1. Post #4041
    Gold Member
    JustGman's Avatar
    December 2005
    5,550 Posts
    This thing any good?
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  2. Post #4042
    Gum
    Gum's Avatar
    July 2011
    926 Posts
    I nearly shat myself the very first time I saw Dawn troops shooting RPG-7 barrages at the mutant hordes in SGM 1.7
    The RPG Monolith bloke in SoC didn't seem to have the same effect, though that's probably because he missed me half the time. The Dawn guys seem to hit me all the time, not deliberately but just because i'm in the wrong place at the wrong time D:
    The first thought in my mind whenever I see an NPC with an RPG is "Oh no".
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  3. Post #4043
    T00THBRUSH's Avatar
    January 2010
    356 Posts
    Are there any mods that let you take suits from stalkers you kill yet maybe balance it by making suits degrade much faster?
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  4. Post #4044
    DeVotchKa's Avatar
    April 2010
    2,171 Posts
    I'd use the Big Ben with a Groza (or even better, a VSS). Allows you a backup weapon without having to carry different ammo types, room for more ammo or loot; and in the case of the Vintorez, a weapon that's a bit handier to use at point-blank clusterfuck situations.

    Edited:

    That having been said, I generally don't carry a pistol at all, especially in mods with very low weightlimits like Redux. In the time it takes to switch to a pistol, I could already have reloaded my main, or would be dead anyway.
    That's what i'm doing, i'm playing OGSE and i've got an M249 and a SIG Sniper i got from a Monolithian. I also generally don't use pistols at all.

    Are there any mods that let you take suits from stalkers you kill yet maybe balance it by making suits degrade much faster?
    OGSE in SoC will sometimes do that, same with SGM in CoP.
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  5. Post #4045
    T00THBRUSH's Avatar
    January 2010
    356 Posts
    Neat, thanks. That's probably the mod I'll use then. Does it affect graphics?
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  6. Post #4046
    Gum
    Gum's Avatar
    July 2011
    926 Posts
    That's what i'm doing, i'm playing OGSE and i've got an M249 and a SIG Sniper i got from a Monolithian. I also generally don't use pistols at all.



    OGSE in SoC will sometimes do that, same with SGM in CoP.
    Big Ben is the only pistol in vanilla I consider worthwhile to use. It's like a little Vintorez.

    Edited:

    Except not silenced.
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  7. Post #4047
    Gold Member
    FoodStuffs's Avatar
    March 2005
    6,700 Posts
    Kid, just stop. We're all entitled to our own opinions.

    Man, i miss the Smartness system.
    highlighting parts of my post that were referring to different parts of a post and calling me kid makes you look like a fucking idiot.


    kid? i mean holy fuck are you some kind of inbred midwesterner. i've probably got years on you
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  8. Post #4048
    Gold Member
    Glitch360's Avatar
    September 2006
    8,058 Posts
    highlighting parts of my post that were referring to different parts of a post and calling me kid makes you look like a fucking idiot.


    kid? i mean holy fuck are you some kind of inbred midwesterner. i've probably got years on you
    Chill, man
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  9. Post #4049
    Muukkis's Avatar
    November 2010
    2,010 Posts
    I never use pistols
    I love pistols, especially if the mod I'm using gives them good sounds as well. They can pack a surprisingly decent punch while weighing very little which can come in handy in mods like Redux or Misery. For some time now, I have been slowly falling in love with the Colt M1911 because I've found that it's a very efficient Burer-killer.

    See, Burers can't yank pistols out of your hand and while you could knife them, it's not the best option if they have backup. The Burer may also get a melee hit or two in at close range so if you're low on health it's not the best choice. With the M1911 you can just unload at it's face at range, pause as it raises it's tubby little hands to form the shield , back away a bit and start firing again as it stops shielding itself.

    For Controllers you just have to find a tree / another obstacle to go behind and keep popping it in the skull as it gets near.

    Guys, what's your current weapons combination in STALKER?
    Call of Pripyat Misery :

    Mutant hunting loadout :
    -AKM (7.62x39)
    -TOZ-34
    -Colt M1911

    Artifact hunting loadout :
    -AKS-74+PSO-1 (30 AP rnds, 60 FMJ rnds)
    -Sawn-off BM-16
    -Colt M1911

    Mission loadout :
    -AKS-74+GP-25 grenade launcher (60 AP rnds, 120 FMJ rnds 4 VOG-25 grenades)
    -Mp5A3 (250 FMJ rnds)

    the m9 is nice too... even though the fuckin suppressor is off center to the barrel.
    It used to be my favourite pistol also but using it too much kind of made me force myself to veer away from using it to give other pistols a chance.
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  10. Post #4050
    Gold Member
    FoodStuffs's Avatar
    March 2005
    6,700 Posts
    the usp is like a second cock for me. especially with the upgraded magazine.

    Edited:

    the m9 is nice too... even though the fuckin suppressor is off center to the barrel.
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  11. Post #4051
    Ghost101's Avatar
    December 2010
    1,501 Posts
    stalker please

    kruglov represent
    Ambush, AMBUUUUUUSSHHHH!
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  12. Post #4052
    DeVotchKa's Avatar
    April 2010
    2,171 Posts
    Neat, thanks. That's probably the mod I'll use then. Does it affect graphics?
    I think they both do but not a whole not, not like other mods. Could be wrong though.
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  13. Post #4053
    ☆Artist of Science☆
    rikimaru6811's Avatar
    August 2010
    4,451 Posts
    Playing CoP makes my laptop turns into a frying pan.

    CoP is quite resource-intensive, right?
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  14. Post #4054
    Ghost101's Avatar
    December 2010
    1,501 Posts
    This thing any good?
    That actually looks pretty cool, if a little basic. I'd play it.
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  15. Post #4055
    Gold Member
    Fables's Avatar
    August 2007
    4,239 Posts
    I saw people on the last pages commenting on how the Stalkers were bullet sponges? What? I've never had problems with taking down any enemy in each of the games. Of course, I always aim for the head, so I have no idea how much damage a normal soldier can take in the chest.
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  16. Post #4056
    Gold Member
    UnidentifiedFlyingTard's Avatar
    March 2009
    7,452 Posts
    People don't know how to aim.
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  17. Post #4057
    HUGE IDIOT WHO DOESN'T KNOW WHEN HE ISN'T WANTED
    MadCatMkII's Avatar
    May 2010
    8,397 Posts
    I think most people who play just don't understand that the bullets aren't hitscan, they actually have pretty realistic physics.
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  18. Post #4058
    Ghost101's Avatar
    December 2010
    1,501 Posts
    I think it's just so pronounced at the beginning of the game that that's all most people remember. You do tend remember either really good or really bad things more, so you're gonna remember the ease of endgame play and how hard starting in STALKER can be. After all, usually all you've got is a pistol and some crappy shotgun, so unless you pick your shots carefully you won't do much damage.

    Gun balance is a finely tuned concept in games, so unless your mod of choice does it exactly right it's easy for things to tip too far one way or the other in the beginning of the game.
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  19. Post #4059
    croguy's Avatar
    August 2009
    10,474 Posts
    IMO I think the fault of that is the way the first few fights were carried through the game in STALKER. It would have been much better if they slowly evolved from distant shootouts to occasional street fighting in style of Wild Territory and Car Park to large encounters like in Pripyat and Red Forest, eg. CoP. The Shadow of Chernobyl one kind of hopped around a lot, making it hard for the players to adjust to weapon physics and Clear Sky just went full on constant fighting.
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  20. Post #4060
    johnny guitar was here
    comet1337's Avatar
    February 2010
    5,478 Posts
    If you can use them wisely, then why not?

    Edited:

    Guys, what's your current weapons combination in STALKER?

    SoC: Fort-15 and 2-Barrel/AK-74
    CoP: Toz34 and AK-74
    call of pripyat:
    carabiner, firing speed upgrades and increased ammo cap
    its faster than the armsel protecta!

    "Buckshot rain!
    stalkers stay dry,
    mutants feel the pain
    Buckshot rain!"
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  21. Post #4061
    Gold Member
    Sgt Doom's Avatar
    March 2005
    16,711 Posts
    I saw people on the last pages commenting on how the Stalkers were bullet sponges? What? I've never had problems with taking down any enemy in each of the games. Of course, I always aim for the head, so I have no idea how much damage a normal soldier can take in the chest.
    CS's bullet-sponging tendencies was mainly due to really stupid decisions GSC made; partly due to the stumble animations which in the other games did not make them invulnerable during it. Much like CS is the only one of the games to have bloodsuckers be invulnerable during cloak. On top of that, the enemies usually could take more bullets than the player with equal equipment, even if they didn't stumble.
    Vanilla CoP isn't that bad at all; it's really the most refined of the games (if it weren't for the paltry 3 levels with very little to actually do in freeplay)
    I honestly can't remember that much of vanilla SoC anymore.
    People don't know how to aim.
    Oh fuck off with that condescending bullshit.
    I think they're "slicing the pie" which is a genuine military technique but they're applying it a bit too much and in situations where it doesn't make sense, i.e areas with no buildings around.
    Slicing the pie is not done outdoors, period. It's not done even indoors if the enemy location is known for a fact to be in that room, that's what frag grenades are for.
    At least in the army they trained us so that in urban environments, if one is not sure whether or not there's an enemy around the corner of a building, you go prone, poke your head around the corner for a second then scoot back. If one is not expecting enemy contact, then just crouching at the corner, keeping aim down that area while one's squadmates move forward.
    It's not tactically wise to stay in cover for extended periods of time if the enemy has noticed you because you'll either be flushed out by a grenade or kept pinned down while your enemy creeps into an angle from which they can negate that cover. Unless you have a weapon that only gives you a fighting advantage when you're perched at a good location (sniper rifles and sniper analogues) combat is about closing down on your enemy to a range and position where your fire is the most effective because if both you and your opponent stay in cover and popping quick shots at each other, both sides would waste ammunition to ineffective fire that does nothing.
    Bad phrasing on my part, I meant that they should swap cover to keep the pressure up, to get closer and so on, but _not_ standing out in the open with one thumb up their arse when they want to be shooting.

    ...

    I'm just really bored of firefights in STALKER in general now. It's either bullet sponging so I sit there chipping away at their helmet and chomping down on medkits and bandages occasionally, unfair bullet sponging CS style where I can't get out of cover because they can take many orders of magnitude more bullets than me, or fair somewhat realistic where we each die quickly (them more so due to being absurdly incompetent). To be honest, I prefer the last because it feels more intense, despite the AI.
    If the AI doesn't get improved in STALKER 2, I honestly doubt it'll be able to keep my attention anymore.
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  22. Post #4062
    Gold Member
    K1ngo64's Avatar
    May 2008
    5,894 Posts


    This thing any good?
    Third person, 2/10 would not play
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  23. Post #4063
    ☆Artist of Science☆
    rikimaru6811's Avatar
    August 2010
    4,451 Posts
    Sgt. Doom, do you anything about modifying weapons upgrades?
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  24. Post #4064
    Gold Member
    Sgt Doom's Avatar
    March 2005
    16,711 Posts
    Sgt. Doom, do you anything about modifying weapons upgrades?
    If you want to change specific upgrades to do different things, that's easy. Look in the gamedata/configs/weapons/upgrades folder for the weapon whose upgrades you want to modify, then search for the one you want to change and modify it's stats. Look around the rest of the file or other files for examples of upgrade types and how to use them.

    If you want to change how the whole tree is organised, that's something I know nothing about :/
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  25. Post #4065
    ☆Artist of Science☆
    rikimaru6811's Avatar
    August 2010
    4,451 Posts
    If you want to change specific upgrades to do different things, that's easy. Look in the gamedata/configs/weapons/upgrades folder for the weapon whose upgrades you want to modify, then search for the one you want to change and modify it's stats. Look around the rest of the file or other files for examples of upgrade types and how to use them.

    If you want to change how the whole tree is organised, that's something I know nothing about :/

    Sure, changing some values is easy enough, but how about:

    Each weapon upgrade adds 3 additional damage?

    You can't just put "hit_power" infront of each upgrade as you won't know which part will be upgraded first.

    Like this:
    You put first upgrade part (basic work) "hit_power = 0.3"
    And under that part (basic work) "hit_power = 10"

    If you upgrade the second part then the first part, your damage will be 0.3 instead of 10.

    The method above works fine if you want each weapon to have 3 damage change point:
    1: First column (Basic)
    2: Second column (Fine)
    3: Third column (Calibration)
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  26. Post #4066
    Gold Member
    xpod1's Avatar
    February 2009
    18,248 Posts
    Guys, what's your current weapons combination in STALKER?
    5 vintars

    Edited:

    no really
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  27. Post #4067
    croguy's Avatar
    August 2009
    10,474 Posts
    Guys, what's your current weapons combination in STALKER?
    AK107, AN94, two AK74's, all attachments, ~1000 AP bullets

    Gotta love People Soup.
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  28. Post #4068
    Gold Member
    Paravin's Avatar
    November 2007
    9,080 Posts
    Work has begun on the first story and quest conversations for Redux 2. Pop open those champagne bottles, gentlemen.
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  29. Post #4069
    Gold Member
    proch's Avatar
    July 2009
    13,755 Posts
    My combination?
    Colt 1911, 25 bullets

    Edited:

    Work has begun on the first story and quest conversations for Redux 2. Pop open those champagne bottles, gentlemen.
    How finished is it in % ?
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  30. Post #4070
    Gold Member
    themodtester's Avatar
    November 2006
    562 Posts
    I'm sorry for asking, but does anyone remember how to reactivate upgrading in CoP redux? I remember seeing a link of that a while ago, but I've no idea which page it was.
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  31. Post #4071
    Gold Member
    Sgt Doom's Avatar
    March 2005
    16,711 Posts
    Only if it's loaded with bolts.

    Edited:

    http://www.moddb.com/mods/dynamic-shaders

    Hm, what do you guys think about this shader mod? It looks pretty interesting.
    I quite like the fact they started from a good, solid and optimised base like Kingo's shaders (too often people start from the now-antiquated Sky4ce shaders), but they don't seem to have noticed 1.05 isn't the latest version. That being said, 1.06 just changes the DX8 shaders, so it's not really relevant to them at all.

    Edited:

    Hang on, where did that bloke get OGSE 0.6.9.3 from?!
    i am so jealous right about now :c
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  32. Post #4072
    Gold Member
    Etcetera's Avatar
    July 2011
    2,143 Posts
    I'm sorry for asking, but does anyone remember how to reactivate upgrading in CoP redux? I remember seeing a link of that a while ago, but I've no idea which page it was.
    http://www.mediafire.com/download.php?akghh72tc6kh57t

    Here. The thing is, the outfit.ltx needs to be manually modified to have correct ARTEFACT_COUNT for the suits because currently every suit has 5 artifact slots open by default because that's how it was in Redux.
    I find the trick is to work your way back through the pages until you find it. Rexen, can you put it in the OP if so many people are gonna ask for it?
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  33. Post #4073
    Gold Member
    Sgt Doom's Avatar
    March 2005
    16,711 Posts
    Working on merging Atmosfear 3 into Redux, easier than I thought it would be.
    Would there be any interest if I made a little addon for Redux?
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  34. Post #4074
    Muukkis's Avatar
    November 2010
    2,010 Posts
    Would there be any interest if I made a little addon for Redux?
    What are you going to put in it besides graphics tweaks ?
    I'd be very interested in a mod that'd improve the freeplay to hold me over until the release of Redux 2.0
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  35. Post #4075
    Gold Member
    themodtester's Avatar
    November 2006
    562 Posts
    I find the trick is to work your way back through the pages until you find it. Rexen, can you put it in the OP if so many people are gonna ask for it?
    Well, excuse me for not wanting to look through 102 pages for one specific thing.
    Regardless, thanks.
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  36. Post #4076
    Gold Member
    Sgt Doom's Avatar
    March 2005
    16,711 Posts
    What are you going to put in it besides graphics tweaks ?
    I'd be very interested in a mod that'd improve the freeplay to hold me over until the release of Redux 2.0
    Atmosfear 3, CoP Sound Overhaul 2.0 for the moment.
    Later i'll add that mutant part mod, so mutants can be an alternative to artifact hunting. I'll balance it so that hunting mutants can be a more reliable source of income compared to hunting artifacts, but naturally it'd be more dangerous and less profitable.
    If I can figure out why Snag doesn't recognize Nimble's new weapons, then i'll fix that (don't hold your breath, though :/ )
    Little tweaks like removing the NVG loop sound and such.
    Might get around to doing some of the other stuff I posted here, but that's for later.
    http://facepunch.com/threads/1160321...=#post35035037
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  37. Post #4077
    'Fashion Designer'
    Beacon's Avatar
    August 2005
    12,114 Posts
    You don't really even need do that since Red Forest is right South of Jupiter / Pripyat. Limansk is kind of interesting though since it's implied in CoP that there's mercenary activity in Limansk and that in turn would imply that it's at least somehow accessible again.
    Where's that implied?
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  38. Post #4078
    Gold Member
    Etcetera's Avatar
    July 2011
    2,143 Posts
    Where's that implied?
    The ending slides, maybe?


    Well, excuse me for not wanting to look through 102 pages for one specific thing.
    Regardless, thanks.
    Five pages. But you're welcome.
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  39. Post #4079
    Gold Member
    nige111's Avatar
    January 2005
    4,166 Posts
    This thing any good?
    It's third person

    e: oh kingo already pointed that out.

    but yeah, gg ruining any even slight bit of immersion.
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  40. Post #4080
    ☆Artist of Science☆
    rikimaru6811's Avatar
    August 2010
    4,451 Posts
    When a Stalker is down, he says something like:

    "Sta-je-wooch" (that's the only thing i hear)

    What does it mean?
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