JohnMcClane 19 Posted June 18, 2015 (edited) In dayz mod alot of players were complaining that the as50 could kill with 1 shot, in dayz SA there are many weapons that kill with 1 chestshot (mosin, ak, and even the .45 pistols!) it doesn't matter if the player wears vests or anything.I think the firearms damage should be lowerd so that there will be more diversity in firearms and because no-one wants to get instakilled from a chest shot (even though its realistic) If you were to be shot in the chest with any of the above from effective range, you would die with one shot. Unless you are very very lucky. If anything, weapons are underpowered. I constantly hit guys with 5.45 rounds and 6+ center mass rounds later they fall. Get shot with any gun at all in the real world and unless you're superman you're going to at least stumble. Edited June 18, 2015 by JohnMcClane 1 Share this post Link to post Share on other sites
Evil Minion 943 Posted June 19, 2015 I don't think firearms should be weaker (in general). It's neither authentic - they are designed for killing - nor good for gameplay as it would simply increase the power of automatic weapons even further. If anything make it harder to drop someone with a gun by reducing their free/magic power:no magic zeroing on scopeszeroing animationwind, weather and distance affecting bullet path and powerno magic slot for "primary weapons"guns being relatively rareammo being sparse(fix server hopping otherwise the last two/three points might be meaningless)nerf .45 ACP (it should be much closer to 9mm than .357 Magnum)Other than that bullets should do significant damage. Now Instant kills should not be guaranteed (maybe safe for some headshots) but definitely possible. One hit kills (which includes the target dying later from the damage done) on the other side should be likely unless the victim gets medical assistance pretty soon. Share this post Link to post Share on other sites
sneakydudes 278 Posted June 19, 2015 Stronger if anything not weaker. Sorry I too have to disagree. Share this post Link to post Share on other sites
Zboub le météor 250 Posted June 19, 2015 (edited) i'm all for no "magic zeroing" on scopes, let's add some legitimate skill to long range engagements ! why not a minimal zeroing animation, but i think there is plenty of way more important animations to make distance should of course be taken in acount (is that not already the case for some weapons other than the .22 ?), but since there is no wind in dayz, i don't see wind deviation make it's way into dayz weapons magical slots are ok IMO, if it takes a rope to have it later, why not. but if we want to be realistic, i should be able to carry 4-5 rifles in my arm to stash them somewhere after a firegifht too ;) i'm ok with the rest exept nerfing the .45 ACP, it's a powerfull/large round that carry a lot of weight, one hit to the chest mean probable death. don't forget that the FNX .45 will be a rare gun, probably tied to chopper crashes, you won't see them as often as in 0.57 ;) . for damage, i'm all for a dominant "most probable effect" and % of random effect to simulate possibles vital/non-vital organs injuries. with a single shot fired to the chest, it could be : - with .308 from a full lenght rifle ---> 70% chances unconscious with heavy bleeding (medical assistance needed or slow death), 20% chances instant death, 10% chances staying conscious with heavy health lost and heavy bleeding. plate carrier offer 0 protection against .308 - with smaller round the result could be more balanced : 9mm ---> 10% chances instant death, 10% chances inconscious with heavy bleeding, 60% chances high health lost and heavy bleeding, 20% chances medium health lost and moderate bleeding. 0 damage if the target wear a plate carrier (plate carrier ruined after a few shots). - with .22 ---> 5% instant death, 5% inconscious with heavy bleeding, 20% high health lost with heavy bleeding, 40% moderate health lost and moderate bleeding, 30% light health lost with light bleeding... since vital organs are not simulated, that could be an option. i would like to see recoil on non aimed full auto, it's very hard to control when aimed, very easy to control without aiming... Edited June 19, 2015 by Zboub le météor Share this post Link to post Share on other sites
-Gews- 7443 Posted June 19, 2015 i'm ok with the rest exept nerfing the .45 ACP, it's a powerfull/large round that carry a lot of weight, one hit to the chest mean probable death. don't forget that the FNX .45 will be a rare gun, probably tied to chopper crashes, you won't see them as often as in 0.57 ;) . It's too powerful compared to 5.56, 5.45 and 9mm, they can either buff those three or nerf .45 ACP. IMO there should be only a difference of, say, 1.0-1.25 in hit vs 9mm. Share this post Link to post Share on other sites
Zboub le météor 250 Posted June 19, 2015 (edited) It's too powerful compared to 5.56, 5.45 and 9mm, they can either buff those three or nerf .45 ACP. IMO there should be only a difference of, say, 1.0-1.25 in hit vs 9mm. 5.56, 5.45 and 9mm (last two beeing so weak in this 0.57 stable) need a buff damage-wise imo. they can have a different effects with vastly higher clothes/armor penetration, higher hard material penetration (doors, thin metallic parts etc...)... i don't know if .45 can go through door/thin material ingame. i noticed multiple time that you can drop an opponent unconscious with one bullet of 9mm, short unconsciousness with no bleeding. Edited June 19, 2015 by Zboub le météor Share this post Link to post Share on other sites