daze23 549 Posted July 25, 2012 it now takes me 3 shots from the revolver to down a zed. I tested it a few times. the DMR still put them down with one shot Share this post Link to post Share on other sites
Inception. 9443 Posted July 25, 2012 Have you tried the M1911? Share this post Link to post Share on other sites
daze23 549 Posted July 25, 2012 Have you tried the M1911?no, only the revolver. I found out the hard way and almost died. a zed hit me and I was bleeding. I shot him (once), and quickly opened my gear to use a bandage. then I realized he was still alive and hitting me. he then knocked me unconscious. :( while waiting for the timer I'm thinking "did I miss him?" I get back up, shoot him again, and he's still hitting me. now I'm thinking zeds are invulnerable. one more shot, and he goes down. bandaged myself up with around 1500 blood left. then went to test it on other zeds. yep, 3 shots Share this post Link to post Share on other sites
Lunatic Fringe (DayZ) 0 Posted July 25, 2012 Same issue here Share this post Link to post Share on other sites
HaphazardLeek (DayZ) 7 Posted July 25, 2012 Have you tried the M1911?Yes i have, literally freaked out while getting the shit knocked out of me because the gun went from being the best, to worse than a PM. 1 Share this post Link to post Share on other sites
ericdude88 20 Posted July 25, 2012 Hmmm..does anyone know where to find a changelog? Share this post Link to post Share on other sites
Boris_Bee 6 Posted July 25, 2012 Hrm, this explains why my m1911 wasn't taking down that zombie at the NW airfield when he followed me inside the barracks. I shot him once expecting him to go down...he didn't. I shot him again, and still not down so I was like wtf guess server lagging or something and I just got my loot and got out of there. Never did put the third shot in, but it does explain why the first two seemed like i was shooting airsoft pellets. Share this post Link to post Share on other sites
Tigger (DayZ) 24 Posted July 25, 2012 Yes, I tried the m1911. Takes 3 hits center of weight to take down a zombie. WTF? Share this post Link to post Share on other sites
RapturJesus 90 Posted July 25, 2012 Same here M19 takes like 3-4 shots now. Revolver seems fine. A friend was using it and he 1 shot killed zombies with ease. Share this post Link to post Share on other sites
daze23 549 Posted July 25, 2012 hmm, what about the other pistols?I really don't care. I just wonder if it was intended, since it seems to be because of the Arma update Share this post Link to post Share on other sites
Nashy08 8 Posted July 25, 2012 Just used a revolver earlier, one hit kill on zombies still for me. Share this post Link to post Share on other sites
Brudagon (DayZ) 64 Posted July 25, 2012 New update seems to be changing some things. Not sure if I like some of them. Heard a new noise and panicked, hiding in the trees for at least 10 minutes. Still not sure what it was. 4 Share this post Link to post Share on other sites
st0nedpenguin@st0nedpenguin.org 25 Posted July 25, 2012 New update seems to be changing some things. Not sure if I like some of them. Heard a new noise and panicked, hiding in the trees for at least 10 minutes. Still not sure what it was.I had zombies come roaming round me while laid out in a bush way outside range of a barn earlier, scared the crap out of me when I tabbed back in. Share this post Link to post Share on other sites
Lunatic Fringe (DayZ) 0 Posted July 25, 2012 Anyone know if its a nerf or bug? Share this post Link to post Share on other sites
Tigger (DayZ) 24 Posted July 25, 2012 Hard to tell, but I've read this earlier and I had no problems with the M1911. Now I spawned in LU188 and I engaged about 6 different zombies, all the same problem. 2 hits center of mass aren't sufficient. That means that the damage the gun deals is down to at most 2250, but probably less than that, since I needed 4 shots at some point. So basically M1911 = makarov with less ammo, or even worse. Share this post Link to post Share on other sites
Dagoth Wit 21 Posted July 25, 2012 Hmmm..does anyone know where to find a changelog?http://us2.dayz.nu/latest/DayZ_Changelog.txtThere's no mention of a change to weapon damage. Share this post Link to post Share on other sites
daze23 549 Posted July 25, 2012 (edited) http://us2.dayz.nu/l...Z_Changelog.txtThere's no mention of a change to weapon damage.that's the DayZ changelog. this seems to have started with the Arma 2 update todayI don't remember the Arma changelog saying anything about weapon change either. but I know sometimes those tweaks aren't listed Edited July 25, 2012 by daze23 Share this post Link to post Share on other sites
Jukez 44 Posted July 25, 2012 (edited) http://us2.dayz.nu/l...Z_Changelog.txtThere's no mention of a change to weapon damage.DayZ changelog has nothing to do with this.Here's the changelogARMA 2: Combined Operations / Operation Arrowhead / Reinforcements Update 1.62-----------------------------------------------------------------Copyright © 2012 Bohemia Interactive. All rights reserved.SYSTEM REQUIREMENTS-------------------An original version of Arma 2: Combined Operations / Operation Arrowhead / Reinforcements 1.60.HOW TO INSTALL THE PATCH-------------------------- Run the patch exe to apply the patch setup automatically.- It will install all content of the patch to the folder with your Arma 2: Operation Arrowhead installation.- Please note that it is not possible to rollback to a previous version after the installation of this patch, only a full reinstall of the game is possible,- if you want to keep your previous version you may want to backup the entire game installation folder before applying this patch.- NOTE: This patch will also update your:* ARMA 2 1.05 to 1.11. (note: ARMA 2 version 1.00-1.04 must first use patch 1.0x to 1.05)* ARMA 2 BAF 1.00 to 1.03 if necessary.* ARMA 2 PMC 1.00 to 1.02 if necessary.* BattlEye within ARMA 2, ARMA 2: OA, ARMA 2: RFT to actual revisionVERSION 1.62 HIGHLIGHTS-----------------------* Multiplayer optimizations, security and server improvements* Overall stability was improved with numerous tweaks and fixes* Added new video options (Post-Process Anti-Aliasing, Alpha To Coverage)* Additional AI improvements and numerous bug fixes* Resolved issues with several training missions* Added a lot of new script commands for content makers* Documentation to accompany these changes is available on our community wiki BIKI: http://community.bistudio.com/ and our BIForum http://forums.bistudio.com/Patch related informations:---------------------------the changelog is always approximate, we suggest You to read also CIT (Community Issue Tracker) roadmap of resolved/closed bug/feature tickets:https://dev-heaven.net/projects/cis/roadmapThe complete list of all previous and upcoming versions and theirs progress is available on URL below (the size of page is huge so it may take while to load)http://dev-heaven.net/projects/cis/r..._subprojects=1We would like to thanks all BIF & CIT staff/mods/volunteers, whole ARMA community, our partners and everyone who helped us to release this new patch!Version 1.60-1.62 Changelog---------------------------ARMA 2: Operation Arrowhead / Combined Operations Engine--------------------------------------------------------[94918] New: command unit addMagazine[name, ammoCount][94912] Fixed: Video memory detection on W7/x64 sometimes wrong because of bug in IDirect3DDevice9::GetAvailableTextureMem.[94886] Fixed: Possible gear item duplication (private https://dev-heaven.net/issues/36648)[94761] TBB 4.0 update 5, (tbb40_20120613oss, http://threadingbuildingblocks.org/ver.php?fid=187)[94699] Tweak Reinhard tonemapping pars[94629] Fixed: Wrong magazines are removed with weapon in briefing gear.[94206] Fixed: Disabled channels can be bypassed in briefing screen (https://dev-heaven.net/issues/33906)[94049] New: terrainIntersectASL command[94049] Fixed: terrainIntersect reverted to ATL[94002] Fixed: PlayerId changed for users using Reinforcements or Arma X Anniversary edition to prevent PlayerId conflicts.[94001] Fixed: "enableItemsDropping = 0;" now even for MP clients[94001] New: moonIntensity command[94001] New: sunOrMoon command[93989] Changed: When dropping weapon unrelated magazine will not be dropped[93958] New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext[93945] New: In gear added bars with ammo count[93945] New: setGearSlotAmmoCount, setIDCAmmoCount, gearIDCAmmoCount, gearSlotAmmoCount gear commands[93897] New: AToC & PPAA added into UI video options[93841] Fixed: AI using NVGs as binoculars after dropping their primary weapon (https://dev-heaven.net/issues/27297)[93821] Changed: Authentication Timeout is distinguished from bad CD key[93812] Fixed: Restrict gamma value set by profile[93809] Fixed: Restrict brightness value set by profile[93722] Fixed: Effects of setDamage to buildings different on clients and server (https://dev-heaven.net/issues/23915#change-136685)[93701] Fixed: Changing gear in briefing screen is not working reliable in MP (https://dev-heaven.net/issues/16421)[93680] Optimized: MP: attachTo no longer sends a message when the attachment does not change.[93672] Fixed: Unable to access AI soldier's gear in map[93670] Fixed: Prone units stop engaging (https://dev-heaven.net/issues/32475)[93664] Fixed: Damage of buildings synchronization in MP after JIP (https://dev-heaven.net/issues/25659, https://dev-heaven.net/issues/23915, https://dev-heaven.net/issues/18492)[93657] Fixed: Target is no longer stored in the long-term target list when forgotten for the second time (https://dev-heaven.net/issues/27895)[93654] Improved: Tone mapping[93652] New: Scripting functions visiblePositionASL and nearestBuilding position[93648] New: Scripting functions ASLToATL and ATLToASL to convert between coordinate systems.[93624] Changed: Scripting function weaponDirection returns a primary weapon direction when empty string is used as a weapon name.[93622] New: Scripting function eyeDirection.[93598] New: Scripting functions eyePos object and aimPos object[93583] Fixed: Player-created markers not synchronised with JIP clients (see https://dev-heaven.net/issues/6337)[93575] Fixed: StringLoad command reads unicode[93570] Fixed: Player-made map markers disappearing in MP under certain circumstances (https://dev-heaven.net/issues/32160)[93542] New: MP Statistics screen (key I) contains the Server hostname[93528] Fixed: Max distance for DirectChat raised from 20m to 40m[93415] Fixed: empty weaponHolder is not deleted when used by remote player[93398] New: System chat like player connected/disconnected switched to CCSystem=6 channel. New configuration opportunity disableChannels[]={chan1,chan2,...}; in mission description.ext file possible.[93294] Fixed: Multiple Object not found problems such as Server: Object 6:4 not found (message 124)[93276] New: terrainIntersect command[93273] New: lineIntersects, lineIntersectsWith commands[93156] Changed: increased gear MP messages priority[93146] Fixed: LOD blending[93120] Fixed: JIP connecting players less affect other players network bandwith[93117] Fix: Crash: https://dev-heaven.net/issues/31784 - caused by fix: "LOD blending not working reliably (rev. 93017)[93017] Fixed: LOD blending not working reliably[92956] Fixed: Sound: Music often stop playing after window focus is lost and regained[92925] Fixed: switching backpack with dead unit in MP[92821] Fixed: Joining unit in the vehicle to a different side group did not change the perceived side of the unit.[92781] Fixed: SelectPlayer makes direct communication unreliable (see https://dev-heaven.net/issues/30991)[92754] Fixed: scaling icons with grenade cursor[92706] TBB 4.0 update 4, (tbb40_20120408oss, http://threadingbuildingblocks.org/ver.php?fid=185)[92705] Fixed: Possible crash when in out of VRAM conditions because of a race condition.[92679] Fixed: A Javelin missile often did not lock a target when playing with a Veteran or harder difficulty (https://dev-heaven.net/issues/28865)[92612] Fixed: SelectPlayer in MP can break the Direct Chat or cause other MP issues.[92582] Fixed: AI detection after load[92463] Fixed: AToC ATi 77xx[92071] Changed: Observer RPT messages now once per 60 sec, https://dev-heaven.net/issues/29985[92061] Fixed: AtoC on nVidia for CSAA[92059] PPAA pars tweak & SMAA use color edge detection method[91173] New: Registry driven mod can contain list of required mods in its REQUIRE string value (the same syntax as for LOADAFTER). Moreover, the reg.value CANDISABLE="0" can be used to make the Disable button disabled.[91055] Fixed: Respawn with backpack[90909] Fixed: crash of Linux server when player with custom face connects[90901] New: setUnitRecoilCoefficient command[89964] Fixed: Linux servers were never green in server list.[89899] Fixed: Helicopter is more accurate with unguided rockets[89898] Fixed: Secondary gunner tracks enemies[89603] Fixed: A possible crash when textures were loading too slow from the disk.[89523] Fixed: Crash during engine termination from multiplayer game.[89361] Fixed: Linux server slow startup[89205] New: Player can look up/down using a mouse while driving land/water vehicles.[89201] New: SMAA antialiasing introduced, use PPAA=3, PPAALevel=0..3 in Arma2OA.cfg.[89104] New: Implemented automatic looking intro turns when driving a car with a mouse.[89086] Experimental: A different way to handle mouse steering is implemented for cars, tanks, boats and bikes.[89079] Fixed: Multiple reload sounds in mp (see https://dev-heaven.net/issues/28201)[89011] New: A cursor is shown to provide a visual feedback when steering a car.[88975] Fixed: Multiple reload sounds in MP (see https://dev-heaven.net/issues/28201)[88948] Improved: Airplane thrust and brakes can now be applied at the same time.[88947] New: Full joystick axis can be mapped by mapping both positive and negative part of the same axis (map negative first to use the axis inverted) (https://dev-heaven.net/issues/3546)[88918] Improved: AI scanning for the target more when a visual contact is lost.[88890] Improved: AI vehicles scanning area with their weapons when target position is not known exactly.[88870] Fixed: AI vehicles sometimes see player outside their field of view (https://dev-heaven.net/issues/28203)[88850] Fixed: AI was sometimes able to reveal a unit which has detonated a satchel (https://dev-heaven.net/issues/11610)[88726] Fixed: Frequent client/server crashes in MP (when merging multipacket messages)[88269] Changed: Application name changed to "ArmA 2 OA" for "ArmA 2 Reinforcements".[88195] Improved: -beta mods now always loaded first (https://dev-heaven.net/issues/27762)[88147] Add: Optional FXAA sharp filter, *.cfg "FXAASharp"[88119] Improved: AI spotting reducing in high speed moving vehicles more accurate now (movement direction is considered).[88111] Fixed: Unguided rockets no longer explode when passed by the target (https://dev-heaven.net/issues/27772)[88110] Fixed: AI gunner hits the ground with manually guided missile when "Auto guided AT" is disabled (https://dev-heaven.net/issues/14297)[88015] Fixed: Aircraft gunner firing even when manual fire was selected by a pilot (https://dev-heaven.net/issues/27689)[87963] Optimized: Reduced memory footprint in complex missions.[87840] New: Added scripting command productVersion (https://dev-heaven.net/issues/25580)[87837] Changed: Addons config value requiredVersion ignored for easier addon sharing between various products (A2, TOH).[87824] Changed: Removed support for config parameter nightVision (https://dev-heaven.net/issues/26117)[87768] Fixed: AI vehicles crews seeing targets badly (https://dev-heaven.net/issues/23388)[87755] Fixed: Player automatically reveals targets which AI would never see (https://dev-heaven.net/issues/27493)[87746] Fixed: Looking around no longer possible when combat mode changes in vehicle (https://dev-heaven.net/issues/17777)[87745] New: Cheat Shift+Minus+FPS to allow artificially limit FPS for testing to 40,20,10,5.[87740] Improved: Targeting and firing always commanded by observer. (http://dev-heaven.net/issues/2353)[87706] Improved: AI laser target detection at large distances improved.[87692] Fixed: Manual guidance not working for a helicopter gunner (http://dev-heaven.net/issues/12025, http://dev-heaven.net/issues/27418)[87659] Fixed: AI was unable to engage invisible laser targets used for SSM (http://dev-heaven.net/issues/26317)[87658] Fixed: Command doTarget on friendly unit did not work (http://dev-heaven.net/issues/22724)[87655] Fixed: Text parameter file parsing not reliable (http://dev-heaven.net/issues/27403)[87654] Improved: A behaviour of the leader player is now assumed to be the most restrictive behaviour of his subordinates (http://dev-heaven.net/issues/11699)[87652] Fixed: AI always turned out when player is effective commander in cargo (http://dev-heaven.net/issues/2733)[87646] Fixed: MP: Bullet hits of remote units not visible over large distance (http://dev-heaven.net/issues/12973)[87645] Changed: Default memory allocator is now tbb4malloc_bi instead of tbb3malloc_bi[87643] Fixed: Manually guided missiles lost control when reaching 1500 m distance (http://dev-heaven.net/issues/12101)[87640] New: RVExtension dll interface implemented (http://community.bistudio.com/wiki/callExtension)[87640] Improved: AI sometimes did not start firing at enemy which passed quickly just in front of it.[87640] Fixed: AI unable to target crew in vehicles other than tracked ones (http://dev-heaven.net/issues/25847)[87640] Improved: AI units now give more preference to close targets (http://dev-heaven.net/issues/25847)ARMA 2 / ARMA 2 Operation Arrowhead Data-----------fixed : [OA] SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SDchanged : [OA] New set of multiplayer chat colorsadded : New Video Options (PPAA, AToC)fixed : Boot Camp 02: https://dev-heaven.net/issues/36778fixed : Boot Camp E08: https://dev-heaven.net/issues/28187http://forums.bistudio.com/showthread.php?137694-ARMA-2-Operation-Arrowhead-Combined-Operations-Reinforcements-update-1-62Nothing about weapon damage is mentioned. Edited July 25, 2012 by Jukez Share this post Link to post Share on other sites
Epsilon 349 33 Posted July 25, 2012 this update deleted my l85 right out of my hands :( Share this post Link to post Share on other sites
eveace 0 Posted July 25, 2012 it took 4 shots to the torso to kill a zed for me with the m1911. What the fuck? Share this post Link to post Share on other sites
Shard (DayZ) 24 Posted July 25, 2012 I've been playing for almost 3 hours this morning, and so far, everytime I would shoot at a zombie with my M1911, it would not die until the 3rd, or 4th shot.Even up close in houses and buildings.I got injured because I would put 2 rounds in them, and usually it would only take one. So I would continue to get hit thinking they should be dead.Plus its a waste of ammo. with only 7 rounds in a magazine, you can only really take down one or two.I noticed this happen to me with almost 10 zombies. Did they nerf the M1911, or is it just the server? Share this post Link to post Share on other sites
Emmu 18 Posted July 25, 2012 Could be server , could be lag. Share this post Link to post Share on other sites
Detta (DayZ) 59 Posted July 25, 2012 I've been one shotting everyone this morning. Share this post Link to post Share on other sites
Brudagon (DayZ) 64 Posted July 25, 2012 Everyone's been noticing it. You're not alone. =( Share this post Link to post Share on other sites
FrankTheDuck 99 Posted July 25, 2012 I also experienced this earlier, Was not sure what was going on, I usualy love the M1911 for the one shot of it, Had to pay more attention for head shots. Would be nice if someone could confirm or deny whats going on with it. Share this post Link to post Share on other sites