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Barrel Overheating.. would you want this?

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How about we fix the stupid shit first like not being able to load a mag into a chambered firearm?

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A. Read OP's primary point one more time, he is basing failure on rapid firing. If you wanna argue the mosin that sounds like another thread.

    Mosin?...wth did u read?

 

B. I see they used Silver Bear/Gold Bear bi metal for their 39 ammo, boxes I appear to be picking up appear to be XM rounds for 5.56. I have literally tons of this stuff, from all makes and manufacturers that have sat in a old leaky shed here in Oregon for 15 years, a quick wipe down with a oily cloth and away I go.

     You wipe your ammo with an oily cloth...

 

C. I keep forgetting, how long after armageddon is this game supposed to be taking place, cause I keep finding fresh fruit and veggies!

     Bananas keep for years and years. I swear I read that on the internet somewhere.

 

D. Yes shit happens, FtF's, bunk ammo, but seriously, its rare enough in reality, last time I checked this be a video game....pew pew!

     Go play cod then...pew

 

Also I could use some black magic love help for wife is good.

Edited by eskamick

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No but the rifle is decades old and has fired corrosive ammo sometime in its life.

 

The likelihood of it having some pitting in the barrel is high .

 

 

 

Balance is such an ugly word.

 

I wish they would just treat the weapons like their real life counterparts.

 

Give them their real life accuracy, power and handling characteristics then Balance it by controlling the loot tables.

 

 

I think that is what they mean by balance.

 

At the moment they are just shoved in with an "I can gun" mentality.

 

Once the dust settles on the huge pile of guns in game, things will get adjusted.

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I think part of the problem is what level of knowledge the devs have of firearms vs what a few of us know. I'll admit I'm a big gun nerd and that affects how I view things. I would like to have super realism with guns in the game but I honestly wont be all butthurt if they get things wrong.

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I think part of the problem is what level of knowledge the devs have of firearms vs what a few of us know. I'll admit I'm a big gun nerd and that affects how I view things. I would like to have super realism with guns in the game but I honestly wont be all butthurt if they get things wrong.

 

I think the bigger issue is SOME people are asking waaaay too much for a game that is being built, in all due respect, ass backwards.

 

You all want some massive in depth MMO type game, but its being built on a glorified FPS platform. There is only so much that they will be able to eek out of this game due to its natural limitations.

 

Everyone wants these hordes of zombies, deer and wabbits to hunt, all that MMO junk, and then on top of that you also want completely realistic gunplay mechanics.

 

I remember reading somewhere where the dev was talking about having a limit of things that can be spawned in game, and it seemed very much like it was 1 to 1 ratio, in other words spawn a zombie or spawn a gun, or a can of food, and such, and the limit was something along 4000, hence why there are so few zombies in the game. They have to choose give players enough crap to survive, or give you zombies to fight, and while the ratio may go up, with all the other crap they plan "wish" to add to this game, its still gonna end up more gear then zombies.

 

My feelings are those pug type MMO players will end up going to H1Z1 the minute it comes out, and the rest of us who want risk vs reward gunplay will be playing this.

 

And from what I have seen in my 200 hours of playing this game is, there are way more of us then there are of the MMO type players. You might not like it but its a fact, and it will only get worse from here.

Edited by gwartham

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I think part of the problem is what level of knowledge the devs have of firearms vs what a few of us know. I'll admit I'm a big gun nerd and that affects how I view things. I would like to have super realism with guns in the game but I honestly wont be all butthurt if they get things wrong.

 

Well Dean was in the Military so I think he has some rudimentary knowledge of firearms and their ballistics.

 

Luckily though if they live in a Country that is full of guns and one where one of the main activities is recreation shooting.

 

I really hope they do some research by going out and firing these guns and at the same time have fun.

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Lower quality weapons should get damaged even more when they overheat, but honestly I have no idea what weapon in this game could actually overheat. You should have a lot of ammo and deliberately non-stop fire with an m4 to make it overheat? Why would a proper rifle overheat after firing a whole magazine?

 

I would think damaged weapons jamming or low quality cartridge having somesort of drawback, maybe when you tape two magazines together with damaged tape it can get loose and fall off. Things like that. I recon you would have to get a LMG with 200 bullets to make something overheat so bad it would damage the gun, and I don't really expect that to be in the game.

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Well Dean was in the Military so I think he has some rudimentary knowledge of firearms and their ballistics.

 

Luckily though if they live in a Country that is full of guns and one where one of the main activities is recreation shooting.

 

I really hope they do some research by going out and firing these guns and at the same time have fun.

 

 

 

 

He apparently doesn't know shit about Ar's firing 5.56 rounds from this last patch lol

Edited by gwartham

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Absolutely want to see misfeeds and jams. Especially with non pristine guns, ammo and cartridges.

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Im not sure this would occur enough in game for it be worth the effort or time. I'm super into authenticity but you would need a continuous string of 200 to 300 rds. How often does that happen in game?

I would rather see multiple types of malfuntions such as fail to feed, double feed, and type ate malfunctions.

This, therefore i would suggest implementing some more probable failures first:

 

MakeAllTheThings.jpg

 

Cartridge malfunctions

The malfunction of a cartridge (commonly called a misfire) is the failure of the primer and/or powder within a cartridge to function as expected.

 

-Case head separation

Case head separation occurs when the walls of the casing become thin or fatigued. Upon firing the round, the case separates into two pieces near the head. It is not uncommon with brass that has been reloaded several times.

 

-Dud

A dud (also a misfire or failure to fire) occurs when the trigger is pulled but the primer or powder in the cartridge malfunctions, causing the firearm not to discharge. Dud rounds can still be dangerous and should be deactivated and disposed of properly.

 

-Hang fire

A hang fire (also delayed discharge) is an unexpected delay between the triggering of a firearm and the ignition of the propellant. Whenever a weapon fails to fire, but has not clearly malfunctioned, a hang fire should be suspected. When this occurs, the correct procedure is to keep the weapon pointed downrange or in a safe direction for thirty to sixty seconds, then remove and safely discard the round (which is now a dud as explained above). The reason for this is that a round detonating outside of the weapon, or in the weapon with the action open, could cause serious fragmentation injury.

 

-Squib load

A squib load (also squib round, squib, squib fire, insufficient discharge, incomplete discharge) is an extremely dangerous malfunction that happens when a fired projectile does not carry enough force and becomes stuck in the gun barrel instead of exiting it. In the case of semi-automatic or automatic weapons, this can cause successive rounds to be fired into the projectile obstructing the barrel, which can cause catastrophic failure to the structural integrity of the firearm, and pose a threat to the operator or bystanders. The bullet from a squib stuck in the barrel can be ejected when subsequently firing a blank round, causing the gun to discharge a bullet when not expected. Furthermore, blank rounds use a type of powder different from that of other rounds, and generate much more pressure. Therefore, the presence of a bullet or other obstruction in the barrel may cause the firearm to explode.

 

Mechanical malfunctions

Mechanical malfunctions of a firearm (commonly called jams) include failures to feed, extract, or eject a cartridge; failure to fully cycle after firing; and failure of a recoil- or gas-operated firearm to lock back when empty (largely a procedural hazard, as "slide lock" is a visual cue that the firearm is empty). In extreme cases, an overloaded round, blocked barrel, poor design and/or severely weakened breech can result in an explosive failure of the receiver, barrel, or other parts of the firearm.

 

-Failure to feed

Failure to Feed (FTF) is when a weapon fails to feed the next round into the firing chamber.

 

-Hammer follow

Hammer follow occurs when the disconnector allows the hammer to follow the bolt and firing pin into battery, sometimes causing the firing mechanism to function faster than it is designed to.

 

-Slamfire

A slamfire is a premature, unintended discharge of a firearm that occurs as a round is being loaded into the chamber.

 

-Stovepipe

A stovepipe, smokestack, or failure to eject (FTE) occurs when the empty cartridge case jams vertically in the ejection port of a self-loading firearm instead of being thrown clear, a condition usually caused by not holding the firearm correctly, or "limp wristing".

 

 

... Would require an addition of some warnings whats going on for the player though in order to prevent wall of bug reports for "Firearms are glitched!" :)

 

Edit: (this is copypasta from Wiki, no need to mention it)

Edited by Blaf

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This, therefore i would suggest implementing some more probable failures first:

 

MakeAllTheThings.jpg

 

Cartridge malfunctions

The malfunction of a cartridge (commonly called a misfire) is the failure of the primer and/or powder within a cartridge to function as expected.

 

-Case head separation

Case head separation occurs when the walls of the casing become thin or fatigued. Upon firing the round, the case separates into two pieces near the head. It is not uncommon with brass that has been reloaded several times.

 

-Dud

A dud (also a misfire or failure to fire) occurs when the trigger is pulled but the primer or powder in the cartridge malfunctions, causing the firearm not to discharge. Dud rounds can still be dangerous and should be deactivated and disposed of properly.

 

-Hang fire

A hang fire (also delayed discharge) is an unexpected delay between the triggering of a firearm and the ignition of the propellant. Whenever a weapon fails to fire, but has not clearly malfunctioned, a hang fire should be suspected. When this occurs, the correct procedure is to keep the weapon pointed downrange or in a safe direction for thirty to sixty seconds, then remove and safely discard the round (which is now a dud as explained above). The reason for this is that a round detonating outside of the weapon, or in the weapon with the action open, could cause serious fragmentation injury.

 

-Squib load

A squib load (also squib round, squib, squib fire, insufficient discharge, incomplete discharge) is an extremely dangerous malfunction that happens when a fired projectile does not carry enough force and becomes stuck in the gun barrel instead of exiting it. In the case of semi-automatic or automatic weapons, this can cause successive rounds to be fired into the projectile obstructing the barrel, which can cause catastrophic failure to the structural integrity of the firearm, and pose a threat to the operator or bystanders. The bullet from a squib stuck in the barrel can be ejected when subsequently firing a blank round, causing the gun to discharge a bullet when not expected. Furthermore, blank rounds use a type of powder different from that of other rounds, and generate much more pressure. Therefore, the presence of a bullet or other obstruction in the barrel may cause the firearm to explode.

 

Mechanical malfunctions

Mechanical malfunctions of a firearm (commonly called jams) include failures to feed, extract, or eject a cartridge; failure to fully cycle after firing; and failure of a recoil- or gas-operated firearm to lock back when empty (largely a procedural hazard, as "slide lock" is a visual cue that the firearm is empty). In extreme cases, an overloaded round, blocked barrel, poor design and/or severely weakened breech can result in an explosive failure of the receiver, barrel, or other parts of the firearm.

 

-Failure to feed

Failure to Feed (FTF) is when a weapon fails to feed the next round into the firing chamber.

 

-Hammer follow

Hammer follow occurs when the disconnector allows the hammer to follow the bolt and firing pin into battery, sometimes causing the firing mechanism to function faster than it is designed to.

 

-Slamfire

A slamfire is a premature, unintended discharge of a firearm that occurs as a round is being loaded into the chamber.

 

-Stovepipe

A stovepipe, smokestack, or failure to eject (FTE) occurs when the empty cartridge case jams vertically in the ejection port of a self-loading firearm instead of being thrown clear, a condition usually caused by not holding the firearm correctly, or "limp wristing".

 

 

So, you can copy paste from Wiki....grats.

 

http://en.wikipedia.org/wiki/Firearm_malfunction

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He apparently doesn't know shit about Ar's firing 5.56 rounds from this last patch lol

 

What was the big change this last patch ?

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 ima gonna guess

 

 

You really should not do that anymore.  ;)

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For one, (as others seem to have said) I don't think I've ever been in... or seen...  a sustained firefight in DayZ where hundreds and hundreds of rounds are being shelled out by just one man. So I'm not sure how significant it'd be on a day-to-day level without making the threshold artificially low.

 

Second, I'd really only like to see this on weapons which are designed for sustained fire (like GPMGs and LMGs). Of course, barrels overheating is a problem on all weapons, but I feel that for gameplay's sake it might just be necessary to have it be a feature of GPMGs, LMGs, and HMGs once/if they're implemented.

 

However, I do appreciate the approach which values "maintenance" of firearms in-general. And it has to, eventually, become a process more involved than - loot cleaning kit, click "use", weapon repaired. I am timid about suggesting a full-on minigame for cleaning your weapon, but I feel it's one of those manual processes which is actually deserving of a minigame.

 

Likewise, I'm not sure as to how they can implement malfunctions (and therefore, clearing malfunctions) without getting too much into the "luck" realm. As it stands now, weapon condition (I don't think I've looted a weapon in not-pristine condition ever) would have to be assigned more frequently, and it would have to be significant in some regard.

Edited by Katana67

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So.. having felt the heat myself and seen red hot and then white hot barrels in my time in service, I felt like DayZ and the Arma series would really do great with a overheating barrel feature. It could go shallow in execution or have great depth, but the overall premise is simple:

 

If you fire your weapon for too long, continuously.. it may overheat the barrel. The consequences and balances could vary.

 

It could cause accuracy loss, inability to hold weapon for long periods of time or at all if non-gloved/no front grip.

You could drop or dip your weapon in a pond/lake/ocean/pee on it/canteen water to cool it, with risk of rust damage if not cleaned.

The artwork could cause the weapon to glow red and white hot, showing degree of heat, also showing up at night.

It could damage your weapon to the point of ruined if not treated or if fire is not ceased soon enough. 

This could all be affected at high round counts, like 200-300+ or perhaps lower at around 50-100 cartridges fired. 

This could tie in with the cleaning kit, and would be a necessary thing to watch for in long gunfights.

Would give deeper meaning to having a sidearm/secondary.. rifle overheats, that is your only backup besides melee.

 

Most people do not fire their weapon that often, continuously in this game, so for the masses this would not be an issue other than the rare standoffs. But this would be a problem for those who are engaging in high amounts of gunfire over short amounts of time. In theory, a deterrent to those who choose to kill every new spawn they see in a town full of new spawns. 

 

What do you think of overheating barrels, and if you like the idea how would you like it implemented? Discuss. 

 

do you seriously hope that this will be implemented, when mosins use x51mm ammo and m4's get 800% more accuracy with certain handguards?

 

i'm all for it, but dont superestimate the people behind this game, they dont care for realistic features at all.

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Never thought overheating is a problem for a rifle, just the machineguns, and even so, you can change the barrel very quickly, and the machineguns are pretty rare, so I dont think its such a great/necessary feature.

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In this case, all sorts of gun features should be implemented, like manual round ejection, that takes multiple tries, or your gun explodes when you fail to do it right.

 

 

 

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Hello there

 

Whilst I dont imagine the majority of weapons will be prone to that level of overheat, it is something Id like to see implemented for LMG/HMGs etc

 

In fact Id like wall weapons to have more functionality rather than being pointy boom sticks.

 

RO2 goes someway towards this and so does the original America's Army and Games Like Receiver.

 

But then Again, im a bit of a gun nut. I used to adore field stripping down my 1911 blindfolded as a kid (very easy really but I thought I was cool at the time), so i get excited by ammo, It may not be for everyone.

 

Rgds

 

LoK

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I'd like to see overheating applied to all fire arms.  While it  will have very minimal if any effect on the majority of fire arms, some of the faster firing weapons like the m4a1, ak47m, and eventually lmgs should certainly have some heating issues after firing several hundred rounds.

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One small issue: It doesn't really happen in a dayZ setting. Ammo is scarce, you need to literally burn through ammo boxes for it to even matter.

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Jamming and having to manually re-chamber your weapon via pressing "left click" again would be fantastic.  This mechanic should be affected by a combination of quality level on top of excessive weapon temp.

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One small issue: It doesn't really happen in a dayZ setting. Ammo is scarce, you need to literally burn through ammo boxes for it to even matter.

 

Now it does not but imagine a full year from now when base building is in.

 

People will surely horde ammo and are surely to have crazy firefights to defend their bases from raiders.

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I would never want there to be enough ammunition at anyone's disposal to fire long enough to overheat their barrel.

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