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mitor

Weapon damage, do you like it?

Weapon damage, do you like it?  

91 members have voted

  1. 1. Do you like the current weapon damage system?

    • Yes, absolutelly.
      15
    • I like the damage some weapons do, but other weapons need to do more damage
      65
    • No, I dont like it, it needs a complete revamp.
      11
  2. 2. Assuming you don´t like it, what solution do you like?

    • I am happy with the current system.
      14
    • Just increase the damage all weapons do, making any weapon kill almost in one shot.
      2
    • Increase the damage all weapons do, making it more realistic but without making them kill in almost one shot.
      6
    • Increase the damage all weapons do, but create a realistic stoping power, so that the one who first shoots, has the more probability to win.
      7
    • Just add a realistic stoping power.
      5
    • Make some underpowered weapons, like pistols, do more damage.
      31
    • Make weapons incapacitate players depending on what the bullet hits(e.g. being shot in the arm incapacitates you to use a weapon)
      14
    • Increase weapon damage and include stoping power and/or make localizated damage.
      9
    • I have my own suggestion, and I´ll post it here...
      3


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Definately not 1 shot kill but there should at least be a 50% chance of passing out, IMO. The amount if times I have shot someone in the chest with any of the 7.62 weapons and they got straight up to run away or log out is ridiculous. I am we'll aware that I should just hot the head but sometimes that just isn't possible dependent in the situation.

I agree with you in that I think any weapon that gets you to 4K blood should drop you,cause shock and erratic aiming but not knocked out for gameplay reasons.Fighting back when deaf and your arms are flailing is harsh enough to player who is shot and gives advantage to the shooter.

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7.62 AK rounds do 4500 atm, so it takes 3 body shots to kill. I like the idea for a 50% passing out chance. Also, if body armor of some sort is added, these bullets should have very high penetration, as they do in real life.

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4 body with a 9mm pistol at near range and a person doesn't die or completely out of commission? Tell me how this is realistic.

Increase all ballistic damage, especially pistols.

Also as soon as you get shot, there should be a delay before you can aim properly. Like a stunned phase for a second. Countless times while playing utes, I get the drop on a someone , shoot them square in the chest with a 7.62 AKM, they shake it off , take aim and manage to kill me before they check out. really?

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The game isn't meant to be 'realistic' it's meant to be an 'authentic' scenario - in this case a zombie apocalypse scenario.

If it was realistic there would be no zombies and any gun would be very fatal.

I'd be happy if they implemented a similar system to Fallout in where you can be incapacitated and have reduced effectiveness walking, running or aiming your weapon.

A few guns should be tweaked a little but overall it seems quite balanced as far as weapons go, some are obviously a bit stronger than others but they are 'high-end' type weapons.

The "game" uses damage values from the military simulator it is built off.

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Just remembered something about when I modded my own Stalker game yrs back and that is that I made the pistols pretty deadly.I figured that while yes they should take more bullets to down a person they are still deadly weapons and they should be feared.To counter though I gave them very little armor penetration so they were useless against the advanced NPC's (bodyshots)in Stalker but up against bandits(survivors) and the like they were and should be deadly. ;)

To add to this argument I think we forget something about pistols that I never see brought up and that is that they are extremely inaccurate.Extremely inaccurate and so there use is up close and personal means they have a huge negative towards them but pistols in real life will kill you from one shot to the belly in certain circumstances.And lets not forget that pistol ammo is not tapered like assault rifles but instead has large cross diameter compared to assault rifle ammo.

They suck unless very close folks...we gotta remember that. ;)

I say make pistols actual weapons again and put even the lowly Makarov at 2500 damage.5 body shots to a full health player seems reasonable to kill and removes the arcade like feel that Dayz has towards many of its weapons.Silenced at 2000damage so 6 shots and the larger pistols at 4000damage so 3 shots.

Remember folks its a game and while I love realism I think we forget a chest shot from even a .22 is deadly.So I say we add and remove to balance the weapons to add variety and reasons to choose one over another.

Put shortened assault rifles at slightly less damage but lower their recoil to give reasons to choose them.Right now the M16a2 has low/moderate recoil while the M4A1 has moderate recoil.Should be M4A1...less accurate/less recoil/less damage and raise the M16A2 to moderate recoil.

M4A1 CCO SD is another with low/moderate recoil and same damage as all assault rifles.This low noise weapon should have low recoil and lowered damage.

M4A3 should be low recoil/slightly less damage

CQB weapons=bad at distance but up close in CQB and you can lay down plenty of lead on target.

So many things can be changed to really add fun with authenticity to Dayz when it comes to weapons. :thumbsup: :thumbsup:

Edited by wolfstriked
  • Like 1

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7.62 should instantly incapacitate someone with a body shot. Don't know how detailed Arma's body systems are, but maybe separate the gut and chest. 1 hit kill to the chest (11k damage + bleeding), instant KO (at least 8k damage) and severe bleeding for gut shots (so if someone else doesn't bandage/help them, they'll bleed to death or barely escape on the verge of consciousness), maybe 4-5k damage to limbs.

Everything else should be 3 body shots max. I shouldn't have to empty 2-3 Makarov mags into someone's chest to kill them.

  • Like 2

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Hmm, I always wanted the pistols to be deadlier in any game. No fun for me if I have to shoot someone eight times or more on close quarters to drop him. Unless it's a super-zombie or wears very heavy armor.

I don't know if the developers of Arma had some kind of bullet accuracy chance/variety in their mind that randomizes the deadliness of weapons depending on where the bullets hit or not. Not that head-body-extremities-thing, I mean the chance of the bullet missing the targeted part even if you aimed at close quarters. With good luck or bad aiming some people survived four or more rounds to their body because it's only been minor flesh wounds to the sides of the body... But it's not fun in a game.

I don't want to have to put at least eight rounds into my enemy with a silenced pistol. That would be ridiculous.

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^ That sounds like you are trying to balance them out a little to much, IMO. Specifically the M4A3

it was a quick thought and I have no idea what the actual stats are to each weapon and they very well could be identical.This has happened before where people on forums claim this and that weapon is better but when you look at the game stats they are identical so its all in the heads of the players.That said....... :D

Just playing around with the M4A3 in editor and it seems very accurate.I can sit across the airfield and hit lampposts where all I have to do is judge a little for drop and then each hit is spot on.The M16 has very little drop compared to the M4A3 and I can hit the same spots without having to adjust for drop.So yeah I stick with my tweak/idea and of course bring up the M16 recoil to moderate to compensate.Probably just me but I wanna feel slightly more differences in weapons to give the game a bit more character.Maybe even adding in some more dispersion to shortened variants to add in this feel.Its funny that because in real life the weapon usually out shoots the shooter. What I mean is that you or me or any non-sharpshooter would not be able to see differences when firing M16/M4 past 300 meters.But again to give the weapons in game feel......... :rolleyes:

Edited by wolfstriked

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Exactly! People say they want realism yet they expect to survive 3 magazines if a Makarov...

I don't want to have to put at least eight rounds into my enemy with a silenced pistol. That would be ridiculous.

Right now its 14 shots from a silenced weapon. :( When I found a Bison once I got all excited and then found an infected that took 3 hits to its brain to go down.Dunno if that was a fluke though as I recall any head shot is instant death.

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People like the game to be realistic, but most of them don´t want a realistic weapon damage system.

It is ridiculous that a single shot from any weapon doesn´t with a 99 percent of probability incapacitate you, at least temporarily. This is how I see it: (Considering that in standalone fire weapons are going to be rare.) Also consider what rocket has stated about a new medical and injuries system.

-You are shot on a leg, then you partially/totally fall depending on your speed when you were shot, and to the left if it was the left leg. Then, depending on the damage (I´m sure Rocket is going to make an awesome damage system.), then you walk/run slower or even very slowly if one of your legs is severely damaged. If both of your legs are severely damaged then you are forced to the prone position.

-If shot on the arm, then your weapon falls off and you are able pick it up and use it with your other hand(depending on the weight of the weapon). Obviously, if shot on both arms you are not able to use a weapon.(Maybe depending of the damage?)

-A shot to the upper body should(depending of the distance, bullet type and part of the upper body) make you fall back or at least incapacitate you for one or two seconds.

I repeat, it is ridiculous that someone who first shots an enemy at close combat doesn´t, in the 99 percent of the situations, win the battle.

This post doesn't intend to focus on the medical system itself, but to increase the reality of the weapon damage system. I think that people who, like me, play Dayz and love Dayz for what it is, and for what it can be, doesn't want the weapon model to be dumbed down. I will suggest it in the proper section.

Edited by Mitor

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The damage amount itself is pretty OK, but I think it'll be better if it will variate and will be depended on affected body area.

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