• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[QUOTE=LoNer1;41802943]There's 2, the wind up one (you get at the start) and the headlamp you can buy at skadovsk in the game.[/QUOTE] Thanks. That actually sounds like a nice change. I'm guessing that you'll only be able to use a pistol with it? Not actually played the mod yet, i'm waiting for it to get a bit more polished yet and hopefully they'll release some normal colour textures instead of all the brown. [editline]12th August 2013[/editline] [QUOTE=Daemon White;41803374]I prefer scopes, but I also use iron sights as well. I only hipfire if I know I'm within a certain distance and know I have a slim chance of missing.[/QUOTE] Try using the iron sights on the MP5, should change your mind. :)
[QUOTE=ManRod;41804796]Try using the iron sights on the MP5, should change your mind. :)[/QUOTE] I actually don't think I used an MP5 before in STALKER (I only have Call of Pripyat). I remember the AK variants, but I mostly use the AC-96/2 and the GP37.
makarov master race
[t]http://puu.sh/3ZPIH.jpg[/t] This is what my flashlight looks like in Misery 2.0
Is there a way to hide the HUD in CS? [editline]asd[/editline] today I discovered the military cordon MG can apparently shoot through trees and rocks
[QUOTE=PollytheParrot;41803499]You know...just like you would in real life. In real life you'd look down the sights nearly all the time too.[/QUOTE] Yeah, if you're a pussy nigga. A fresh ass OG just shoots and lets the bullets find heads to liquify. Or use scopes, whichever.
So in Misery 2.0 what's with the three controllers around Stingray 2? I get grabbed by one, and the other two grab me before I'm even released by the first, and am just stunlocked to death. Plus the seven bloodsuckers. Plus the poltergeist. Who thought this was a good idea?
So I'm thinking of going back to Clear Sky, would you guys recommend TFW 3.8, or OGSM or some other mod? I'm looking through the /vg/ STALKER threads repository here: [url]https://mega.co.nz/#F!zEtSxC4J!eRsovn-n098UpRtLDmr5_w!yQswUJjI[/url]
[QUOTE=DeeCeeTeeBee;41803741]The more mods I play, the more I realize how hard it is to balance a STALKER game economy. I just played a clear sky modpack, and within two hours I had enough dosh (before even leaving Cordon) to buy one of the best suits in the game. There's a blurry balance between difficulty and fun with economies. Not being able to sell below a certain condition seems to be one of the best tweaks for an economy, but too high or too low and you risk making it ridiculous. (Re: Misery 1.0, 90% condition or more, when NPCs only dropped weapons of such conditions half a dozen times in the entire game if you were lucky.) Increase item costs to absurd amounts, and you only add tedium, not difficulty. You can clear out the military checkpoint in CS, dump all the weapons/ammo you get in to a corpse and haul it to Sidorvich. Pffff. Misery, you either make a shitload of dosh or no dosh at all, depending which path you can down. (Selling everything off of bandits or artifact hunting.) Vanilla, welp, rolling in dosh. Having played Redux again (I am hyped as fuck for Redux 2.0, Beacon. [I]Hyped as fuck.[/I]) I can't actually pinpoint where I got the money to buy a SEVA before entering Yanov. It probably had something to do with the good weapons the mercs and some bandits used (from the transaction and waste plant) and them selling for anywhere upwards of 500r if you find one in good condition and repair it. But even with that, the Redux economy felt a lot more progressive than Vanilla, or other CoP mdos I've played. I remember rolling in dosh with AMK/LURK/OGSM. But, when I think of Peoplesoup, I remember wrestling with my funds. Everything cost an assload, but you could sell a shitload of shit, too. But that wasn't enough, no matter how much I sold. If Peoplesoup had a toned down economy (globally reduced prices for everything, reduced reward dosh etc) then it could actually seem semi realistic. edit: Vanilla SoC annoyed the fuck out of me, as you ended up with a shitload of dosh, because you had nothing to spend it on until you hit certain flags and traders stocked better stuff.[/QUOTE] The games need more economy features that don't directly involve money. SGM's break down weapons for upgrade parts feature was a good start. There also needs to be a lot more trading of items and receiving items for mission rewards rather than just giving or receiving money for everything.
Oh wow, I did not expect being a monolith cultist to be this fun. It's a shame that my fellows stay put. One of them did cross into the army warehouses but he's just chilling out. If I kill everyone at the bar will Barkeep talk to me or will he be a filthy heretic?
[QUOTE=DeeCeeTeeBee;41803741]Having played Redux again (I am hyped as fuck for Redux 2.0, Beacon. [I]Hyped as fuck.[/I]) I can't actually pinpoint where I got the money to buy a SEVA before entering Yanov. It probably had something to do with the good weapons the mercs and some bandits used (from the transaction and waste plant) and them selling for anywhere upwards of 500r if you find one in good condition and repair it. But even with that, the Redux economy felt a lot more progressive than Vanilla, or other CoP mdos I've played.[/QUOTE] Beacon reduced the condition of weapons to be sold at traders. From 70% to 65%. And he did it for a reason, not for easier gameplay. Say, a weapon when equipped in CoP, when viewed in the inventory, if at full condition will have 15 green bars. 15 bars = 100% 1 bars ~ 6.6667% In vanilla, 70% = 10.5 bars; empty bars = 15 - 10.5 = 4.5 bars => game either show 4 or 5 In Cop: Redux, 65% = 9.75 bars; empty bars = 15 - 9.75 = 5[B].25[/B] => game automatically shows 5 To make it clearer: in vanilla, it was not clear to see if a weapon can be sold at traders or not. Resulting in players hoarding weapons that can't be sold at traders.
My rule of thumb for CoP selling weapons was 2-3 green bars. If it had anywhere from full green bars, to minus 2 or 3 of them then I could sell it
[QUOTE=Ghost101;41806207]So I'm thinking of going back to Clear Sky, would you guys recommend TFW 3.8, or OGSM or some other mod? I'm looking through the /vg/ STALKER threads repository here: [url]https://mega.co.nz/#F!zEtSxC4J!eRsovn-n098UpRtLDmr5_w!yQswUJjI[/url][/QUOTE] TFW is quite fun if you liked the faction warfare mechanic in vanilla, or like the idea of being an artifact or mutant hunter while everyone else does whatever around you. I never played the artifact hunter route, but I did play a mutant hunter. It was pretty fun, for a while I was struggling to get shotgun shells and food.
[QUOTE=Lijitsu;41806712]TFW is quite fun if you liked the faction warfare mechanic in vanilla, or like the idea of being an artifact or mutant hunter while everyone else does whatever around you. I never played the artifact hunter route, but I did play a mutant hunter. It was pretty fun, for a while I was struggling to get shotgun shells and food.[/QUOTE] I installed it, but now I'm getting an instant crash to desktop in the main menu. It's bizzare, it's very similar to how Misery in CoP was crashing, I'm wondering if it's a driver or hardware issue now. I tried running TFW in full enhanced DX10, then tried to turn it down but it's been crashing too much to reach that option.
[QUOTE=DeeCeeTeeBee;41803741]The more mods I play, the more I realize how hard it is to balance a STALKER game economy. I just played a clear sky modpack, and within two hours I had enough dosh (before even leaving Cordon) to buy one of the best suits in the game. There's a blurry balance between difficulty and fun with economies. Not being able to sell below a certain condition seems to be one of the best tweaks for an economy, but too high or too low and you risk making it ridiculous. (Re: Misery 1.0, 90% condition or more, when NPCs only dropped weapons of such conditions half a dozen times in the entire game if you were lucky.) Increase item costs to absurd amounts, and you only add tedium, not difficulty. You can clear out the military checkpoint in CS, dump all the weapons/ammo you get in to a corpse and haul it to Sidorvich. Pffff. Misery, you either make a shitload of dosh or no dosh at all, depending which path you can down. (Selling everything off of bandits or artifact hunting.) Vanilla, welp, rolling in dosh. Having played Redux again (I am hyped as fuck for Redux 2.0, Beacon. [I]Hyped as fuck.[/I]) I can't actually pinpoint where I got the money to buy a SEVA before entering Yanov. It probably had something to do with the good weapons the mercs and some bandits used (from the transaction and waste plant) and them selling for anywhere upwards of 500r if you find one in good condition and repair it. But even with that, the Redux economy felt a lot more progressive than Vanilla, or other CoP mdos I've played. I remember rolling in dosh with AMK/LURK/OGSM. But, when I think of Peoplesoup, I remember wrestling with my funds. Everything cost an assload, but you could sell a shitload of shit, too. But that wasn't enough, no matter how much I sold. If Peoplesoup had a toned down economy (globally reduced prices for everything, reduced reward dosh etc) then it could actually seem semi realistic. edit: Vanilla SoC annoyed the fuck out of me, as you ended up with a shitload of dosh, because you had nothing to spend it on until you hit certain flags and traders stocked better stuff.[/QUOTE] Funny thing is i like it the most in TFW. It makes sense. You don't make too much off of manmade items like guns, just artifacts, and then the occasional clearing of a base.
So, what is that symbol that looks like a little hurricane? I assumed it was encumbrance, but I'm not weighed down and it's read. It was gray before. This is Misery, I just don't recall what it means or if I've even seen it before. When it's red it gradually kills my health. [b]Edit:[/b] It's hunger I guess. Figured it out, I just had no idea what the Tornado was supposed to represent.
[QUOTE=Araknid;41805375]Is there a way to hide the HUD in CS?[/QUOTE] Anyone? This game looks fucking gorgeous and I want to take screenshots but the fucking HUD is ruining it [editline]12th August 2013[/editline] [QUOTE=CodeMonkey3;41806874]So, what is that symbol that looks like a little hurricane? I assumed it was encumbrance, but I'm not weighed down and it's read. It was gray before. This is Misery, I just don't recall what it means or if I've even seen it before. When it's red it gradually kills my health. [b]Edit:[/b] It's hunger I guess. Figured it out, I just had no idea what the Tornado was supposed to represent.[/QUOTE] its a picture of a stomach iirc
Did they ever fix the ballstics for TFW? I remember it not being very good, IE enemies taking a lot of shots, especially cause of the pain animations.
Ehh... in CS in general if you time it right the animations aren't that big of a problem, more of a nuisance. They only "fixed" the bloodsuckers in TFW as I recall, but in order to do that there's actually two different kinds. One that's visible all the time and one that's invisible all the time. As for bullet sponginess, it's been a while since I played TFW but I don't recall them being too bad. Aside from the pain animations, of course.
[QUOTE=Lijitsu;41807044]Ehh... in CS in general if you time it right the animations aren't that big of a problem, more of a nuisance. They only "fixed" the bloodsuckers in TFW as I recall, but in order to do that there's actually two different kinds. One that's visible all the time and one that's invisible all the time. As for bullet sponginess, it's been a while since I played TFW but I don't recall them being too bad. Aside from the pain animations, of course.[/QUOTE] TFW doesn't change the ballistics at [I]all[/I] so it's the vanilla ballistics. So it's that bad.
[QUOTE=Lijitsu;41807044]Ehh... in CS in general if you time it right the animations aren't that big of a problem, more of a nuisance. They only "fixed" the bloodsuckers in TFW as I recall, but in order to do that there's actually two different kinds. One that's visible all the time and one that's invisible all the time. As for bullet sponginess, it's been a while since I played TFW but I don't recall them being too bad. Aside from the pain animations, of course.[/QUOTE] I remember there being a tweak for it, can't remember if someone here made it. But I think it upped the damage of weapons a lot, among other things, so the combat was a lot quicker and more in line with the other hard mods. Edit: I think I got the tweak from you, Zip File, but I can't remember.
[url=http://www.mediafire.com/download/wkt6nta74z346a6/Total_Reloaded_Warfare_1.5.7z]Yeah, I made it :v:[/url] It's for 3.7 though, might not work on the newer version. It also makes the game crash a lot for some reason I never figured out.
Oh yeah, was it the code from CS: Reloaded or something? Do you know of anything similiar for 3.8? I had to shoot a rabid dog like 6-7 times with my MP5 before it died and it was terrible. :v:
Oh right. I forgot how bad CS' ballistics actually were. If it wasn't buckshot, it wasn't doing shit to a mutant. I remember that now, that's what caused me to carry a shotgun/AR combo in CoP.
I guess I could try making a newer version for 3.8 [I]if only I had a link to it~[/I]
-Argh wow nevermind.
[QUOTE=Teh Zip File;41807205]I guess I could try making a newer version for 3.8 [I]if only I had a link to it~[/I][/QUOTE] I got mine from here, in the Clear Sky section: [url]https://mega.co.nz/#F!zEtSxC4J!eRsovn-n098UpRtLDmr5_w!yQswUJjI[/url] Not sure if there's a better host or not, but it did download pretty quick.
After 2 months, I am now finally able to play 3 out of 5 SoC guitar tracks and Dirge for the Planet (except the solo part).
[QUOTE=plunger435;41805944]So in Misery 2.0 what's with the three controllers around Stingray 2? I get grabbed by one, and the other two grab me before I'm even released by the first, and am just stunlocked to death. Plus the seven bloodsuckers. Plus the poltergeist. Who thought this was a good idea?[/QUOTE] Protecta makes short work of them if you have a bit of psyblock.
35 new posts to wake up to, good times
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