S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
Geeeez, ZoA ammo is so badly balanced. Really, its annoying. Bandits pwn you with 9mm but you unload 10 7,62x39 bullets into one guy's chest and he still runs.
WTF
>:/
Well shit. I managed to hide from the chopper, but now the moment I take a step out of the house I'm dead. I've been pelting it with AK rounds but that isn't doing jack shit. And to my far right the loners are still dealing with the jarheads.
[t]http://i.imgur.com/nUDrm5l.jpg[/t]
[editline]16th March 2014[/editline]
[QUOTE=Cutthecrap;44251686]Geeeez, ZoA ammo is so badly balanced. Really, its annoying. Bandits pwn you with 9mm but you unload 10 7,62x39 bullets into one guy's chest and he still runs.
WTF
>:/[/QUOTE]
Yeah...there's also that. I hate it. I have to fiddle with bullet resistances in the mod files at some point.
[QUOTE=Cutthecrap;44251686]Geeeez, ZoA ammo is so badly balanced. Really, its annoying. Bandits pwn you with 9mm but you unload 10 7,62x39 bullets into one guy's chest and he still runs.
WTF
>:/[/QUOTE]
It's called slavshit for a reason.
And what the fuck, I can't reload? Even though I have mags in my belt?
What a shame, it looked so promising.
So, what else should I try? I don't mind dealing with shitty translations, so any good quality russian stuff is accepted. I'm hearing you guys.
The reloading is very clunky in ZoA. You have to manually unload the run, and reload it. Or just switch ammo types.
ZoA needs to go full /k/ and add reloading benches so we can load our own ammunition.
do you think increasing the amount of mutants and blowouts in misery would throw off the balance a huge amount?
[QUOTE=seano12;44252073]ZoA needs to go full /k/ and add reloading benches so we can load our own ammunition.[/QUOTE]
ZoA is pretty /k/ already. I'm just hoping to see how deep it can go down the /k/ hole.
[QUOTE=JDER14;44252120]ZoA is pretty /k/ already. I'm just hoping to see how deep it can go down the /k/ hole.[/QUOTE]
It must go deeper IT MUST. Ammo crafting... adding more ceramic plates to armor.
[QUOTE=seano12;44249770]Who the hell is that guy supposed to even be?[/QUOTE]
I think ol' flakyface is supposed to be either a cut "Counterpart" mutant or a civilian zombie.
[editline]herp[/editline]
[t]http://img4.wikia.nocookie.net/__cb20101203110310/stalker/images/1/17/SCS_Counterpart.png[/t]
Here's roughly what the Counterpart mutant would've probably looked like if it had ended up in the game.
The military guys at the Monolith preacher ambush seem to blow themselves up with their grenades so often that i'll probably just remove grenades entirely from their inventory in any mod I play.
Tarasov's Team? They always die in Redux the moment the ambush starts due to the deadlier gunplay, even without grenades.
So I never got the Pripyat Retaken ending in Redux.
I actually managed to save three people(Tasarov included) in the ambush one time. Let's just say that the final mission felt oddly overcrowded.
I wonder if it's possible in SGM to rig up all the ambush spots(except the sniper) with C4 to avoid a massive fight. I guess this is something I must try next time.
[QUOTE=Gatekeeper828;44253981]I wonder if it's possible in SGM to rig up all the ambush spots(except the sniper) with C4 to avoid a massive fight. I guess this is something I must try next time.[/QUOTE]
I used C4 for the bandit deal, and to clear out the bandits that are taking refugee there beforehand and it worked quite nicely.
I'm sure it could be done for others also.
took a 1:30:00 video of a day in Misery 2.1 and took all the boring stuff out
[video=youtube;COEPY6lJKW8]http://www.youtube.com/watch?v=COEPY6lJKW8[/video]
(sorry about the quality youtube murdered it)
I should just do a game of SGM 2.2 where I have 9999 C4; I think it could be really fun.
[editline]d[/editline]
Welp, takes about 20 seconds to open the inventory every time.
[editline]d[/editline]
Thankfully 1000 C4 is a lot more doable.
Create IEDs everywhere. Become the mad bomber of the Zone.
Eliminate the zone entirely through use of C4 and other specialised explosives. The Zone is an enemy that must be destroyed at all costs.
Duty will prevail, the enemy will fall.
[QUOTE=croguy;44253955]I actually managed to save three people(Tasarov included) in the ambush one time. Let's just say that the final mission felt oddly overcrowded.[/QUOTE]
You have to plant bombs (If we are playing Misery...) in the middle of each door inside the building because when the mission starts, monolith fighters spawn inside the farthest rooms and when you get into X range, they start moving. So, as soon as they start moving, KAPOW MOTHERFUCKERS.
I always feel kinda sad for the military guys in Call of Pripyat
It was funny dealing with the Ranger Station with C4 only. I talked to Spartacus and after doing so, I detonated the three C4 I placed in the deal. Most people died from the blast, the rest bled out. However, Spartacus decided to be a dick and said I didn't do jackshit to help so no reward for me. :v:
[QUOTE=Muukkis;44252445]I think ol' flakyface is supposed to be either a cut "Counterpart" mutant or a civilian zombie.
[editline]herp[/editline]
[t]http://img4.wikia.nocookie.net/__cb20101203110310/stalker/images/1/17/SCS_Counterpart.png[/t]
Here's roughly what the Counterpart mutant would've probably looked like if it had ended up in the game.[/QUOTE]
Imagine if the Izlom's face was on the cover of SoC instead of this mutant you speak of
[IMG]http://i.imgur.com/idGer5i.jpg[/IMG]
Welp, it looks like R.M.A. has lost me. It seemed like a fantastic mod in the beginning but so far all of the "new" levels are disappointing : Darkscape is a cool section and you can return to it but there's no spawns or any reason to actually return there, Dead City is a great level and has spawns but you can't return there and Swamps is just empty, there are no spawns or mutants and it is also a very crashy level. Doc's cabin is pretty cool to explore though but other than that it's a pretty pointless level. I think that R.M.A. is still a good mod and the little things it adds like being able to buy NPC biographies from Snitch or the new quests are really nice, it doesn't seem to be the freeplay experience I was looking towards to. Here's to hoping that CoC will deliver on that front because currently there doesn't really seem to be any good, compact, mods that feature new levels with level changers and actual spawns to freeplay in.
[editline]herp[/editline]
[QUOTE=seano12;44257712]We must wait for lost alpha to have the real dead city/darkscape/swamps.[/QUOTE]
Well, Call of Chernobyl mod for CoP is supposed to implement Dead City in it, and if it actually ends up being in it, it would likely be accessible because CoC is supposed to be a freeplay mod. As far as the Darkscape / Swamps go, I've heard slightly through the grapevine that OGSE and ZoA are having some plans of [I]possibly[/I] incorporating Darkscape and honestly, it's no use trying to put in the 1935 build swamps when Clear Sky Swamps exists because the Clear Sky version of that map is far superior.
[QUOTE=Muukkis;44257559]Welp, it looks like R.M.A. has lost me. It seemed like a fantastic mod in the beginning but so far all of the "new" levels are disappointing : Darkscape is a cool section and you can return to it but there's no spawns or any reason to actually return there, Dead City is a great level and has spawns but you can't return there and Swamps is just empty, there are no spawns or mutants and it is also a very crashy level. Doc's cabin is pretty cool to explore though but other than that it's a pretty pointless level. I think that R.M.A. is still a good mod and the little things it adds like being able to buy NPC biographies from Snitch or the new quests are really nice, it doesn't seem to be the freeplay experience I was looking towards to. Here's to hoping that CoC will deliver on that front because currently there doesn't really seem to be any good, compact, mods that feature new levels with level changers and actual spawns to freeplay in.[/QUOTE]
Dead City would be cool if it became infested with tons of mutants if you returned, and stalkers trying to claim the area for themselves but locked in a constant struggle in which you must intervene and destroy a bloodsucker lair.
We must wait for lost alpha to have the real dead city/darkscape/swamps.
Jesus Christ. Springboards are the worst fucking thing in ZoA. There's no fucking indication they're there. I'm even throwing bolts into where I know they are and they're not reacting. I'm actually fucking furious now. I keep running into them all the FUCKING TIME.
I have a neat idea for anomalies. They should affect bullets. Not as in, they activate when shot, but lets say you shoot a springboard/vortex/whirlygig and instead of the bullet merely passing through it, the physics of the bullet should be fucked with. It could either be absorbed by the anomaly(becoming the ingredients to an artifact) or be shot off in a random direction at a higher velocity than when it went in. Lets take it a bit further and make it specific to certain anomalies. Shoot a springboard, and the bullets fly off of it as if they ricocheted, shoot a whirlygig and the example i gave above applies.
I wouldn't apply this to burner anomalies because heat transfer takes time, so no molten bullets. But it can be applied to electro anomalies and still make sense scientifically. Electrostatic forces can make bullets either slow down, speed up, stop entirely or even zip around and right back at you. If electrostatic is a little hard to believe, then there's electromagnetic, since most soviet surplus rounds have steel jackets/high iron content in the lead.
I think this would be possible since STALKER has bullet physics that responds to gravity, so with a little russian wizardry, this could happen.
[QUOTE=zombini;44259385]I have a neat idea for anomalies. They should affect bullets. Not as in, they activate when shot, but lets say you shoot a springboard/vortex/whirlygig and instead of the bullet merely passing through it, the physics of the bullet should be fucked with. It could either be absorbed by the anomaly(becoming the ingredients to an artifact) or be shot off in a random direction at a higher velocity than when it went in. Lets take it a bit further and make it specific to certain anomalies. Shoot a springboard, and the bullets fly off of it as if they ricocheted, shoot a whirlygig and the example i gave above applies.
I wouldn't apply this to burner anomalies because heat transfer takes time, so no molten bullets. But it can be applied to electro anomalies and still make sense scientifically. Electrostatic forces can make bullets either slow down, speed up, stop entirely or even zip around and right back at you. If electrostatic is a little hard to believe, then there's electromagnetic, since most soviet surplus rounds have steel jackets/high iron content in the lead.
I think this would be possible since STALKER has bullet physics that responds to gravity, so with a little russian wizardry, this could happen.[/QUOTE]
this needs to happen
Bullets get trapped in a whirligig until it explodes outwards, sending bullets everywhere.
Not just bullets, grenades.
[QUOTE=Grasp;44259497]Bullets get trapped in a whirligig until it explodes outwards, sending bullets everywhere.[/QUOTE]
Oh fuck that would be amazing. Firefight with bandits in garbage near those whirlygigs(or vortexes?), finally kill the last one. Run over to the final bandit's body to loot it, then the anomaly explodes, sending bullets everywhere, killing you. It'd be even better since you could use a PKM and effectively turn one of those anomalies into shrapnel bombs.
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