Page MenuHomeFeedback Tracker

MrSirUndersteer
User

Projects

User does not belong to any projects.

User Details

User Since
May 26 2014, 10:18 PM (548 w, 1 h)

Recent Activity

May 10 2016

MrSirUndersteer added a comment to T98511: Getting hit by invisible force.

Yes. I was playing on the experimental servers. Actually happened to me on 2 separate exp. servers.

May 10 2016, 10:15 PM · DayZ
MrSirUndersteer added a comment to T98511: Getting hit by invisible force.

Thanks R834!

May 10 2016, 10:15 PM · DayZ
MrSirUndersteer added a comment to T98511: Getting hit by invisible force.

Well... case 0000365 has been marked fixed, but if this is indeed a duplicate of the same issue as raised by case 0000365, then it is NOT fixed, as this was as recent as a few hours ago.

May 10 2016, 10:15 PM · DayZ
MrSirUndersteer added a comment to T98511: Getting hit by invisible force.

I don't think it's a duplicate of case #0000077 since I ran OUTSIDE the house and there were still no zombie to be seen, and no mater what direction I ran (I did not stop) I was still getting hit every 2 seconds. There was no pause.

May 10 2016, 10:15 PM · DayZ
MrSirUndersteer set Category to category:multiplayer on T98511: Getting hit by invisible force.
May 10 2016, 10:15 PM · DayZ
MrSirUndersteer added a comment to T95282: Mosin-Nagant ejects spent shell after reloading..

Not only is this issue not realistic, but it also takes much longer than if the animation was correct.

Currently, the process goes: fire shot > character runs the bolt immediately like a skrub.

Which means, after the 5th shot on a fully loaded Mosin, the bolt is pulled back, and there is nothing in the breach/chamber/internal mag.

You do load ammo, and the character puts 5 rounds into the internal mag, then pushes the bolt forward, at which time the bolt picks up the the top round and pushes it into the chamber. The weapon is now hot.

Currently, the animation for a full "load ammo" has the character put 5 rounds in, then pushes the bolt forward, THEN runs the bolt again to eject a phantom round, then loads the next round into the chamber.

That last bit takes an extra second or so, and when you're in a firefight, you don't have that extra second for it.

Hopefully we don't have to wait till beta to see this problem fixed.

Cheers.

May 10 2016, 8:25 PM · DayZ