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For pistols and rifles, you need to hold down the aim button for a while to "charge" your accuracy. If I'm not mistaken, the aiming "charge" speed is based on your Nimble stat. In other words, your character is not a cowboy - they can't quickdraw and fire from the hip, and hit their targets with anything but a Shotgun. You have to take your time for your character to focus and hold still while aiming to be accurate (something the game does a very poor job of conveying in the current build).
Panic, dehydration, drunkenness, hypothermia and hyperthermia, distance, Nimble, Accuracy, the type of gun, and the gun attachments all influence accuracy, as well as effective range (x8 scope Hunting Rifles will rarely hit at all unless the target is at least across the street - Sawn-Off Shotguns scythe through whatever's in front of you, but that's about it). Beta blockers help immensely when fighting a horde with a gun, since extreme panic makes guns almost unusable, and is the most hindering and common disability to accuracy.
Needless to say, it's incredibly difficult and costly to build a character who can use guns effectively.
Perhaps I'm wrong about that. The Nimble stat DOES, however, affect "how much visibility you lose when aiming", according to the Wiki page. The reference used on the Wiki leads to a 404 though.
https://pzwiki.net/wiki/Skills#Agility
https://pzwiki.net/wiki/Skills#Firearm
"Charging" attacks by holding down the aim for longer before attacking is long outdated, and not required.
Having spent countless hours digging through and debugging the pz firearm code working on ORGM, it can be summed up as:
Your chances to hit are based on the weapon's base HitChance, your aiming skill, your movement penalty, and the weapons AimTime (if the movement penalty is in effect).
This movement penalty has a massive effect at lower skill levels, and is what causes most players to constantly miss.
When the player has been moving (walking/running/sneaking) a penalty counter builds up reaching a max of -70 in about 5-6 seconds. Subtract the weapons AimTime stat (higher is better), and whats left is a penalty to your hit chance.
Take a vanilla pistol, at skill level 1:
45% base chance + 15 per level = 60% hit chance
Now assume the player has been moving around, avoiding Z's, doing short sprints and trying to make shots:
60% hitchance - (70 movement + 40 pistol AimTime) = 30% hit chance
This movement penalty will drop away the longer you stay stationary. You rotate and swing your aim around and it wont effect the penalty at all. Basically if you need to move before firing, make sure you give yourself enough room you can afford to wait a few seconds before you start shooting. At higher levels this is less of a issue.
If your playing with ORGM, this movement bonus is even more important to pay attention to as your hit chances don't rise as much each level as vanilla. If you expect to be moving around (breaching buildings etc), weight and barrel length matter. Use something light and short.
once you get that first box and have a pistol with the red dot and laser you can really do some serious damage. but you also have a range limit. pistol is 6 squares same for shotgun. i dont know if it moves further back as i havent got that far and the guys i watch like Ghul King always use ormg mod and use shotguns with silencer or suppressor.