Author Topic: Day Z mod for ARMA II  (Read 159777 times)

0 Members and 1 Guest are viewing this topic.

Offline Bjord

  • Amateur heretic
  • King
  • **********
  • Renown: 1328
  • Infamy: 1109
  • cRPG Player A Gentleman and a Scholar
  • salty turks
    • View Profile
Re: Day Z mod for ARMA II
« Reply #645 on: June 03, 2012, 08:40:28 pm »
0
What about setting up a big camp with guard towers and barricades, and then split up into smaller teams. Would also be useful if you always reported your location so you wouldn't shoot each other by mistake.

Of course big bases are impossible to defend 24/7 so eventually that'd fail. But if you find an extremely well-hidden place it might work.

You can construct in DayZ right? I know you can as a commander in Arma II.
When you stare into the abyss, the abyss stares back.

Offline Darkkarma

  • Duke
  • *******
  • Renown: 573
  • Infamy: 106
  • cRPG Player
  • Slow your roll
    • View Profile
  • Faction: Chaos
  • Game nicks: DarkKarma
Re: Day Z mod for ARMA II
« Reply #646 on: June 03, 2012, 08:40:55 pm »
0
Seems like we are split into EU and NA. Most of us NA tend to play in the same group/server. We've even joined up with a mount and musket group!

Rufio is also right. I think we had 2 or 3 friendly fire situations between squads yesterday when we were keeping stary on lock last night. Big groups need a decent amount of coordination and communication in between groups.

Edit: You can't construct so much as repair. There are plenty of downed choppers and vehicles around on the map that require a number of items put into it in order to get the vehicle repaired. You can't really construct any independent structures though sadly.
This community hurts my brains, a lot.

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 #647 on: June 03, 2012, 09:23:41 pm »
0
Ex-Soviet states are weird for sure.I mean, matches are rarer than Guns.

Crazy Commie bitches :lol:
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 rufio

  • Marshall
  • ********
  • Renown: 995
  • Infamy: 483
  • cRPG Player Sir Black Bishop
  • QQ
    • View Profile
  • Faction: Vanguard
  • Game nicks: Rufio_pleaser_of_widows, LeLouche_LampeRouge, Quenya_Favourite_of_Rufio
Re: Day Z mod for ARMA II
« Reply #648 on: June 03, 2012, 09:40:05 pm »
0
i havent tryd trenchdigging yet, but i know barbed wire can be found about, only  takes one slot, and u can use it very well to baricade building entrances. but ye me im not fond of sticking in 1 place for to long :3
visitors can't see pics , please register or login

Offline Darkkarma

  • Duke
  • *******
  • Renown: 573
  • Infamy: 106
  • cRPG Player
  • Slow your roll
    • View Profile
  • Faction: Chaos
  • Game nicks: DarkKarma
Re: Day Z mod for ARMA II
« Reply #649 on: June 03, 2012, 09:45:45 pm »
0
DMR is the best sniper.

Seriously this. 300-600 meter zoom in range and 20 shot clips about as common as makarov mags in all military spawns. It also just looks very cool.
This community hurts my brains, a lot.

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 #650 on: June 03, 2012, 09:49:48 pm »
0
Seriously this. It also just looks very cool.
Just found one of those from someone's tent in the middle of the wilderness. The tent also countained AK-74 kobra and another AK rifle, but didn't have space for those.  8-)
Free speech is about to become terrorism.

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 #651 on: June 03, 2012, 10:06:24 pm »
0
DMR works with Night Vision too, which makes it über-awesome.
Free Bjordhinn!

Offline ulya

  • Knight
  • ***
  • Renown: 25
  • Infamy: 2
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #652 on: June 03, 2012, 10:09:23 pm »
0
Today I was playing and found 3 DMR's and a m249 SAW, didn't pick up any, didn't even realize they are that rare untill I read this thread(except for maybe the SAW).

Silenced MP5 and M16 is all I need!

Kind of getting bored playing all alone all the time, so if somebody wants to group up: http://steamcommunity.com/id/sidje/.

Offline Xant

  • Finnish Pony
  • King
  • **********
  • Renown: 1552
  • Infamy: 803
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #653 on: June 04, 2012, 12:33:52 am »
0
Seriously this. 300-600 meter zoom in range and 20 shot clips about as common as makarov mags in all military spawns. It also just looks very cool.

Yeah, seriously. DMR mags are everywhere. Doesn't matter that the sniper is zeroed in to 300 without the ability to change it since you can just adjust the drop off with the mildots.
Meaning lies as much
in the mind of the reader
as in the Haiku.

Offline Overdriven

  • Marshall
  • ********
  • Renown: 828
  • Infamy: 223
  • cRPG Player Sir Black Pawn
    • View Profile
  • Faction: Great Khans
  • Game nicks: GK_Overdriven
Re: Day Z mod for ARMA II
« Reply #654 on: June 04, 2012, 02:20:24 am »
0
i havent tryd trenchdigging yet, but i know barbed wire can be found about, only  takes one slot, and u can use it very well to baricade building entrances. but ye me im not fond of sticking in 1 place for to long :3

You know you can vault over barbed wire and zombies run through it. It barricades bugger all. Mind you I only discovered the vault key a few days ago  :lol:

Offline Xant

  • Finnish Pony
  • King
  • **********
  • Renown: 1552
  • Infamy: 803
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #655 on: June 04, 2012, 02:21:20 am »
0
Never been able to vault over barbed wire. Pretty sure you can't vault over it at some places.
Meaning lies as much
in the mind of the reader
as in the Haiku.

Offline Overdriven

  • Marshall
  • ********
  • Renown: 828
  • Infamy: 223
  • cRPG Player Sir Black Pawn
    • View Profile
  • Faction: Great Khans
  • Game nicks: GK_Overdriven
Re: Day Z mod for ARMA II
« Reply #656 on: June 04, 2012, 02:22:05 am »
0
I haven't come over one I haven't vaulted yet. It's buggy but you can definitely do it.

Offline Goldor

  • Knight
  • ***
  • Renown: 33
  • Infamy: 21
  • cRPG Player
    • View Profile
  • Faction: America the Vulnerable
  • Game nicks: Goldor
Re: Day Z mod for ARMA II
« Reply #657 on: June 04, 2012, 02:31:15 am »
0
I haven't come over one I haven't vaulted yet. It's buggy but you can definitely do it.

Careful, Rocket was talking about making it so you couldn't. It'll also 1/2 the time bug out and shove you back into the center of the wire, thus killing you.

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 #658 on: June 04, 2012, 07:32:50 am »
0
I could always vault over barbed wire - key is you have to be moving forward while pressing the vault key

Offline Xant

  • Finnish Pony
  • King
  • **********
  • Renown: 1552
  • Infamy: 803
  • cRPG Player
    • View Profile
Re: Day Z mod for ARMA II
« Reply #659 on: June 04, 2012, 10:29:39 am »
0
Gotta love some of the smooth mechanics of ArmA2.

Was in the NW airfield, attracted a couple of zombies because of my stunning good looks. Had AK with 7 mags, DMR with 5 mags, Camo skin etc.. there was one more zombie left. I try to shoot it with my pistol but nothing happens and I'm like "the fuck?" then I see the throw animation... I'm throwing a frag grenade, must've pressed F accidentally at some point. And because of the lovely ArmA2 animations, I'm stuck there throwing the grenade and even after it's thrown, I can't move for five seconds.

So I die to the explosion. A GLORIOUS DEATH INDEED.
Meaning lies as much
in the mind of the reader
as in the Haiku.