DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tallpoppy » 26 Jun 12, 9:57 am

Nekosan wrote:
TRB wrote:You'll clearly see there are way better places to be then on the south coast.

Of course you might just be trying to lure people into your field of view for some sniping action ;)


Are you honestly suggesting that noobs (the majority of whom spawn around the 2 main towns) should run up to Berezino to find a weapon? 9/10 times you can walk into the Balota airfield singing christmas carols and nobody will notice. I'd rather get to Berezino or NW with an ak/m16 than with a flashlight... despite the larger population in the southern areas the skill and weapons level is going to be lower.

A noob is probably going to last about 3 seconds in Berezino on any populated server, and they're not going to be able to find any of the inland towns until they're acquainted with the map/game world. The fact is that running north is a waste of time for a new player, they want to be in a populated area and learning mechanics etc for 30 minutes rather than spending 30 minutes running and 5 minutes learning before they die and have to run back north again.


NO he is simply suggesting that you DON't have to run to chenro/electro to find decent gear.

Eg if you are West side of Cherno. run northish to the power lines you will see one lot go off to the right and some going straight ahead.
follow right side you come across 3 cow shed indy buildings and some residential buildings. back track a bit to the road (the power lines cross it head north you hit a small town nazed head west from there along dirt road and your in kozlova and close to bor with 5-6 dear stands + heaps of barns and residential buildings. very minimun cross country navigation required.
follow the power lines straight and you hit kozlova/drozhino and end up in zelenogorsk. lots to loot on the way.

spawn in komrovo head north west along the road and hit bor. then as above to zelenogorsk.

spawn in kamenka follow road north pass 3 dear stands within 200m of road and pass pavlolo then zeleno

spawn eastern cherno or electro (haven't done much ) but there is pusta that is easy to get to via power lines/roads and it leads up to staroye opening the centre map to stary then NW airfields.

further east you have small towns and spawns to get to bresino.

follow the road if your not good at going cross country it will take a bit longer but your less likley to become lost and most if paved roads will eventually lead to a town. or a lootable building that you should be able to find on a map.

sure if your near the airfield check it or check the outskirts of cherno if your near it. i do but i'm heading away from there as quick as i can. also i may stop by the hospital if i can get there for some medical supplies but i can find them at dear stands if needed.

so in hte time its taken me to write this (15-20min) you could have spawned near cherno and be looting the 3 farm houses north of vysota hill. or asking in side who is shooting in cherno and dying to 20 zombies with your torch.
Last edited by Tallpoppy on 26 Jun 12, 10:07 am, edited 1 time in total.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 26 Jun 12, 10:00 am

If you spawn on the South Coast, you make your way to Cherno. Hit the Supermarket on the West side of town. Pistol, food, drinks, maybe a bag if you're lucky.

After that, head North through town(skip the Church) and hit the Firestation. Usually you'll be able to get a military grade weapon in thw tower, but you might have to server hop to get around the barbed wire that gets placed there(this isn't cheating - the barbed wire is placed there often for the purpose of one smartarse to server hop. By server hopping you are denying him loot). Once that's done, head to the North hospital. Across the road from it and next to it are 5 apartment blocks that spawn Matches, Compasses, Watches, Maps and Packs, as well as pistols. Once you've looted that area, head North across the field into the woods and you're gone with a full pack a gun and a pistol and lots of supplies.

Zelenogorsk is not that great. I once proned in the supermarket by the window and watched two guys walk down the road from 200m away. I rolled out and popped them both when they walked in the door. But they had binos and couldn't see me proning beneath the window.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tallpoppy » 26 Jun 12, 10:29 am

so your solution to getting something better than a winchester or similar is to server hop at the cherno firestation

Really?

and cos you once proned at the super market and shot someone means the place is terrible.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 26 Jun 12, 10:42 am

Has anyone noticed that if you're carrying a larger pack and it's full, you burn through food/water faster than someone carrying a lighter pack?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Tallpoppy » 26 Jun 12, 11:30 am

not really i spend quite a bit of time on a vehicle now. be it bike or car etc. when running (full coyote backpack (24 slots) I can run for about 4-5 k before i go flashy red for food/water.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 26 Jun 12, 3:53 pm

Tallpoppy wrote:so your solution to getting something better than a winchester or similar is to server hop at the cherno firestation

Really?


Yes. If you read, I say only to server hop if there's barbed wire there because the game is broken in that it features no way around it, or to remove it yet.

Here's a map of Cherno: Image

Yellow is industrial spawns. Red is military. Blue is residential. Green is rural.

Small dots = low value spawn, large = medium val. spawn, diamond with a ! = high val. spawn.

So, if you're approaching Cherno from the west, as I suggested, you will find: food (28% chance),
map, matches, binoculars (5%),
Alice pack (3%),
Makarov, M1911, hunting knife (2%),
and Lee Enfield, Winchester, Revolver, Tent (1%).

The chances of any of these spawning at the church is significantly lower, excepting the Enfield which is slightly higher at 2%.

So, you make your way North to the fire station, which on this map is the large red dot(Medium level military spawn). As you will notice, it's extremely close to the Supermarket, and therefore provides a minimal travel distance into Cherno, as well as a high reward. You can also pass the Mansion on the way which is marked by the large blue dot(Medium level residential spawn), but it has the same % of loot as the Church, so you're effectively relocating the Church and the extra time to go there.

Once you hit the Firestation, you have 2 sides to enter from, so it's not a bottle neck until you're up the tower, by which point you have the advantage anyway, so long as there are no snipers.

Once in, there are 10 loot spawns and you now can find:
AKM (4%),
AK-74 (3%),
M1014, Glock, hunting knife, medical loot (all 2%),
AKS-74 Kobra, Remington 870 (1.5%),
M9, M16A2, AKS-74u, AKM, PDW, Map (1%),
M9SD, M4A1, MP5SD, Coyote Backpack (0.4%),
M16A2 M203, M4A1 CCO, M24, DMR, M14, M4A3 CCO, GPS (0.2%).

So now, you have a roughly 24% chance of finding a primary weapon better than a Winchester or a Lee Enfield(which you only had a 2% chance of finding anyway in the Supermarket), and you're only going one block further into town.

As well as that, you have a 3.4% chance of finding something better than a Makarov for your secondary weapon, including a PDW which will use any 9mm ammo.

After this part of your journey is done, head North to the Hospital and the five blue circles(Medium Residential again). They have the same probability as the church, there are five of them, and no one ever seems to go there. They also have good acoustics so you can hear any footsteps, and the stairwells are great cover.

Once you've looted them, you can hit the Hospital if you want to. Inside there's 4-5 Medical boxes all containing(guaranteed): 10 Bandages, 5 Blood Bags, 5 Epi-Pens, 5 Painkillers, 5 Morphine. You might also find Antibiotics which are worth any trip into Cherno.

Source for map and loot chances.

and cos you once proned at the super market and shot someone means the place is terrible.


No, you missed the point of my story. The Zeleno supermarket is terrible because it provides the exact same chance of loot as the supermarkets in Elektro, Cherno, Starry Sobor and Berezino, all of which provide a better approach with more cover than the one in Zelenogorsk.

The fact that I could see 300m down the road from inside, and the approaching players(who used the bushes on the side of the road) couldn't see me, even with binoculars, shows that it's an awful idea to make this your first location to visit.

As well as that, the highest chance of getting military grade weapons close to Zeleno is a deer stand or Green Mountain, and after that it's an almost equal distance from Zeleno to either Cherno or the NW Airfield, both of which have supermarkets in closer proximity. The NW Airfield is also a highly contested place and anyone walking in there with a Winchester or Lee Enfield alone is likely to be shot.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 26 Jun 12, 11:12 pm

Felt like getting my game on, so opened up and saw this..and logged straight back out. Zombies + Night.. **** that!

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby spynoob » 27 Jun 12, 2:17 am

See this game was fun in the coastal cities until barbed wire for introduced. Now everyone just barb wires the coastal cities. It's why I head inland after getting what I need. And you need a toolbox to get rid of te barbed wire but it's picky to get rid of it

The other thing I don't like is no more side chat. Which means I can't sneak up on others. And borrow things from the backpacks they have.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gamer87 » 27 Jun 12, 8:35 am

Disco LT wrote:Felt like getting my game on, so opened up and saw this..and logged straight back out. Zombies + Night.. **** that!

[ http://i.imgur.com/IcAJz.jpg ]


Best time to sneak around. Look for flares to find where people are and hunt them down. Huge advantage having NV goggles lol
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby The_Pharoah » 27 Jun 12, 9:01 am

yeah...at night I play on US servers...bright daylight there :)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby stanna » 27 Jun 12, 12:51 pm

im yet to stay alive for more than 20 minutes at a time. im too impatient to sneak around the zombies.. they keep killing me
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby The_Pharoah » 27 Jun 12, 1:22 pm

stanna wrote:im yet to stay alive for more than 20 minutes at a time. im too impatient to sneak around the zombies.. they keep killing me


last night I spawned at Kamenka or somewhere (SW of map) and basically crawled my way through the whole town without being found! there wasn't much to loot however the key is...the Z's walk around in a sort of defined path - all you need to do is keep low (hence the crawling) and wait for them to pass. The prob is, they do tend to either see/smell you when really close even when you're behind cover which is ****, so give them a little space.

Eventually I went North and headed up to pavlovo. There is a DayZ map on the web with places to loot - I highly recommend you have that up and running and take note of WHERE you spawn (bottom right of screen when you initially spawn - comes up for about 5 secs).

also, when you spot a gap, use the crouch run or crouch walk (which is quieter).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 27 Jun 12, 2:49 pm

I haven't played for about 4 updates, and am also finding it hard with the zombies right now. Died about 5 times before I actually got anything. Can't seem to judge the distances when they agro.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 27 Jun 12, 3:01 pm

Matty wrote:I haven't played for about 4 updates, and am also finding it hard with the zombies right now. Died about 5 times before I actually got anything. Can't seem to judge the distances when they agro.


Sprint everywhere until you find a weapon.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Matty » 27 Jun 12, 3:03 pm

Scarecrow wrote:
Matty wrote:I haven't played for about 4 updates, and am also finding it hard with the zombies right now. Died about 5 times before I actually got anything. Can't seem to judge the distances when they agro.


Sprint everywhere until you find a weapon.


Haha yeah I found this tactic. IT also worked quite well as a make shift weapon. Agro zombies and run into a barn full of people :P
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