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May 10 2016

SneakyPayload edited Steps To Reproduce on T90680: Physics related to character damage/environment.
May 10 2016, 5:41 PM · DayZ
SneakyPayload added a comment to T90674: Spawn point should be selectable!.

No. This is absolutely ridiculous. We should be randomed in, you do not get to choose when you "survive" especially in a simulator like this.

May 10 2016, 5:41 PM · DayZ
SneakyPayload added a comment to T90626: Motorbike Helm Spawning more often than Food or Medic Stuff.

The motor bike helmets need to go away. THey are absolutely detracting from the game considering they spawn so much. You guys need to make a special spawn area around vehicles that we might find this stuff in, not EVERYWHERE.

May 10 2016, 5:39 PM · DayZ
SneakyPayload set Category to category:controls on T90548: Quikbar/ weapon/item switching.
May 10 2016, 5:36 PM · DayZ
SneakyPayload added a comment to T86579: Random Zombie Sounds [PRIMARY REPORT].

I get reload sounds/zombie grunts/etc when NOTHING or NO ONE is around.

May 10 2016, 1:57 PM · DayZ

May 9 2016

SneakyPayload added a comment to T60186: You should be able to move while changing weapons.

To do a proper transition as I have always been taught, should be a smooth motion. It only takes 2ish seconds to do this if trained, as these "soldiers" are in this game.

May 9 2016, 9:32 PM · Arma 3
SneakyPayload added a comment to T60186: You should be able to move while changing weapons.

When I was in the military we practiced transition drills a lot. Just as GeneralScott said, if your primary is out of ammo, and you cannot do a reload and must switch weapons to your firearm, you keep your support hand on the weapon, and you draw with your other hand, transitioning to primary weapon slinged, pistol up in proper shooting stance.

May 9 2016, 9:32 PM · Arma 3
SneakyPayload added a comment to T59277: Grenade throwing is unrealistic (too fast).

Sorry, but I disagree with this issue. I was in the military, and have thrown plenty of grenades, flashbangs, and such other items. If you have a proper frag pouch, you drop your weapon (its on a three point sling anyway, or a single point sling). You grab the grenade, Index it, pull the pin, and throw. Spoon detaches, and about 5 seconds later, boom.

For grenades, wounding area should be 15 meters minimum, kill are should be 2-3 meters.

May 9 2016, 6:48 PM · Arma 3