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NinjaJake

MERGED: ammo, ammunition, .22LR etc.

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.22 lr is the cheapest, most plentiful round in existence.

It is potentially lethal and accurate at 300m, but has no stopping power. (See:

)

In short, it could be used to pick off zombies with headshots, or knock a player down (to the hourglass) with a headshot while inflicting minimal bleeding and minimal damage to reflect its low power (balance?).

The trade off is that the weapon is quiet, would alert less zeds.

What are your thoughts on this? If the idea is any good but the execution is bad then dissect away.

I think that this could be one of the few games that could put a .22 lr gun in it and have it be useful, which would be a cool novelty.

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I'd love to see like a .22LR rifle, in scoped and unscoped variants, both of which can take a few different kinds of .22LR mag, like 5 rnd, 10 rnd, and 30 rnd hi cap. Works wonderfully on the survivor vs player axis. Great vs zombies, horrible vs players, so there is implicit balance.

It seems all the civvy longarms atm are quite loud, excluding the crossbow.

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lol i spent 20 minutes watching a video about an AR-15 .22 lr variant and posted this, then read the other thread.

it just seems like it would fit the setting. you need something quiet to shoot and there's ammo for it everywhere, it just has no stopping power. It'll still make you bleed to death though.

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find me some good references (side view and 3d), pretty high quality, and i ll make it for you. Just need to see if they ll add it.

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How about instead of the magazine disappearing, you just get an empty magazine, and you can find ammo, not magazines, and fill the magazines? You wouldn't need an animation for it really, just stopping for a second and crouching down or some such.

Edit This is the item I'm talking about

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The implication presumably being you can hold lots more individual bullets in the inventory than you could with full mags? I quite like it. There might be questions about how implementation wold work (like, having multiple items, in this case ammo, in one inventory slot), but I like the principle as its realistic and practical.

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A neat idea. Ammo in general needs a good looking into. Currently, the number of bullets left in a magazine is not saved and so you can refill your 1-bullet mags by logging in and out.

Something like this, where you have to refill mags yourself from a box of ammo would be neat. You can get boxes of several-dozen rounds that would take up about as much space as the canteens in-game.

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The implication presumably being you can hold lots more individual bullets in the inventory than you could with full mags? I quite like it. There might be questions about how implementation wold work (like' date=' having multiple items, in this case ammo, in one inventory slot), but I like the principle as its realistic and practical.

[/quote']

Also would be cool if you had to open/close the ammo box, you can find half full ammo box, you have to load each mag individually, etc. etc. I can go on with this shit all day.

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Nah that would mean theres even MORE loot on the ground..

I disagree' date=' I think it would cause less loot, as magazines would no longer need to be spawned in very large amounts.

[b']Ninja Edit: Also, one box of ammo has like 200+ bullets, so running out of ammo would be a thing of the past.

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I would just like to see magazines get used up and save ammo count correctly and the ability to combine similar ammo types into another magazine.

If ammo was saved correctly then able to top off partially used magazines from another same ammo type.

And the ability to combine similar caliber types but different magazines, like say drag and drop a 6 round 45 speedloader onto a 7 round .45 magazine with 3 bullets left and have a full magazine and 2 in the speedloader. 9mm types also. (other than SD of course)

It would be nice if we could have the same caliber ammo types as loose rounds of a certain stack size (reasonable based on caliber.) And be able to pull the ammo out of the magazine and have empty magazines.

Though I think this would have some affect on the mod performance even if it could be done.

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Scanned the first ten pages, did not find a thread. Am ready to be punished if there is one.

Let's start.

First of all there are too many western weapons in Chernarus all of a sudden.

Even if Day Z takes place after the events of original ArmA2 there are still Lee Enfields, Winchesters and 1911s. How did they get here?

There is an obvious opportunity for interwoving weapon classes through consumable ammo. And even though the inherited inventory system doesn't support such manipulations as representing not a magazine with virtual rounds but rounds in a magazine i see this area exploitable in the future.

I may look like an ignorant dumbass right now but isn't pretty much every interactable object is handled via scripts anyway so it may be possible split an AKM magazine into three SKS clips the same way we refuel water flasks? It can also be applied to Mosin/SVD, CZ 550&M24/DMR&M14 and etc.

Civlian weapons are widespread in a country with such low level of industrialization and rich forests.

CZ550 finely represents a hunting rifle. Actually it so good it can be considered a sport rifle and should be a rarity.

Hunting rifle. The Mosin rifle is still very popular in eastern europe and much cheaper than any other, falling behind in accuracy, rate of fire and optics' magnification. Lee-Enfield's counterpart.

Hunting carbine. SKS enjoys fondness from hunters all around the world due to a milder cartridge that still reliably puts game down. A reasonable replacement for Winchester.

Hunting shotgun - an obvious double-barrel. A vertical one for that special touch. Can still be balanced out with pumps and semi-autos through the use of the same magazines as 2 in the chambers and 6 in the stock pouch with providing better shot saturation or slug alpha.

Self-defence civilian shotgun is the remington 870 we already enjoy.

Self-defence handguns are the .45 revolver and TT-33. M1911 easily outclasses the revolver, surpasses M9/G17 in damage potential and has no place in Chernarus.

Military weapons (high capacity pistols, rifles with optics and grenade launchers) should only spawn in barracks and special forces (silenced and/or with IR/NV optics) weapons should only spawn at heli crashes.

Adding a Russian border post beside Skalka mt. and moving "NATO" barracks to Krasnostav airfield would introduce a slight polarity and be a way of injecting more military-grade russian weapons.

And so would Mi-17 crashes (i really am salivating for VSS) for those supressed Bizons and PBs. Latter could also be replaced by APB (silenced APS).

Plain M9 is a redundancy.

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I like it.

You may not run out of rounds per say... but if you only found one magazine with your rifle after you shoot off thirty rounds the other 276 aren't going to be of much use in the near future.

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I like it.

You may not run out of rounds per say... but if you only found one magazine with your rifle after you shoot off thirty rounds the other 276 aren't going to be of much use in the near future.

This has nothing to do with reloading at all, it is just refilling your magazines, you would only do it when you were sorting your gear, or setting up camp or something.

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I like the idea of fighting a horde down to the last mag yet knowing I've plenty more ammo in my backpack, if I could just get a lull in combat to fill the empties. Could lead to some hairy moments, tactical retreats and regrouping etc.

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I agree, some more 'civilian' looking and feeling weapons would be awesome. Its too easy to get a weapon that one-shots zombies (even though they are very loud which is a nice tradeoff). I am not a weapon buff but dont hunting weapons usually have smaller caliber than military weapons?

It doesnt make sense that anything else than a high caliber weapon (slug or 7.62) should be able to kill a zombie with a bodyshot. This would also make zombies more difficult to fight, which would be cool.

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Nah that would mean theres even MORE loot on the ground..

Not to mention people could just pile the bullets on, then just spray and pray making it easier for them to get a kill. Think of the outcomes people could abuse if this was implemented into the mod :-/

It worry's me...

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Nah that would mean theres even MORE loot on the ground..

Not to mention people could just pile the bullets on' date=' then just spray and pray making it easier for them to get a kill. Think of the outcomes people could abuse if this was implemented into the mod :-/

It worry's me...

[/quote']

What? Reloading the magazine would make you stop what you're doing for a while, sit down, and start filling the magazines. I'm not saying bottomless clips or anything like that...also there wouldn't necessarily be more ammo in the mod, you would just find a third of a box of ammo instead of five clips, or a small box of ammo or something.

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I am not a weapon buff but dont hunting weapons usually have smaller caliber than military weapons?
Caliber doesn't mean a thing. 5.56mm bullet has up to four more times the energy of a 9mm parabellum one.

The idea behind hunting weapons is that they have enough power to take out the target game, which is always an animal without body armor and not using cover (yes, 5.56, i am looking at you). Hunting rifles also tend to be accurate and simple since automatic feeding is redundant.

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Nah that would mean theres even MORE loot on the ground..

Not to mention people could just pile the bullets on' date=' then just spray and pray making it easier for them to get a kill. Think of the outcomes people could abuse if this was implemented into the mod :-/

It worry's me...

[/quote']

... did you even read the thread? Because it's painfully obvious you have no idea what you're talking about.

OP's idea separates bullets and magazines into two separate items. You have to load a magazine before it can be usable. You can find 7.62x39mm ammo lying around for use in your AKM, but unless you actually find an AKM magazine to load them into, they're not going to do you a damn lick of good. If you can only find one magazine, you will have to stop and refresh the magazine before it can be used again.

This is a pretty great idea but probably beyond the ability of the game to handle - the damn thing doesn't even keep track of the mags you already have properly.

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... did you even read the thread? Because it's painfully obvious you have no idea what you're talking about.

This is a pretty great idea but probably beyond the ability of the game to handle - the damn thing doesn't even keep track of the mags you already have properly.

I think it could easily be done, there would be no animation for loading the magazines, just stopping for a second. Once the case of bullets is finished, it gets discarded. There are already models that could be used for this. It would be fairly easy to script, for someone who made this sexy mod.

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I really love this idea, honestly almost submitted it my self if I was busy tending my idea's ;)

I think to stream line it a bit, you could have Ammo Cans(for those who don't know what a ammo can is http://www.cheaperthandirt.com/ZAA094-1.html ) to store your ammo

and these ammo cans will take up 2 slots inv, and hold anywhere between 0 and 150 rounds/shells, and then you could just transfer them over.

You can refill Ammo cans, and empty magazines in to them. so if you kill a bandit, you can just empty his magazines in to them.

Edited: It also should take time to refill magazines (1 sec per bullet)

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