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frenchy789

Why is the Sporter .22 so underpowered?

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What's needed is a more robust hitbox system.  As silly as it sounds, think of WOT or war thunder.  Both of those games have hit boxes within hit boxes...  What i mean by that is that the individual crew members and specific portions of the tank (engines, turret ring, ammo) are all geometrically placed within the larger hit box of the tank to attempt to simulate a wider variety of effects other than just taking damage.  Imagine if the characters in dayz were modeled in a similar manner, allowing even the .22lr to drop someone in 1 hit if you managed to hit them in the heart as an example.

 

Yea this is exactly what should be done. Red Orchestra 2 does this really well, shots to different parts of bodies and tanks have different effects (assuming they're not instantly lethal).

 

For those that think I didn't hit the guy, look up Sporter .22 on youtube and theres video evidence of someone getting shot like a dozen times and not even going down.

 

It's just a great gun IRL and has huge potential in the game so I hope it's fixed before it's forgotten about and the gun becomes a joke -.-

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A shot from a 22 will be as lethal as a 7.62 depending on where you get hit

Correct, but a hit from a 7.62 round (even the tiny .32ACP ONE) can be lethal when striking far more areas of the human body than one from a .22LR round.

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I would LOVE to see a more complex medical system that has similar effects to what you mentioned.

Get smacked around by zombie? suffer bruising, shock, and contusions

Get slashed? suffer "low" to "moderate" surface bleeding, shock

Get stabbed? Suffer "high" internal bleeding, shock

Get shot? suffer "high" internal bleeding, severe shock, etc

 

I've always thought "blood" was a particularly shitty way of measuring health and wounding. Shock and shock effects makes far more sense, and would effectively "fix" some of the gameplay problems we see, like the .22LR being particularly bad.

To make a long story short, effectively every time you are injured, no matter the severity, you suffer from shock. This shock has a physiological effect, causing numbness, lightheadedness, confusion, nausea, trembling, etc (look it up). In order to stop the shock, you pretty much have to stop the cause of shock (bleeding; stop bleeding, pain: stop pain, etc.), relax, rest, and eat and drink until you are back to your physiological baseline. Sound familiar? 

 

So, instead of a really (IMO) stupid "blood" system, we could have shock instead, which would effectively be the same thing, only with a bit more rationalization on how we can tank .22LR rounds to the chest, or survive axe blows to the stomach. Getting smacked about by a zombie won't cause too much physical "blood" damage, but the pain should be significant, enough so a prolonged beating could/should knock you out, cause trembling, dizziness (blurred screen), etc.

Getting shot/stabbed/whacked with a hammer, on the other hand, would have serious "shock" effects. If I were to take hammer to your shoulder IRL ,you wouldn't spray blood like a garden hose. You would probably (almost certainly) pass out from the pain, on top of a broken shoulder. This broken shoulder would need something like a sling to immobilize, because moving the limb would cause severe pain (represented in-game by more shock ie, dizziness, trembling, nausea, etc)

 

That way, you couldn't treat a stab would to the thigh with a shitty bandage and be good to go. It "might" stop the surface bleeding, but you would still have internal bleeding and shock to be concerned about.

Group play, first aid and surgery skills ahoy!

 

As long as they incorporate adrenaline into this new system as well I'm 100% on board with it, that would be awesome.

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Not sure what the issue here is. I might be playing a different game but I killed 15 zombies with 17 shots this morning, range between 10-80m, and the extra shots were misses rather than not enough damage to take down. You just gotta stop shooting shit in the foot. (In my experience) any shot to the chest or higher will take down a Z, even the amphibiaS (weakest gun in game?). Dunno about PVP cos I don't hang on the coast with all the CoD children, but from what some others are saying it sounds more like you need to work on your aim than any problem with the gun. Are you shooting into their can-filled vest and ruining food instead of injuring them? Aim for the neck, no helmet, no armor, no items absorbing the damage, no problem with .22 rounds.

Just my 2c.

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.22 rounds are only reasonably lethal when you are aiming for the head, if you just want to hit the Zed's body you will need 5 shots on average in my experience.

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I know about 1 headshot 4/5 bodyshot's for Zombies but in PVP it's totally useless, as other's have said bum-rushing with an axe is more effective.

 

I imagine myself playing my usual lone-wolf style, hunting small game with my 10/22 and stalking other's to see what they're up to and perhaps sticking them up if I need something or for the pure entertainment (ALWAYS use mics people!). So this rifle with a silencer would be exactly what I need, as I stated: lurking around and able to put up a fight if necessary.

 

Low profile, plentiful ammo and that chilling "puff" of a .22 LR just really appeals to me.

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the Ruger 10/22 has been a really weak weapon in every single game I've played that has it (NMRiH, DayZ, DF...)

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I know about 1 headshot 4/5 bodyshot's for Zombies but in PVP it's totally useless, as other's have said bum-rushing with an axe is more effective.

 

I imagine myself playing my usual lone-wolf style, hunting small game with my 10/22 and stalking other's to see what they're up to and perhaps sticking them up if I need something or for the pure entertainment (ALWAYS use mics people!). So this rifle with a silencer would be exactly what I need, as I stated: lurking around and able to put up a fight if necessary.

 

Low profile, plentiful ammo and that chilling "puff" of a .22 LR just really appeals to me.

I don't really understand why people think a .22LR weapon is this ubersilent weapon. Most .22LR rounds still break the sound barrier. Yes, there are subsonic .22LR cartridges, but they are rare, and apparently are not as lethal (my state forbids the usage of subsonic .22LR cartridges in small-game and varmit-hunting)

Anecdotal: I work at a Boy Scout Camp during the summer, and the kids shoot .22LR-chambered bolt actions. We own 1000 acres, and when the ranges are hot, you can hear it, no matter where in camp you are. They aren't a "pop".

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I consider the Sporter as a pellet gun rather than a lethal weapon. I find it useful to kill zombies without beeing detected by the surrounding players. I still prefer the Amphibia over the Sporter though, as it allows you to carry an heavier caliber (I don't like to carry two weapons as it slows you way too much when you're running). My basic gear would be SKS or Mosin, Amphibia and any of the two .45 caliber pistol or the Magnum. Too bad the mags are really scarce for the Amphibia.

Edited by GrandHeron

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I think body shots should take a bit to kill people but people should really go down with 1-2 shots to the head from close enough and as long as they aren't wearing a ballistic helmet and so on. 22 rounds are powerful enough to penetrate the skull if close enough, however they lack the power to exit so they simply bounce around inside the skull, which essentially turns the brain to mush. The round is plenty lethal as long as you are within range and hit either the head or a vital organ, even then a vital organ may not kill. It is lethal from much farther out then people think but then accuracy starts becomes an issue.

Edited by Sirwarriant12

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