Author Topic: Day Z mod for ARMA II  (Read 158759 times)

0 Members and 1 Guest are viewing this topic.

Offline B3RS3RK

  • Earl
  • ******
  • Renown: 377
  • Infamy: 103
  • cRPG Player
  • Sexy and I know it.
    • View Profile
  • Game nicks: Saracen_Berserkaziz_Amir
Re: Day Z mod for ARMA II
« Reply #405 on: May 25, 2012, 02:29:21 pm »
0
Yep. The mod screams for a custom map really. :P I'd like more urban/city areas. An entire map covered in city buildings could be kewl.

Omgosh yessss
Maybe it woud be better for me to find out where you life and kill you when you are satch a Soziopath. You have enough now.
"I don´t believe in anything, I´m just here for the violence."

Offline Phyrex

  • Count
  • *****
  • Renown: 192
  • Infamy: 13
  • cRPG Player
    • View Profile
  • Faction: 22nd Battalion
  • Game nicks: 22nd_Overlord_Phyrex
Re: Day Z mod for ARMA II
« Reply #406 on: May 25, 2012, 02:36:54 pm »
0
Mod needs more enterable buildings too imo.

You know, the other maps like Zargabad and Takistan have almost every single building enterable. It should work!
Free Bjordhinn!

Offline Xant

  • Finnish Pony
  • King
  • **********
  • Renown: 1552
  • Infamy: 803
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #407 on: May 25, 2012, 02:39:11 pm »
0
Yeah, but you have to keep in mind the mod is alpha and only been there for a month. Rocket's said himself that he's not really focusing on content yet.
Meaning lies as much
in the mind of the reader
as in the Haiku.

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #408 on: May 25, 2012, 02:43:47 pm »
0
I'd love more enterable buildings, sometimes it feels such a waste going through the whole village (either by stealth or just clearing it out) just to find out it has one enterable building...

Offline Phyrex

  • Count
  • *****
  • Renown: 192
  • Infamy: 13
  • cRPG Player
    • View Profile
  • Faction: 22nd Battalion
  • Game nicks: 22nd_Overlord_Phyrex
Re: Day Z mod for ARMA II
« Reply #409 on: May 25, 2012, 02:44:08 pm »
0
Yeah, but you have to keep in mind the mod is alpha and only been there for a month. Rocket's said himself that he's not really focusing on content yet.

Yes true, but I'm an impatient asshole and need this ASAP!
Free Bjordhinn!

Offline Fluffy_Muffin

  • Permanently Banned
  • **
  • Renown: 429
  • Infamy: 122
  • cRPG Player
    • View Profile
  • Faction: Tribunal
  • Game nicks: Vivec_the_Poet
  • IRC nick: Umbra
Re: Day Z mod for ARMA II
« Reply #410 on: May 25, 2012, 05:15:50 pm »
0
Lol i found a cosy barn far up in the north to call my home, there is a water pump, i got a fireplace, plenty of game for meat, its me and my old reliable winny rifle. (and the ocasional survivour that my winny takes care of  :D ). I will probably meet up with the other my old friends some time in the future and take Devils castle  8-)
Defy me, and you will know what it is to stand against a god.

Offline ulya

  • Knight
  • ***
  • Renown: 25
  • Infamy: 2
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #411 on: May 25, 2012, 05:17:53 pm »
0
I just shot somebody in the head and body with a CZ and he didn't die, while the person I was trying to cover died instantly from 1 hit of his CZ.

Whats the point of a sniper rifle if it becomes useless past a few hundred meters, and I wasn't even that far, just 400-500.

Offline Weren

  • Duke
  • *******
  • Renown: 588
  • Infamy: 18
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Nordmen
  • Game nicks: irc://Weren
Re: Day Z mod for ARMA II
« Reply #412 on: May 25, 2012, 05:27:21 pm »
0
Well FML, did something and my bandit skin disappeared, now I'm back to survivor, but somehow I lost my main weapon(AK-74 with kobra), and my whole active inventory with the skin as well.  :|
Free speech is about to become terrorism.

Offline Logen

  • OKAM Developer
  • ***
  • Renown: 385
  • Infamy: 39
  • cRPG Player A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #413 on: May 25, 2012, 05:28:13 pm »
0
100 players would be more than enough on one server.
yeah I would be a lot more risk but more fun too

I'm an impatient asshole
You're not impatient, judging by the way you played warband, and playing for a month with NV and sniper rifle and a silent pistol? Requires a lot of patience imo.

maps like Zargabad and Takistan have almost every single building enterable.
Imagine the crossfire possibilities. You wouldnt survive running across a street in such a city

Offline Teeth

  • King
  • **********
  • Renown: 2550
  • Infamy: 1057
  • cRPG Player Sir Black Bishop A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #414 on: May 25, 2012, 05:40:38 pm »
0
Gash, I wish all guns could use zeroing. My M16A2 seems to be calibrated for a 2 km distance or something. At 100 meters I have to fire almost a centimer below my target to actually hit him. Its fucking retarded, by the time I get used to that I'll probably have ditched it for an AKM.

Offline Xant

  • Finnish Pony
  • King
  • **********
  • Renown: 1552
  • Infamy: 803
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #415 on: May 25, 2012, 06:30:02 pm »
0
Gash, I wish all guns could use zeroing. My M16A2 seems to be calibrated for a 2 km distance or something. At 100 meters I have to fire almost a centimer below my target to actually hit him. Its fucking retarded, by the time I get used to that I'll probably have ditched it for an AKM.

The M16 is zeroed to 300 meters.

I just shot somebody in the head and body with a CZ and he didn't die, while the person I was trying to cover died instantly from 1 hit of his CZ.

Whats the point of a sniper rifle if it becomes useless past a few hundred meters, and I wasn't even that far, just 400-500.

The effective range of a CZ is 300 meters. I still very much doubt you hit someone in the head and body and they didn't die.

The CZ is just a hunting rifle, maybe you should get a military grade sniper if you want to be killing people from further away.
« Last Edit: May 25, 2012, 06:31:28 pm by Xant »
Meaning lies as much
in the mind of the reader
as in the Haiku.

Offline ulya

  • Knight
  • ***
  • Renown: 25
  • Infamy: 2
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #416 on: May 25, 2012, 06:34:45 pm »
0
But it was zerod perfectly on his head.
I shot,was a pretty perfect headshot,blood coming out, instantly dropped to the floor, when I started moving towards him I realized he wasn't dead, managed to dodge one of his shots, got cover, he did the same, I flanked him, shot again straight into the chest, he stepped back behind cover after which I think he died, and suddently I dropped dead.

Might be due to lagg, just unloaded a makarov mag on a survivors head from less than 5 meters, he stood still and nothing happened, suddently his body was flying across the room and I got down to 3000 blood and a broken leg.

It's probably because of lagg.

Offline Logen

  • OKAM Developer
  • ***
  • Renown: 385
  • Infamy: 39
  • cRPG Player A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #417 on: May 25, 2012, 06:59:24 pm »
0
The CZ is just a hunting rifle, maybe you should get a military grade sniper if you want to be killing people from further away.
I shot some guy in the back from 100m with DMR and he didnt die

Offline cmp

  • M:BG Developer
  • Supreme Overlord
  • *******
  • Renown: 2052
  • Infamy: 569
  • cRPG Player
    • View Profile
  • IRC nick: cmp
Re: Day Z mod for ARMA II
« Reply #418 on: May 25, 2012, 07:11:21 pm »
0
I shot some guy in the back from 100m with DMR and he didnt die

In the back of the foot?

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #419 on: May 25, 2012, 07:28:19 pm »
0
He shot him...





.. in the knee