CookieKing 3 Posted September 27, 2012 (edited) This is a very long read, as it is a suggestion of a complete rewamp of weapon dmg, player health and zombie health. Numbers are just suggestive, they are chosen to resemble the feeling the guns should have. Remember all these suggestions require a DayZ without duping, ammo refill or combat logging.Some of my ideas that would improve the game's authenticity and balance regarding weapons and damage.Reduce player hp to 9500.Increase zombies hp to 9500. Zombies take 0,33x dmg from all other sources than headshot; headshot is instant kill.New system for bleed, stun and rebalancing of dmg.Bleed chance is 0-100% from 1 to 4000blood dmg taken per shot after hitmultipliers. (ex. 1000dmg taken = 25% chance to bleed, 4000<dmg taken = Always bleed, being closer to death has no relative increase to start bleeding). Bleed dmg works the same way. (ex. if you take 1000 blood dmg from a shot, and you start bleeding, if you get hit in the head (500-1000 listed in green below) you take 500 +0,25*500 = 625 bleed/tick. This is calculated after multipliers.Stun chance is between 0-"Listed pecent" based on dmg taken. It is based on current hp. Say you get shot in your lower body for 9499 blood; you lose 99% of your current hp, you get 0,99 x 50% = 49,98% chance to get stunned. (This means that you gradually gets a higher chance to be stunned from each concecutive shot). Headshots though is always a stun.Head: 3x dmg, Will ALWAYS stun (100%->100%), 500-1000bleed/tick - Will apply new effect Brain Damage (Last 3h of play time; reduced movespeed by 30% and makes aiming and driving close to impossible). All headshots at close range with any weapon will make you bleed for 1000/tick.Upper body: 1,33x dmg, 100% stun, 150-300 bleed/tick.Heart: 2x dmg, 100% stun, 1000-1500bleed/tickLower body: 1x dmg, 50% stun, 50-150bleed/tickArms: 0,33x dmg, maximum of 80% current hp or 500dmg, whichever is the most. 20% chance to stun, 50-150bleed/tick, always makes you shake from pain (alternatively, makes hits to arms severely reduce aiming capabilities. If Maximum dmg is taken, permanent effect replaces shaking; Destroyed arm: only able to use sidearms. )Legs: 0,5x dmg, maximum of 80% current or 500dmg, whichever is the most. 25% chance to stun, 50-150 bleed/tick. If maximum dmg is taken, broken bones is replaced by Destroyed leg; permanent broken legs..Weapons and new damage suggestions. Consider that player HP = 9500MeleeCrowbar 2000Hatchet 4000Hatchet remained same, Crowbar was useless and buffed in damage.SidearmsG17 1600M9 1600M9 SD 1450PDW 1600Makarov PM 1800M1911 3000Revolver 3000Sidearms was way to low. DMG boosted based on pre-nerf dmg. Remember zombies take 33% dmg from anywhere but headshot.ShotgunsDouble-barreled Shotgun 5000/2000M1014 5000/2000Remington 870 (Flashlight) 5000/2000Shotguns are plain bad, improve the slug by alot and pellets are relatively stronger. Winchester moved to rifles. All shotguns should have great bullet damage drop.Submachine GunsMP5A5 1600MP5SD6 1450Bizon PP-19 SD 1450Sub-machine Guns have the same dmg as the side-arms, buffed!RiflesWinchester 1866 3000M4A1 CCO SD 2500AKS-74U 2500AK-74 2500AKS-74 Kobra 2500M4A1 3000M4A1 CCO 3000M4A1 Holo 3000M4A3 CCO 3000L85A2 AWS 3000M16A2 3000M16A2 M203 3000M16A4 ACOG 3000AKM 4000Lee Enfield 4500FN FAL 5500FN FAL AN/PVS-4 5500Rifles should be about the same as they wereMachine GunsM249 SAW 2500M240 5000Mk 48 Mod 0 5000Machine Guns should be about the same as they wereSniper RiflesM14 AIM 5500CZ550 5250M24 5750DMR 5500SVD Camo 5750M107 30000AS50 30000/50 000Snipers rebalanced to make them more diverse. M24 and SVD camo sees little use compared to the DMR due to same dmg and not too much difference in accuracy. M107 buffed and AS50 relatively nerfed compared to M107. Maybe AS50 should deal less dmg than the M107 with the M107 cartridge?MiscellaneousCompound Crossbow 3500M136 Launcher (Changed to HE) 50 000, AOE: 20m radius. Gradient from 100%->0% dmg from center to edge.Compound crossbow relatively buffed, sees little use and a crossbow bolt should hurt.M136 Launcher changed to high explosive instead of anti-materiel. Edited September 27, 2012 by CookieKing 1 Share this post Link to post Share on other sites
googlebox 8 Posted September 27, 2012 zombies shoulkd die in 1 or 2 shots this isnt dawn of the dead but the rest are good ideas overall Share this post Link to post Share on other sites
boxman80 964 Posted September 27, 2012 (edited) I kind of agree with some of the points raised. Here's a good topic discussed yesterday that is similar to this and you may find interesting mate;http://dayzmod.com/f...et-gun-nerfing/ Edited September 27, 2012 by Box Share this post Link to post Share on other sites
Zeppa 562 Posted September 27, 2012 Reduce player hp to 9500.Increase zombies hp to 9500. Zombies take 0,33x dmg from all other sources than headshot; headshot is instant kill.And why?Zeds are human as players, only infected... They may be more tolerant to pain and shit but bullet should deal same amount of damage to them as it does to other players. Share this post Link to post Share on other sites
CookieKing 3 Posted September 27, 2012 I know about that thread, and some good suggestions there! :)I just thought I would derail the thread with such a big thread about changed to health, hitmultipliers and other than side-arm weapon dmg. Share this post Link to post Share on other sites
CookieKing 3 Posted September 27, 2012 I always thought of infected as just another word for zombie (walking dead), but I might be wrong. If Rocket intended them to be actual living beings that have a mental disorder they should be exactly like the players (except immunity to stun). Share this post Link to post Share on other sites
pvtjace 37 Posted September 27, 2012 those dmg numbers need to relate to where the hits land. Higher calibre guns such as FAL should be doing what they do currently. The thing is a beast compared to an AK.Shotguns need a buff, theyre currently useless. If i point blank someone with pellets to the head they should be on the floor and never getting up. 1 Share this post Link to post Share on other sites
Zeppa 562 Posted September 27, 2012 I always thought of infected as just another word for zombie (walking dead), but I might be wrong. If Rocket intended them to be actual living beings that have a mental disorder they should be exactly like the players (except immunity to stun).Nope, rocket has said it him self... they are more like in 28 days later, infected. Not undead that can have half of their body missing and still be "alive". Share this post Link to post Share on other sites
bazbake 456 Posted September 27, 2012 (edited) those dmg numbers need to relate to where the hits land. Higher calibre guns such as FAL should be doing what they do currently. The thing is a beast compared to an AK.Shotguns need a buff, theyre currently useless. If i point blank someone with pellets to the head they should be on the floor and never getting up.The AKM fires a bullet the same size as the FNFAL. Damage tables in this game amuse me greatly.Also, shotguns aren't useless, they're just underpowered. The ammo is easy to find and the weapons are very rare, which you think would balance them enough to sit at the big kids' table but, alas, they gotta be nerfed. Edited September 27, 2012 by BazBake Share this post Link to post Share on other sites