This thing any good?
This thing any good?
The first thought in my mind whenever I see an NPC with an RPG is "Oh no".
Are there any mods that let you take suits from stalkers you kill yet maybe balance it by making suits degrade much faster?
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.
Neat, thanks. That's probably the mod I'll use then. Does it affect graphics?
Big Ben is the only pistol in vanilla I consider worthwhile to use. It's like a little Vintorez.
Edited:
Except not silenced.
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
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.
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)
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.
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.
Ambush, AMBUUUUUUSSHHHH!
I think they both do but not a whole not, not like other mods. Could be wrong though.
Playing CoP makes my laptop turns into a frying pan.
CoP is quite resource-intensive, right?
That actually looks pretty cool, if a little basic. I'd play it.
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.
People don't know how to aim.
I think most people who play just don't understand that the bullets aren't hitscan, they actually have pretty realistic physics.
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.
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.
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!"
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.
Oh fuck off with that condescending bullshit.
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.
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.
Third person, 2/10 would not play
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 :/
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)
5 vintars
Edited:
no really
AK107, AN94, two AK74's, all attachments, ~1000 AP bullets
Gotta love People Soup.
Work has begun on the first story and quest conversations for Redux 2. Pop open those champagne bottles, gentlemen.
My combination?
Colt 1911, 25 bullets
Edited:
How finished is it in % ?
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.![]()
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
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?
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?
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
Well, excuse me for not wanting to look through 102 pages for one specific thing.
Regardless, thanks.
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
Where's that implied?
The ending slides, maybe?
Five pages. But you're welcome.
It's third person
e: oh kingo already pointed that out.
but yeah, gg ruining any even slight bit of immersion.
When a Stalker is down, he says something like:
"Sta-je-wooch" (that's the only thing i hear)
What does it mean?