FoxtrotUnit
New member
-------------------Why the .22? ---------------------------
The .22 rimfire is described as potentially the best/ultimate survival cartridge
in Max Brook's Zombie Survival Guide.
Why you may ask? It is very lightweight (500 rounds weighs approx. 16oz), light recoil, quiet (even un-suppressed).
It is very weak, only reserved for small game hunting or plinking - however still can pierce a human (or preferably a zombie's) skull.
The downside? It is unreliable - a weapon, no matter how reliable, will still jam much more often that with a center-fire cartridge (like 9mm, 7,62,...).
This is what you'd call a 'realistic balancing factor'.
------------------- The Idea --------------------------------
I propose a .22 (either a rifle or a handgun) get's added into the game. With the following criteria:
- A 10-15 dmg (weaker than a hit with a stone axe)
- Have a *10x headshot modifier* - headshot is lethal on most zombies - but ONLY a headshot.
- Jam rate cca 1 jam every 5 rounds (not dependable in a high stakes/running zombies scenario - only as a "clean up" during the day or an emergency).
(the jam should simply force user to use the reload animation again, to clear it)
- Optionally mag can be limited to 5 rounds (IRL standard mags are 10-rnds and extensions exist for up to 25-rnds)
- *Optionally ammo is *only* looted, not made (makes the .22LR special/stand out and keep it more as a utility/starter rifle than a fighting machine)
(it is also true that a .22 basically cannot be reloaded like we do other calibers in 7DaysToDie - most rimfire cartridges can't be)
Here's a example - the famous Ruger 10/22 (all pics are the same rifle, but different stocks/mods/setups)
It doesn't have to be Ruger, many other great .22s out there. Pistols and rifles.
----------------Before you comment:------------------------------------
1. This would be an alternative to bow/arrow (accuracy, semi-auto - but weak) - but good when zombies are running
and this thing jams every few rounds and does nill dmg besides the head.
2. We have the pipe revolver/pipe smg BUT those are fighting guns with 100% reliability more akin to proper made weapons found late-game
3. To make it competitive with bow/arrow, loot drop rate is 10x increased until you find first one
(so it's easily acquired at the start of the game - but you don't end up with 100s of them few hours later)
-----------------------Purpose?----------------------------
- It's cool to any aspiring prepper, firearms enthusiast, zombie hunter, or grew up on the ranch - large part of this playerbase's soul IMO
- It's a alternative to the bow/arrow mechanic
(why learn a entirely new mechanic with ballistic drop and slow projectiles - when most ppl abandon bows asap)
- A way to make the, (awkward for some), primitive phase everybody has to go through feel a little less primitive
Discuss/have fun
The .22 rimfire is described as potentially the best/ultimate survival cartridge
in Max Brook's Zombie Survival Guide.
Why you may ask? It is very lightweight (500 rounds weighs approx. 16oz), light recoil, quiet (even un-suppressed).
It is very weak, only reserved for small game hunting or plinking - however still can pierce a human (or preferably a zombie's) skull.

The downside? It is unreliable - a weapon, no matter how reliable, will still jam much more often that with a center-fire cartridge (like 9mm, 7,62,...).
This is what you'd call a 'realistic balancing factor'.
------------------- The Idea --------------------------------
I propose a .22 (either a rifle or a handgun) get's added into the game. With the following criteria:
- A 10-15 dmg (weaker than a hit with a stone axe)
- Have a *10x headshot modifier* - headshot is lethal on most zombies - but ONLY a headshot.
- Jam rate cca 1 jam every 5 rounds (not dependable in a high stakes/running zombies scenario - only as a "clean up" during the day or an emergency).
(the jam should simply force user to use the reload animation again, to clear it)
- Optionally mag can be limited to 5 rounds (IRL standard mags are 10-rnds and extensions exist for up to 25-rnds)
- *Optionally ammo is *only* looted, not made (makes the .22LR special/stand out and keep it more as a utility/starter rifle than a fighting machine)
(it is also true that a .22 basically cannot be reloaded like we do other calibers in 7DaysToDie - most rimfire cartridges can't be)
Here's a example - the famous Ruger 10/22 (all pics are the same rifle, but different stocks/mods/setups)
It doesn't have to be Ruger, many other great .22s out there. Pistols and rifles.



----------------Before you comment:------------------------------------
1. This would be an alternative to bow/arrow (accuracy, semi-auto - but weak) - but good when zombies are running
and this thing jams every few rounds and does nill dmg besides the head.
2. We have the pipe revolver/pipe smg BUT those are fighting guns with 100% reliability more akin to proper made weapons found late-game
3. To make it competitive with bow/arrow, loot drop rate is 10x increased until you find first one
(so it's easily acquired at the start of the game - but you don't end up with 100s of them few hours later)
-----------------------Purpose?----------------------------
- It's cool to any aspiring prepper, firearms enthusiast, zombie hunter, or grew up on the ranch - large part of this playerbase's soul IMO
- It's a alternative to the bow/arrow mechanic
(why learn a entirely new mechanic with ballistic drop and slow projectiles - when most ppl abandon bows asap)
- A way to make the, (awkward for some), primitive phase everybody has to go through feel a little less primitive
Discuss/have fun

Last edited by a moderator: