtain, even if they are soldiers, the idea is that they're ragged and worn down, these guys retreated when shit hit the fan, they only have their default gear and things they've obtained whilst travelling. Does the current AI also include talking? Maybe idle talk whilst their walking about the zombies etc? As for your similar idea, it sounds very resident evil. I don't think the government would endorse mass killing of uninfected people without the use of a tactical nuclear device. Chernaraus would be nothing but radioactive dust if the Czech government still existed. No, I think that the governments of the world were overrun too quickly, just like in 28 days later. I think it should be ordinary soldiers who are just scared shitless of the infected and have seen the worst of things that can happen. Think about the soldiers in 28 Days Later, they want to rape those women because they haven't got any. Of course things like this would happen. Heavily armed guys like soldiers would probably even become roving gangs of trained bandits. Hence why they should shoot on sight anything that moves. I would like to suggest they take hostages, but it would be a very high expectation.
-
I once made a pilgrimage to Green Mountain in hopes of bountiful loot and armored vehicles. As I approached the gates I thought "odd, there's not even a single zombie here, only dead soldiers...." Mere meters into the perimeter as I checked each building's doors to see whether they were locked or not, a terrible growl emanated from within the radio tower.... Zombies began shambling from its hellish doorway and locked their flesh hungry eyes on me. Frozen in place, I stared in horror as these monstrosities gathered in immense numbers.... a couple, five, a dozen, two dozen! Suddenly I heard a sickening *CRRRRUNCH* as my legs were broken, and my meager weapons were helpless to fend off the horde as I watched them horde around me, my warm flesh already dripping from their broken, rotten teeth.
-
Chernarus Quarantine Force {CQF}
Timberfox replied to [email protected]'s topic in Clan / Group Recruitment
That is great, i'm glad. Just treat our group as a roleplaying group of bandits, who play on the same servers as your guys. Once we begin to suffer losses on your servers, we'll likely move on. A lot of times, when we are low on gear and supplies, our bandits hit up your survivors to replenish. Sometimes when we are geared up, we know we can try to take vehicles, so we hit your survivor's vehicles. We only represent a tiny portion of the attacks against you, but dealing with our bandits will be easy; make it more trouble than its worth, and we will move on. You definitely have enough players, and i think with alittle more organization on the squad level, you'll quickly be able to counter us a lot more. Smaller squads, with a designated leader who knows, who and where everyone is will eliminate most 'bad' fights we've been having, where its almost one sided. Also, i think turning off player tags will help force better communication and situational awareness from your guys; especially since people can freely use your tag to begin with <_<. ~Timberfox -
Well...I was exaggerating a bit with the "before anything else" =P. But ATV's are one of the more readily available and easier to find vehicles in the game so I think they should take somewhat of a priority.
-
Sunday 7/15: I'll begin with a recap of recent events in Four's life, glossing over the less interesting bits. Over the past week Four has been doing a lot of map running, checking deer stands and looking for helicopter crashes. I found a place that I deemed suitable for a tent, so Four deployed the one in his pack, and then slipped the extra hunting knife and matches inside along with a couple of cans of food and a cooked steak. He also chopped some firewood and threw that in there as well. This stuff may or may not be there when he needs it, but he'll check on it and add to it from time to time if he's close by. Four did eventually stumble onto a crash site very close to where he'd found one previously, a ways outside of Grishino. After using almost an entire clip of silenced M9 rounds to get close, Four located a FN FAL and two mags near the wreckage. Reasoning that the silenced ammo wouldn't hold out much longer, I opted to finish out the clip on the closest zeds, and then I had Four drop the M9 in favor of the FN FAL. Looking back now, that was a huge mistake. I was afflicted with "loot fever" after finding a semi-rare weapon. But the simple truth is that the FN FAL's best use is as a player killer, and that is not Four's mission in life. I absolutely should have kept the M9. I found myself wishing for a silenced weapon on multiple occasions after having left it behind. I also visited the NE airfield at one point and was underwhelmed. Two hangars (think deer stand drops), an ATC building, and one or two crappy little outbuildings. Four picked up a couple of AK mags there. In fact, he found AK mags in a lot of places and is fairly swimming in them now. I think he has nine of them, and is now passing them over due to lack of space. Shortly after this visit I saw a YouTube video of two guys sniping this airfield from a hill about a million miles away. Given the risk - a huge open space surrounded by all kinds of potential sniper positions, with little to no doubt as to where the unsuspecting players will be found if they show up - I won't ever return here. There are much better places to get the same sort of drops. Four is now on day 20 of survival. Although I've obviously been playing carefully, I'm not shy about going after things that I want, and frankly did not expect him to have lived as long as he has. So, I decided to celebrate his 20-day anniversary by stepping up my game and giving the NW airfield a try. Four might find a fun new toy there, but more importantly, I won't feel as if I've really played this game unless I visit the place at least once. It's a rite of passage, I think. Four was very far south on the western side of the map when I decided this. So, I opted to move him straight northward, a path which offers plenty of cover as well as close proximity to a lot of deer stands, and then hit the pond by the road way to the north of Lopatino, finally swinging SE back to the airfield. He had barely begun the trip (casing a couple of barns west of Zelenogorsk) when I spotted a tent! Unfortunately, though, it was empty. In a bad spot, too - anyone planning on hitting the barns from the safety of the woodline couldn't help but trip over it. Before talking more about the barns, I should mention that Four ran into a couple of boars along his route, and would have liked to butcher them to replenish his meager food stores. But, in both cases the animals were located very close to a population of zeds, so he refrained. I think I'm witnessing natural selection at work, here. The players have eaten most of the stupid animals, and the smarter ones that are left have figured out that it pays to stick close to the new zed overlords. It's a perfect symbiotic relationship: the zeds only eat people, so the animals are safe. And animals attract the attention of hungry survivors, which makes the zeds happy. If the zeds do manage to nab anybody, whatever's left of them after the meal draws the blackflies away from the animals and fertilizes the ground, making for better grazing. Zombies and farm animals - a match made in heaven. Upon entering the first barn, Four spotted a glitched rabbit that was stuck in the floor. Perfect! There were a couple of zeds at the other end of the building, so shooting was pretty much a given anyway. Four dropped the zeds inside, cleaned up the half dozen or so attracted to the noise, and then ended the rabbit's suffering. After gutting it, he found a soda and drank it. On the move again and finding nothing of note in the deer stands, Four eventually arrived at the pond. I was just crawling him down to the waterline when I noticed a bus sticking out of the trees nearby. I quickly backtracked to some cover and proned Four there for a bit, looking for signs of life, but there weren't any. Good! If he's going to die in the near future, I want it to be in a blaze of glory at the airfield, not filling up his canteens in the middle of nowhere. Four quickly visited the watering hole and then crawled on over to the bus. Ooh.. there were THREE tents here. And they were anything but empty. The first was clearly the food tent - it was loaded with cans, drinks and steaks. I had Four eat one of his own steaks and replaced it with one from the tent. Tent number two was the medical one, filled with blood bags, painkillers, morphine and the like. Four was already pretty well stocked in this department - he'd even tossed his third dose of morphine to make room for another AK mag a while back. And the final tent acted as the armory! The stuff was decent but not great. A vanilla M4A1 and STANAG mags - nice, but pass. A Winchester and slugs. Four had loved his Winchester, but he'd be sticking with the Kobra. Some Draganov(sp?) mags - what are these for? I'd seen some in an ammo crate at the last chopper crash. But then... a suppressed MP5! BOOYAH. There were no mags for it, and Four had dropped the one he'd found earlier to make room for an AK mag. That wasn't stopping me, though. I crawled him off into the bushes and dumped the FN FAL and its two mags. If the owners of these tents found them there, fine - but I didn't feel comfortable leaving this PK rifle right in their tent for them. Bad karma. With space now available in his pack, Four crawled back to the tent and grabbed the MP5. So what to do with the bus, then? I had a thought: I'd always wondered what I'd find if I continued north up the road past the pond N of Lopatino. It just seemed like a lot of effort and bother to find out. But with a vehicle? Easy! Four hopped in, but I then immediately changed my mind when I saw the banged up state of the windshield. I could barely see out. Never mind - I'd explore that road if and when I found a more suitable vehicle. On the subject of more suitable vehicles, what's with the love of buses, anyway? Vehicle hoarders: they make your camp stick out like a sore thumb! On the run up, I'd been debating internally about whether it made more sense to hit the airfield during the day or during the night. At first glance, night seemed like the safer bet - cover of darkness and all that. But then, a player who'd frequent the airfield also seems like just the sort of player who'd have NVGs as well. I might be putting myself at an even bigger disadvantage. In the end I reminded myself that Rocket or some staff-type person had at one point said that only 2% of the player population possessed NVGs. That's too small a chance to worry about. Night it is. There's a deer stand east of the airfield, so I thought I'd check it and then leave Four parked there for an early morning incursion (say, 4:30 or so) before work. Upon arriving in the area and looking for the stand, I spotted a helicopter crash site! Being in the open this close to the airfield made me nervous, but I disregarded that fear almost immediately. Four is never going to hold that Bizon again if he passes these things by. So, he began his approach. Fortunately there was a line of trees extending almost all the way out to the crash site, so he was able to approach under cover. Four was exposed while investigating the wreck itself, but no risk, no reward. Unfortunately I wasn't able to locate any loot at all around the bird. After trying repeatedly for a while, withdrawing as needed when the zeds drew close, I finally gave up. Four located and check the stand (nothing good) and then signed off for the day. Health: 12000 Zeds/Survivors/Bandits killed: 249/0/0 Future goals, in order of priority: NW airfield.
-
I thought I would put my thoughts on weapons, having used them all over the course of 4 months in both in game and in ARMEX training facility. Trying to master the nuance of each, and apply that skillset to Dayz. Some of these thoughts are subjective, and an iron sight that someone does not prefer might be just the thing for another player. With server settings being so dynamic, depending on your criteria for servers results may also vary in this way. It is my thoughts that balance in dayz takes place over a continuum of anti-zombie versus anti-player with the balance of noise versus power. Side arms: Generally used verses Zombies, side arms are quiet, common and fit in a unique secondary slot. Glock 17: The Glock 17 is a 9mm, making tied with other 9mm for the quietest gun in the game. This gun has a 17 mag clip, a flashlight and is accurate with clear easy to use iron sights. It can also load m9 ammo, which gives it some scavenge versatility as well as an option for m9 (SD) for aggroless shooting. Great for the slow player who will shoot zombies in the head while they shamble slowly, it is a versatile and useful weapon made slightly less so by dayz server abundance making flashlights less and less needed by cherry picking day servers. The drawback to the 9mm is its lack of power and without headshots will lose much in ammo efficiency verse zombies and ability to drop targets fast in panic situation. M9: The M9 comes in two variants, silenced and regular and has a 15 mag clip. Unsilenced its usefulness is questionable as it lacks the versatility in ammo that the Glock 17 provides as well as the flashlight and while having clear and accurate iron sights still seems like its increased rarity is unwarranted. Silenced however it provides a miniscule sound signature to both players and zombies provided you can keep yourself using the rare m9 silenced ammo. M1911: .45s are very popular as of this patch as for a very slight increase in noise over 9mm you have the ability to drop zombies with body shots which helps in panic situations and situations where your characters aim is too shaky for headshots. The M1911 has 7 shots per magazine, and fires very fast making it also deadly to players in ranges where its inaccuracy will be mitigated and will lead players to passing out more often due to its stopping power. It also has the advantage over 9mm weapons that its ammo is more common around the map, and revolver ammo can be converted to M1911 and vice versa leaving little doubt as to why the M1911 is a popular and powerful sidearm. PDW: The PDW is an interesting weapon as it has the most ammo versatility in the game and can take every 9mm magazine in the game including MP5 and MP5 SD. Full auto it can spit bullets at a ferocious rate, mitigating the usual 9mm problems of not terribly good in panic situations at the cost of massive ammo consumption. The iron sights are not great, and while sneaking and slow playing headshots will be slightly harder to get than with its 9mm cousins but players in servers with crosshairs will do fine here. It has little stopping power for players, but it does have lethality so expect to drill a player for at least 10 bullets and don't stop shooting till he is dead. Revolver: The revolver is the more accurate, slightly less deadly cousin of the M1911. It holds one less bullet, shoots slower but is more accurate than the M1911. This accuracy can lead to longer range lethality to players via headshots and less misses verse zombies. 6 accurate shots per clip with the revolver or 7 shots at slightly less accuracy per magazine on the M1911 is a subject of much debate for ammo consumption efficiency. Both are very popular and powerful and I think it boils down to what you want and need out of your sidearm for which you prefer of the .45 caliber side arms. Makarov PM: With new found understanding of weapon damage, the much maligned Makarov only problem is it lacks the accuracy to reliably headshot like the 9mms and it lacks the body shot stopping power of the .45s. It is a midpoint that is not terribly useful as it does more damage per shot than the 9mm (2000 vs. 1389) for the same noise radius as the 9mm and is much less accurate with only 8 in the chamber. In a vacuum one could put two players close enough where its inaccuracy was irrelevant and fight the Makarov vs. a M9 or Glock 17 with no headshots for either side, the Makarov would win. Combine that with its super common ammo and you have the only possible advantages of the Makarov has over its competition and is generally and correctly seen as the weakest sidearm in the game. Assault Rifles: Assault rifles are the jack of all trades, master of none having a very high damage to noise ratio. AK-74: The AK-74 is a common and easy to use AR with not a whole lot going for it in comparison to the others in its class besides its ubiquity. It has easy to use Iron sights zeroed at 300m, which is its biggest drawback as at 300M headshots or inefficient fire is required for lethality. It takes 2 body shots to kill a zombie, and so suffers from harder to manage close range due to its higher zeroing, combined with the entire classes lack of a 1 shot body shot it still manages to be perfectly capable of killing zombies and players without bringing the horde down upon you with its class wide reasonable audible range. AKS: The AKS line is in my opinion, an improvement upon the AK-74 with the 74U variant zeroed at a more reasonable 200m and the Kobra having optics that when understood can do anything from 100m to 300m+. This makes it easier to get headshots as less compensation is needed for close range and 200m is about the maximum range most players would even try to shoot this class of gun at a person due to the massive bullet damage loss at ranges beyond that. The AKS-74U also has an amazingly short barrel that makes small corridors easy to navigate, and seems to have an even smaller barrel length than a sidearm due to a few nonscientific tests in the Cherno apartments! M16: The M16 is one of the more interesting guns in this class, and represents the worst and best in the class. The M16A2 and M16A2 M203 are in my opinion, the worst two guns in the class. Zeroed at 400M, these guns require massive compensation in close quarters, have no full automatic fire, the M203 makes the iron sights even harder to use and an M203 is not even lethal in one shot (it will however knock the individual out). The barrel length can be hard to manage in some buildings and even without an M203 I find the iron sights less useful than the AK-74. The gun however is very accurate and the M16A4 ACOG is when the weaknesses vanish and turn into strengths. The ACOG can effectively shoot at 100-600m and with headshots can even counter snipe. Servers with crosshairs beware; the M16A4 ACOG in the hands of a master is a player who can threaten all ranges without the worry of a zombie horde descending upon him. The M16A4 ACOG however is sadly super rare, and only available at barracks spawns. M4: The M4 and its variants are very popular, and for good reason. More accurate than the AK and AKS, yet having a faster rate of fire these guns are deadly. Having the ability to load SD rounds also gives the M4 line an added benefit in versatility if they want to take shots at zombies or players without the worry of alerting other zombies in the area. These guns come in many flavors from the SD version which trades inability to use regular Stanag magazines for miniscule noise to both players and zombies, to the CCO editions which have optics that make compensation for the 300m range a breeze. The M4A3 features camo and an added flashlight from the regular CCO. And the M4A1 HWS M203 has a unique optic and grenade launcher. The barrel length is also shortened in comparison to the M16, making it easier to use in small buildings. The Vanilla M4A1 is still a useful gun, it trades higher lethality for harder to use iron sights in comparison to the AK and can also use Stanag SD for aggroless combat but the rarity of the gun itself and ammo might chase some towards the AK line. Battle Rifles: Battle rifles are loud, lethal, and useful for killing players but far less noise efficient in terms of zombies. AKM: Common as dirt, the AKM is an amazing gun in its own strange way. Having the ability to kill zombies in one shot, while maintaining 30 rounds in the clip this gun can be used to clear towns out of zombies. It is relatively loud, but no matter as the ammo is very common and putting 30 zombies down in one clip makes it one of the most efficient ammo users in the game. It has the puzzling ability to be zeroed, which makes it super easy to use if you are willing to zero it, and also makes it a laughable sniper rifle if you use zeroing in conjunction with binoculars. Shooting the AKM can be dangerous proposition verse players as it is loud enough to bring a horde upon you and not as decisively lethal as the Enfield, the m14 or the FN fal. Lee Enfield: The bandit’s choice, this gun will either kill you outright or knock you out at ranges up to pixel shooting (say 500m). This however is also known as the dinner bell as every zombie in the radius will be descending upon you after firing. This weapon is also very easy to find as it is found in barns and residential areas making it a very common weapon. It holds 10 bullets in a clip, does an absurd amount of damage but does not fire very fast. Many bandits with this weapon choose rooftops as it makes the zombie agro less of a problem and renders them scope less snipers. M14: The M14 is a very deadly weapon, capable of fire as fast as you can click this semi-automatic battle rifle comes equipped with 20 in the magazine as well as optics for target acquisition putting it above and beyond an Enfield as it is substantially quieter and more versatile and only nominally less deadly. Rarely killing in one shot, it will however knock players out in one shot and kill in two. This gun while appearing at all military spawns it is rare and far less seen than the enfield but not as rare as the FN FAL. FN FAL: The FN FAL is only seen at helicopter crash sites or the northwest airfield and thus is a very rare gun with very rare ammo. With no optics this gun has some pros and cons in comparison to the M14, but what it lacks in optics it makes up for in having a burst fire mode. It has 20 in the magazine and has the same noise radius as the M14, making them very similar guns. It also can come with night vision optics, in my four months of playing I have never seen this gun with night vision optics in the wild and only found one on a cheater making it hard to speak much about the effectiveness of the NV. Winchester 1866: Many probably would put this gun in the shotgun section, but besides the icon for the ammo I see no reason to classify it as a shotgun as it shares just as much in common with battle rifles as it does with shotguns. The Winchester 1866 is a very common gun and the little brother of the Lee Enfield, it trades the pure power of the Lee Enfield for having a larger clip/magazine (any gun enthusiasts know which one it is?) having 15 shots available before reload. It will take 3-4 shots to kill a player but they will fall unconscious in two, making it somewhat deadly but due to its slow rate of fire it will often lose in close quarters. It has an audible range just shy of the AKM, making it loud enough to make trouble but not loud enough to get itself killed. Sniper Rifles: Sniper rifles are definitively anti-player and feature scopes to take players out from ranges safe from zombies. CZ550: The beginners’ sniper rifle this rifle features zeroing adjustment, with no variability in scope sight. The Chevron reticle is very versatile when mastered, and mastery will be required if you are going to counter snipe some of big dog sniper rifles such as the AS50 or M1017. The damage drop off over ranges of 300m seems to be severe so headshots will be required at those ranges if you are going to counter snipe, as given enough time many snipers will simply alt-f4 sadly. Found in barns, the CZ550 while more rare than it used to be is not by any means impossible to find and can start your career as a sniper quite nicely. While loud the CZ is perfectly capable of entering large areas and sniping from the ground, having the same noise signature as some of the battle rifles it can be used well in conjunction with a squad who will help clean up the mess made by shooting the gun. M24: Essentially a better version of the CZ550, this gun can also be zeroed, has a great scope and can also be used in a squad setting. It holds 5 in the clip, and has the same noise level to zombies as the battle rifles. It can only be found in military spawns however, and its rarity makes many uneasy entering a settlement with such a rare gun so many prefer the larger sniper rifles and the DMR to this. DMR: The DMR features mil dots for precise shooting, has variable zoom for super long range, has a reasonable noise level. This gun is essentially the dedicated over watch version of the M24. It has 20 bullets in the magazine, and this ability to put many shots downrange helps it compete against the larger caliber brothers such as the AS50 or M1017. AS50: This gun is ridiculous, one shot kill on any part of the body and while it will attract zombies from obscene distance is actually rather quiet to other players at least comparatively. It features mil dots, a variable zoom scope and has much less recoil than the M1017, rare to the point of impossibility you will see this gun mostly with server farming clans or the people who have killed server farmers. M1017: The biggest sniper rifle in the class, this gun will one shot kill at any part of the body it features mil dots, variable zoom and has the ability to destroy vehicles in a few shots. With the longest zoom in the game and one of the most unique sound signatures to players this gun while rare is more common than the AS50, and is a common thing to hear in PVP hot zones such as Cherno, Electro, Starry or the northwestern airfield. Shotguns: In between assault rifles and battle rifles, shotguns are negligibly louder than assault rifles and instantly deadly to players at close range. Double barrel shotgun: The newest gun added to the game, is an interesting if not underwhelming choice for players. Slugs will kill a player in two shots to the body at close to midrange, and pellets will kill a player in one depending on how much of the shot hits the player, and at what range. Surprisingly loud to players, you will generally get an extra zombie or two for taking a shot with this gun. Able to use 2 round slugs or pellets which are one of the most common things in the game, this gun is for the scavenger who doesn’t mind quickly managing his inventory. Able to convert these 2 round slugs to 8 round m1014 and back, allows a player to hold tons of ammo in exchange for inventory space. Military Shotguns: The military shotguns are very common in military spawns, and that combined with the ability to convert 2 round shells and slugs into useful military grade ammo allows a scavenger to keep the military weapon in working order via residential spawns without the added risk of banditry that military spawns produce. This however takes much inventory management and backpack space, so results may vary. The Remington features a flashlight, and very minimal iron sights in exchange for the extra rate of fire that the M1014 will bring to the table. Sub Machineguns: These weapons are essentially upgraded pistols that go in the primary slot, with all the advantages/disadvantages therein. MP5: The MP5 has great ammo versatility, being able to use most 9mm ammo included their SD variants with the exception of PDW magazines. It is accurate and quiet and has semi, burst, and full auto trigger function. The silenced version gives up ammo versatility for virtual inaudibility to both players and zombies. This gun is great for looting of dense zombie population, but while accurate enough to engage players at range, lacks the stopping power for killing. Headshots are the only hope for winning against other players as the weak bullets and massive damage drop off at range makes engagements beyond 50m a dangerous proposition. Bizon PP-19 SD: The bizon is a very useful weapon, for the short duration you can keep it in working order. By using various game mechanics such as logging out to refill ammo and never expending a clip to 0 ammo this can obviously be cheesed to effectiveness. Whisper quiet, and having a large enough magazines to spray at a player like a machine gun with a massive 64 bullets it mitigates some issues of the MP5 by sheer quantity against players while providing the same stealth qualities. This gun and its ammo can only be found on helicopter crash sites, so it is rare to see someone using it. Machineguns: These weapons bring massive firepower, with the ability to clear a whole city of zombies but are extremely loud and rare to find. M249: The M249 is the most versatile and reasonable machinegun, being an assault rifle with the ability to have 200 bullets this thing can be kept in working order by also being able to use the much more common stanag magazines. It can fill its role as city sweeper, while also being able to do the same job an assault rifle can do, with the same noise level with some awkwardness due to the recoil and iron sights. It however takes 2 body shots to kill a zombie, making its street clearing status much less efficient than its 7.62 caliber brothers. It is also the hardest to find of the light machine guns. M240: This 7.62 machine gun is essentially a fully automatic battle rifle and can clear an entire city with its 100 round magazine and if you shoot it you will need to clear the city because zombies love hearing the noise of the satisfying (buhdadadada) and will come to you in force. This is the least rare of the machine guns and makes a very distinct sound to those that live long enough to hear it. MK 48: This is essentially a M240 with optics, its power and optics combine to make for the best street clearer in the game and while nearly completely without much practicality is it probably one of the most fun weapons to use in the game for as long as you live while using it. This gun is exceptionally rare and sought after and like the M240, shooting this gun will agro anything in the zone whether it be zombies from its noise, or players looking to steal your fun distraction. Useful links to make your own opinion: http://dayzwiki.com/...omparison_Table http://i.imgur.com/ntfgw.jpg
- 21 replies
-
- 13
-
-
The thing is, this game really does not tell you what the goal in the game is.. Or, well, frankly, I guess it does say that it is to "survive"... But it really does not show up in the actual game all that much. Its shown only briefly when you log in. At the same time the murder counts, etc. are constantly visible on the screen. Can't blame some people who don't think the survival is really the key point in the game. So.. I guess its a sandbox... You choose your own metric for success. - Some people choose the survival time. They go with the initial setting presented by the game. - Some people choose the murder count. They are the mass murderer bandits. - Some people choose the bandit kill count. They choose to be the ones who fight for the justice. - Some people choose the loot and vehicles. Its obviously the most tangible thing presented by the game and means for the other goals. - Some people choose the zed kill count. Its the only thing you can really use your weapons for, if you don't want to shoot the other players. - Some might fail to see any point in the game. They probably won't stay with it for very long. - And some just go for some totally different creative goals. I've certainly tried many of these, with varying success. The actual goal itself is rather boring usually, just some number somewhere (the only exception being the loot). So in the end, the most fun offered by the game is never actually reaching that goal (which really usually cannot even be reached... There is no predetermined amount of days that you must survive to have "succeeded"). The most memorable fun comes from all the different - usually totally unique - situations that are presented to the player while he/she is trying to reach the so-called goal. And these situations are generally the encounters with the other people in the game. Some good. Some bad. It's not about the ultimate goal... In DayZ, everyone fails, everyone gets killed eventually. Its all about that interesting stuff that goes on, trying to reach that unreachable goal. And that is why I'm taking some risks.. If I see a player, if I'm not out to shoot him, I might try to carefully get into contact with him... I might lose all my gear by doing so, should it end up badly (like it sometimes does), but you never know... And that's what makes it so interesting. I likely won't succeed in the "ultimate goal", whatever it is, but does that really matter anyway. PS. I have no idea what all of this had to do with the original subject. Nothing, I guess... Here, have some :beans: to *nom nom* before you decide to flame me for totally wasting your time with this post.
-
Whoever the owner of the camp, First of all, I want to kindly inform that all your pretty GPS, 3 X Coyote backpack, M107, M4 CCO, etc is safe. If you don't mind it is in my backpack. Your ugly tents are buried back to ground by tracktor since it is ruining beautiful natural scenary. All your vehicles are properly scrapped in same reason. Thanks for cooperating with park management. Hope to see you soon again. Regards.
-
Ok my server has been hacked. Multiple spawing of vehicles (Police Cars) Around 50 on one spot. Small heli's Lots of out game items (Satchel Charges.) What support do I have with ViLayer. Can anyone run me on how to install scripts and better protect my server. Regards Incus
-
Hoarders and Bandits Beware
BlazeN'Chronic replied to rjack85's topic in DayZ Mod General Discussion
thx for the headsup, now deploying decoy vehicles... happy pickings ;)