sGunplay_experimental
WARNING This is an experimental version of the mod meant for testing purposes. It may be unstable; use at your own risk. What is sGunplay sGunplay is the second module of the much more ambitious sUDE project. Its main goal is to give a slightly more hardcore and different experience, but carefully balanced to don't make it feel much different from the vanilla game, while improving the PvP (and PvE) in many aspect.… (more)
WARNING This is an experimental version of the mod meant for testing purposes. It may be unstable; use at your own risk. What is sGunplay sGunplay is the second module of the much more ambitious sUDE project. Its main goal is to give a slightly more hardcore and different experience, but carefully balanced to don't make it feel much different from the vanilla game, while improving the PvP (and PvE) in many aspect. Key aspects and reasons of the mod The current DayZ gunplay feels too fast and arcade, with sGunplay I try to fix that problem (Keep in mind that it still lacks some core features, therefore it doesn't completely represent the final vision I have for the gunplay) sGunplay incentives a more thought-out and slightly slower PvP. Running and shooting, rushing enemies while hipfiring and other things that make the game feel like an arcade-type shooter, are less rewarding Your inventory now plays a big role in recoil control, precision and weapon handling. Think twice what weapon to use and what stuff you really need to bring with you when going to PvP hot zones (the sClothing module, with layered clothing, redesigned inventory slots and more, will majorly modify this aspect, so stay tuned) A more dynamic and always different PvP, thanks to the many features added. Differences from vanilla DayZ Less arcadeish gameplay sGunplay rewards a slower paced PvP/PvE Slower AimingDownSight (ADS) time, less snappy, robotic and arcadey animation (procedural ADS times will come with future updates) "Focus" mechanic. Holding your breath will help you focus while in ADS, giving less sway and more precision. The focus speed will change based on the player stance Reduced FieldOfView while aiming ADS, which combined with the new "focus" mechanic incentivate the player to think twice before shooting Procedural weapon inertia No more insane 360° flicks with a 5kg weapon, thanks to the new dybamic inertia system based on: Weapon weight Inventory weight Player stance (erect, crouched, prone) Movement speed Hipfire (inertia will be much stronger while hipfiring) Player injury state Procedural weapon recoil The weapon recoil system has been remade from scratch, which allowed me to make it more gritty, visually more appealing and more dynamic, based on: Attachments (more to come in the future) Character strength (vanilla softskill you see when you open the inventory) Player stance (erect, crouched, prone) Inventory weight Movement (you'll be able to control recoil much better while standing still) Hipfire (while hipfiring you won't be able to control the recoil very easily) Completely reworked player cameras Deadzone! It is also possible to tweak the deadzone strength as you wish "PictureInPicture" (PiP) emulation. The mangifying optic lens effect has received a major overhaul to better emulate the dual render technic used by games like Insurgency or EscapeFromTarkov. And it also is compatible with deadzone! The camera is not "tied" to the weapon anymore Customizable DepthOfField while ADS It's possible to Freelook while ADS (only with ironsights and non-magnifying optics) It's possible to visually inspect the weapon (only with ironsights and non-magnifying optics) Dynamic crosshair The dynamic crosshair is inspired from the .62 version of DayZ. Such crosshair would help you while hipfiring, showing you where your gun is point at; so it will be much easier to understand if you'r
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