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I am a Master of Arms in real life. I want to help the Devs employ a total and better weapon rebalance in game.

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2

State

Open
Issue key
DZG-2644
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
scorpion
Created
Nov 8, 2026
Views
17
Platform
Xbox
What happened?

Although the game harbors a lot of in real life elements such as jamming, I would love to see a lot of this be taken a step further.


I have both Credentials and Experience on most of the weapon systems in game, and would love to see a better balance, and closer to real life renditions of weapons.


For example: the AK-74 firing 5.45x39mm rounds should not be as weak as they are in game compared to the NATO 5.56x45mm rounds.

They share extremely similar muzzle velocities as well as energy.


In game I understand there is a “ramp up” for gear, hence the tiers of loot… but artificially nerfing weapons is a bit simplistic and not enjoyable.


I also suggest adding more weapon states. Instead of simply “damaged” add a Dirtiness level to every firearm.

Weapon repair kits can last longer, but more periodically you have to clean your firearms instead of “repairing” them, which would be a much rarer occurrence.


For example: the M16A2. Say you go 48 in games hours falling into mud, getting rained on, or even sand jamming up in your weapon.

Weapon Cleanliness could from “Clean” to “dirty” to “fouled” to “disgusting” just as an example, and the worse that stat becomes, the more rapidly jamming is likely to occur in conjunction with the durability of the weapon.


And perhaps instead of just using a weapon cleaning kit… in order to fix your weapon you have to strip down another of the same kind, or find parts for your weapon to repair it.


Furthermore ballistics need to be rebalanced across the board.

The FAL and SCAR 17 being the exact same stat wise in game makes little sense and is very unrealistic.

There are pros and cons to each of these, so their in game appearances should reflect as such.

More over, the SVD Dragunov and M14 (DMR) should be doing extremely similar damage just like the AK-74 and M4A1.


Both sets of weapons should be practical indistinguishable in ballistics, and rather should be differentiated via their secondary stats: fire rate, durability, weight, etc etc.


Lastly, I love you Dev team, but you need to stop adding firearms that all take the same ammo type. There are many many ammo types out there. Variety is much better over the same bland few ammo types we have.

Examples:

  1. why not add a .30-30 Winchester in a Marlin 336 lever action that can take the in game hunting scope? And you can add a BFG revolver in .30-30 therefore you’d have two weapons with a common ammo type, and a great idea for the game.

  2. Add 7.62x25mm with the PPSH-41, and the TT-33 Tokarev. Honestly I’m amazed this hasn’t been added already, but it’s a very worthy addition.

  3. 5.7x28mm in the FN Five Seven, and the P90 sub machine gun.

  4. .44 Magnum in a revolver, and a Desert Eagle, which is what it should’ve had to begin with.

  5. .40 S&W in the UMP 40 and Glock 22

  6. 10mm in the H&K MP5 /10 and the Glock 20.

  7. .30-06, in the M1 Garand, M1918 BAR, or M1903 Springfield.

  8. 20 gauge, in various shotguns.

  9. 7.92×57mm Mauser In the Kar98K, and the Gewher 43

  10. .338 Lapua or .300 Win mag in the Accuracy International AWM.

These are just calibers I am thinking of off the top of my head.

Honorable mentions of fire arms that should have been added already:

  • RPK, and RPK-74

  • AEK-971

  • PKM

  • SVT-40 (with ability to mount PU scope)

  • M249E2 (it can take the 60 round STAN mag)

  • PSG-1

  • Glock 44

  • MP7

  • M1928 Tommy Gun (with 50 round drums, as well as 20, and 30 round mags.)

  • G-36

  • UZI sub machine gun.

  • Beretta 93R Raffika

  • **The under barrel grenade launchers in the game files already**

  • Groza in 7.62x39mm

Reproduction steps

Look at the lack of caliber variety in the game.

Exact build version (optional)
1.30.164200.56
Where did it happen?
Official
Is it modded?
No
Expected result

The addition of a lot of these calibers / weapons I have mentioned above.


Particularly a heavy importance on the RPK / RPK 74, as they both already have their magazines in game, and would only require a new model, in which there is already the AK’s in game to use as a base.


Add a new caliber sometime soon. As the last caliber added was the .357 magnum in 2020… it has been 6 YEARS

The .30-30 I previously mentioned would be an exceptional option, as it’s more hunting, and would pack a good punch. It could also give the game its first lever action able to accept a Hunting scope.


I’d love to see less “meta” weapons, and weapons based on preference of what someone desires such as reliability, accuracy, or fire rate, and so on.

This is coming from someone with 11k+ hours in game.

Reactions

Activity

    about 5 hours ago
  • scorpion
    created issueabout 5 hours ago
  • scorpion
    changedabout 5 hours ago
  • scorpion
    changedabout 3 hours ago
  • 89commented(edited)
    about 2 hours ago
    89commented(edited)
    about 2 hours ago

    New Revolver:
    I'm a fan of this idea
    Dirty & Damage seperate:

    I've had similar ideas, here's a simple way we could make your idea happen in the current engine:

    • Dirtiness increases chance to jam

      • clean gun = shouldn't jam

    • Jams roll to cause damage to the gun (doesn't always damage)

    • Guns can be jammed because of dirtiness or damage

      • Guns jammed by dirt will jam and unjam like regular

      • Once a gun is jammed because of damage, it will jam every shot virtually and be difficult to unjam

    • Clearing jams takes a random amount of time, re-rolls each time the clearing jam animation is initiated

      • pressing the reload key (same as charging the firearm) instead of holding it delivers a smack that reduces the longest possible time, but damages the gun slightly

      • using the gun melee and contacting a solid object, or entity, can help clear the jam too, damage goes to buttstock (like in vanilla)

    • A gun cleaned with a weapon cleaning kit clears the jam

    • Guns can be stripped to parts using screwdriver

      • each time the gun is stripped it damages the gun, and the quality of the parts is the quality of the gun

      • for realism, gun could ruin on the first strip, providing parts that are same quality of gun before gun was stripped

        • This would be even better if, ruined guns could be repaired with parts to the level of the parts, yes it may allow players to keep their guns slightly better condition by dissasembling and reassembling their guns, makes sense

    • pristine parts kits can be found for "special weapons" like M4 in dynamic events or gas zones, giving these weapons new purpose to be found

      • reduce rarity of pristine parts kits or parts kits in general for other weapons

    • weapon parts kits use retextured model of weapon cleaning kit, sillohette of weapon on it, description references weapon

    • weapon cleaning kits can be improvised

      • fat / gasoline + disinfected rags = improvised weapon cleaning kit

    • general weapon repair kit can be improvised

      • screwdriver + electric repair kit = improvised weapon repair kit

      • only can repair a weapon to damaged status, but clears "damage" jams


    Thoughts on jamming:

    Weapon jamming is too predictable in the game, if you have a damaged gun, you're expecting it to jam, and planning accordingly.

    I think that weapon jamming needs to become more random, and not necessarily more rare but less predictable.

    • (Maybe: periods of high frequency jamming, and eerie arcadian smoothness)

    This would be good for the game because it would allow players to make "emotional" mistakes.

    You are no longer expecting the gun to jam, you know it could jam up badly but you don't know it will or it won't so you push that guy instead of playing it safe. Your gun jams on the peek and now you either run or pummel him with your fists when he rounds this corner.


    Thoughts on the LAR:

    It has terrible grouping, you're an expert, should the LAR be grouping in 0.3 meters at 200 meters?

    Last time I used it in the game, the shot never landed on the reticle and only would land about 0.3 meters away from the reticle in a totally random direction.

    Not within 0.3 meters, only 0.3 meters away from the reticle.

  • scorpionreplied to a comment
    11 minutes ago
    scorpionreplied to a comment
    11 minutes ago

    FALs in real life In good condition, even with moderate wear will get 3-4 MOA at 200m. Using M80 ball rounds.

    (Which is about 6.4 - 10 inch dispersion, again depends on quality, the shooter, the conditions, stance, etc etc.)

    this is a bit higher than even a a decent bolt action rifle. (Higher MOA = less accurate)


    As for your thoughts on jamming.. sadly a lot of what you mentioned isn't really.. "real"


    Jamming can come from a variety of factors in real life, a bad magazine lip, dirtiness, bad ammo, and a damaged firearm are typically to blame.

    A poorly manufactured weapon is much more prone to jamming as well.


    By the way, smacking plastic stocks against something is more likely to break the stock than anything, or damage it. Wooden stocks are much more reliable to not suffer major damage, but regardless it's not a good idea..


    For the most part, the Devs do actually have a pretty decent system for jamming, even at pristine there should always be a 0.0001% chance of jamming...


    But the take away I liked from your comment was the randomness in un-jamming time. It could be quicker, perhaps longer, depends on the jam. Sometimes in real life the magazine needs to be removed and more extreme measures need to be taken. But this is also a game, so I think just randomizing the time perhaps based on the weapon quality would be a better way to implement that.


    Like a badly damaged weapon has a 40% chance to take 5-8 seconds longer kind of thing.

    adding to this: those "unjammable" weapons in game currently, should all have a chance to have a malfunction too, just not as high as semi autos or auto matics.

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State

Open
Issue key
DZG-2644
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
scorpion
Created
Nov 8, 2026
Views
17