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⚶Combine Overwatch⚶
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Everything posted by Combine

  1. Combine

    Fallout Thread

    Loved Fallout New Vegas, a lot of that is due to the setting with the strip and the gambling mini-games, which I miss in the ones coming afterwards. Fallout 4 is kinda meh story-wise, but at least they used an Engine or feature where dialogue is in real time, even if it was dumbed down. As for 76, well ... oof. I hope the next will be akin to New Vegas or so, but with modern tech.
  2. Combine

    Fallout Thread

    Old video I recorded. Fuqq de legion! Legion attacking Camp Golf but being repelled by superior firepower, ca. 2281, colorized
  3. Combine

    Fallout Thread

    It was a stupid call since they brought the major powers of the wasteland against them on either coast and that resulted in their relative downfall. In turn, the East Coast BOS or the NCR did less evil shit and were, as a result, widely more accepted among the apocalyptic societies.
  4. Combine

    Fallout Thread

    They ... did. Even tho in the recent Fallout New Vegas mod "New California", I also picked the Enclave, and even though it is a custom mod with custom lore, the shit you already do in that mod for the Enclave would seemingly fit perfectly into the main narrative from the official games. They fucked up so bad with the cliché evil shit, I'd almost say their major defeat is to be blamed on their own actions or deserved. If they had used their power to work on re-establishing society from the start, the US would be further ahead or perhaps a world power among ruins of other nations.
  5. Combine

    Fallout Thread

    Kinda liked the idea of the Enclave. Just a shame they had to serve as cliché antagonists rather than a possibly believable post-war faction. I think the trope is called "Evil by design" or something, I dunno. Enclave and Institute (also cliché bad guys you can join, at least) and NCR are among my favorite main factions. Then there's a few other ones, like the White Glove Society (I prefer the version where you avoid bringing them back to cannibalism). I actually also DO like the Minutemen, but not in the standard way. I have a mod that militarizes them more.
  6. Combine

    Zombies are too hard?

    At best, in terms of tweaks I'd keep their "health" (or was only bullet damage reduced without touching their 'health'?) and make them slightly slower, and perhaps slightly less hard-hitting. But I like how they take several bullets (usually depending on caliber) to take down unless you hit the head.
  7. Combine

    Zombies are too hard?

    No offense but I don't get them being too hard either. They're surely better now than the paper targets you could one shot and mow down one after the other. Now you have to actually be more mindful of them and tell you what? If you sneak up on them you can easily melee them without attracting the whole town, depending on what timing and weapon you use. I don't die (and thus respawn and regear) often but I'd say they're an obstacle initially as you look for things. Even so, if you get chased by several run into a house, close the doors, wait till they disperse, continue. Crouching helps a lot, avoid crouch sprinting when near them though, raises "aggro range". Basically before I repeat it, I refer to what @Voodoo posted. I've done Sam Fisher shit where I was sneaking among a horde of infected with ease, where I could take down half a mil base with a knife only, one at a time. While silencers may be kinda broken, if you know how they roughly operate in this version you have it even easier.
  8. Combine

    Persistence Wipes?

    I'd rather prefer other solutions like what zanaan posted or the thing that Mexi said. Does that mean stashes disappear if you do not "visit them" within 48 hours? How does that work? Just be near to refresh, or look inside the container? Move one item in or out? Does it count for anyone or just you?
  9. Combine

    Remove NBC clothing from item shop (When the radiation mod is released)

    I'd keep gas masks, assuming just having gas mask isn't enough depending on the issue (radiation vs other biohazards). As for suits... Tbh, in my particular case I'd normally agree but it is a bit of a hassle to be part of factions that have ties to entities that could drop this shit in. So being able to spawn it IS convenience while not being too unrealistic where it may be for others. But since we already have to scavenge for our guns and other gear, why do I complain TL; DR: In favor, anyone should Not be able to spawn THAT in at will with no IC explanation. I might find other solutions for my case or just loot it as well. Alternatively give the items a cool down of like a week or so? Also, I do suggest to slightly increase inventory space of the jacket / pants? Please?
  10. Combine

    Restraining people in game

    You can do that of course, but at times it is a "hassle", unless you literally tell that someone IC to carefully go through his possessions. But at times I just wanna look at one's backpack w/o taking it all out. To actually be able to look at all items can prevent OOC non-compliance where someone would retain certain objects. While report-worthy, you do not always 'find out'. I literally had it happen to myself. Was taken hostage. Searched. Complied with hand held radio, removed my guns, etc. Here's the funny part: I completely forgot about the huge radio backpack I had in my backpack. In the haste I just did not think about it and it was only found and mentioned upon actually being tied up way later to which I clarified //OOC. If I can forget, others can pretend to have forgotten or try their chances. Yeah, I could not use the object IC, but the matter is I retained it. Or could have w/o an actual search. TL:DR: 1) Keep tie and search, encourage all players to keep tied up part (via game mechanics) short If they decide to use this due to crash risk. An emote(d) frisk should always be done and has to, to cover other objects not represented by in-game objects like pictures or notes 2) Alternatively, add frisk option that works via progress bar or make it so that you can do this with players pressing F5 where no one is restrained 3) Better yet, if even possible: make it so that crashing while restrained doesn't kill you (mod workaround possible?) B4 anyone gets me wrong, I never even tied and then searched one like that in my time here. I just think the ability to look at the inventory is good to have at times or as additional check complementary to IC frisking or restraining. Just annoying that you die when tied up upon crash or DC. Since it is not hard to break out from any restraint, AFAIK, it seems like an outdated game feature that is more annoying than helpful. The toughest ones takes what? 20 or 30 seconds?
  11. Combine

    Restraining people in game

    I still prefer to have the option to actually look at someone's inventory.
  12. Combine

    Restraining people in game

    Or just keep it very short. Restrain, search, do your thing, and immediately unrestrain - whether you emote they are still restrained or not. Best compromise I can think of.
  13. Combine

    Call on The Mountain

    Radec grabs his radio and begins to speak quickly, sounding surprised. Since the rest talk in English, he does the same. An Eastern accent can be assumed or heard. "Mountain men? Sheesh, really? I second what the one who just spoke said. I vaguely recall common endeavors and you were an old ally of Svoboda. Now, I vaguely recall some kind of issue with your group and Svoboda, but before any blame is cast, I wasn't part of them, I merely teamed up. Either way, I recall you in positive fashion. And I think you did good. So don't die on us, you hear? The mountain shall remain strong. And so shall its men. Dasvidaniya, or whatever." Click.
  14. Combine

    Add back double stamina

    While annoying or a setback, I kinda like it. Meaning that if you carry too much, you can't sprint (long) and are generally slower. Realistic effects or downsides during combat. But I see room for improvements and tweaks, such as increasing stamina a bit or tweaking the weight of certain objects, perhaps downwards a tad.
  15. Combine

    The Haven [Open recruitment]

    Woop woop! Good luck!
  16. Combine

    The Sentinels [OPEN RECRUITMENT]

    I look forward to meeting y'all, group looks interesting.
  17. Combine

    The Revenants [Open Recruitment]

    For some reason, and I don't get that from many groups I like the idea of, I got an impulse to join. Who knows if I may! Then again a core reason is IC continuation of certain events so it feels organic to do so over joining groups made from scratch with no prior roots in SZ at all.
  18. Combine

    South Zagoria Defense Pact & Peace Treaty.

    <:: "Nepotyr to Captain Heinrich. I suggest becoming the killing machines you once trained to be, some will understand no other language than violence. Those who attack you need to be slaughtered each time they try, defensively and on your "turf" that is. Hang up their bodies with signs. People will get the message eventually. Only this might lead to a difference in the long run. No group here but one has endless people. Can't go on indefinitely. Your initial and current stance might be noble, but you have to adapt to the brutish reality. I'd also call for reinforcements. Just in case. Nepotyr out." Click.
  19. Combine

    Trouble moving around tents in military camps...

    Known issue likely depending on a DayZ dev fix through game patches.
  20. Combine

    Removal of buried stashes

    I like hidden storage such as buriable containers, most of the time the other options were simply not always suitable, especially with the changes where placement of barrels or tents became a lot more nitpicky. I liked it the old way, could at least let you be somewhat lucky or creative. I'd like to keep them. But at the same time I see the dilemma. Tough one. While I voted no so far I'd also survive seeing them gone. Or, obviously, don't remove the containers themselves like drybags and sea chests, just make sea chests last long like tents etc and remove the ability to bury such things, if the community as a whole and staff want to do this.
  21. Combine

    Soldiers Needed

    No change in voice and whatnot since last time. <:: "Netopýr to Captain Heinrich. As for your inquiry, I get around and have no specific information about other US forces at this time for you. Furthermore, I am "Oscar-Mike", as you say, to that exfil point, over."
  22. Combine

    Soldiers Needed

    Pavel reaches for the radio after listening for a bit. You hear what is apparently some sort of Eastern, slavic dialect or accent. If you have a bit more experience and aren't a total stranger you could assume it to be a Chernarussian one, or something close to this. The reply is in English and accent is not too heavy or strong. <:: "Interesting, US military personnel, presumably in South Zagoria. Personal remark: assumed you all perished or retreated. What a ghost oblast this is, often bringing back elements of the past and new, hellish ones of sorts." There is a short break, the tone gets a tad more neutral or "professional". Almost clinical at certain parts. Due to wording and pacing, with a bit of imagination you can almost visually structure some of the following. <:: "This is Netopýr to US military personnel. Assuming you did not live under a rock and are aware of recent political developments. Region still at abstract risk regarding Russian military invasion or elements of affiliated forces, at least. For sake of completion, South Zagorian Chernarussian asset status as follows based on partially incomplete projections: CPD and OREL, aka police forces: Severe initial loss of life, moderate casualties over time All stations and hardpoints in region lost No known notable amount of remnant personnel or units in service in region Main forces operating outside of region in heightened alert state due to Russian threat CDF, military forces: Severe initial loss of life, on-going casualty rate beyond region Any local military installation inoperable and abandoned or overrun No local cohesive units known in operation, lone elements unknown Core forces operating outside of region, with sizeable force in defensive position near regional border due to Russian threat Civil defense and protection, medical and firefighting personnel: Moderate to high initial loss of life, reduced casualties over time All hospitals and stations in region abandoned by official services Remnant personnel withdrawn or integrated into survivor populace Bulk of personnel operating outside of region in heightened readiness state due to Russian threat Supranational bodies: NATO or UN assets varying, mostly unknown status^on this end at this time Recent events indicate high losses for any leftover NATO or UN forces, French Foreign legion elements recently active in region presumed to have perished, withdrawn or integrated into local survivor populace Basically, due to the above mentioned factors, assistance may at best be offered in very limited and uncertain capacity and availability. Or not at all. There is no organized local help to save your day, at least not from any state actor in a big capacity. This basically means you are advised to regroup with your local forces and reinforce a zone or ideally withdraw West towards civilization. Regional exfiltration by sea or air or limited supply drops for your men can be requested on this end, but yet, not guaranteed at this time. Reply if you require directions such as a guide Westwards or any sea or air support in the aforementioned capacities; availability will then be checked on this end separately. Refer to Netopýr for further inquiries, over." He then let's go and continues to study a map, while occasionally adding markers to it.
  23. Combine

    Alpha Company 3-34 [Always Recruiting]

    Good luck lads, could use a few more military remnants as far as I know.
  24. Combine

    Base building mods to make bases more viable

    All that base building (with walls and whatnot) so far basically does - in my eyes - is paint a target on your mark or indicate "SHIT MIGHT BE HERE, IF YOU DARE TO TRESPASS". In other words, it's relatively easy with a proper tool. No real obstacle. While it shouldn't be impossible by external means, it should be way harder and time consuming or resource consuming. I stumbled upon a guy breaking into some other base and decided to not give a shit for a few reasons in that particular case, and it wasn't mine. Since I interrupted him prior he had to start from scratch and I assume "progress" on breaking in does not save, so once you start the action to hack down parts of a fence or gate, you have to see it all the way through. He removed the lower part that allows you to crawl in within like 30 to 60 seconds. Maybe 90. Or 120. Tops, I think. That's nothing. But building a base can take a long time or (group) effort of 2 days or 2 weeks which is essentially negated within 2 minutes. I hereby also suggest considering new materials like concrete, although the Dayz game devs might add that in due time themselves. This would require other tools and take longer and you'd have a logical progression from building. As to whether it would be logical or realistic for certain survivors to be able to make concrete structures, well... I leave that up to other people to ponder or decide. But it would allow for cooler bases. Long story short, in favor of being able to have a feature to place things in more places and to have better base protection.
  25. Combine

    Backpack container despwn time

    Yeah, better safe than sorry. Ideally resort to "lasting" persistent or storage objects or bury the backpack, if it can be buried and if you have a shovel or so. That shit lasts.
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