• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[QUOTE=Gatekeeper828;44297497]You need to do the quests in Cordon and get yourself the mine detector. Of course, if you want to skip all that boring shit, you could always download the Zaton start for SGM 2.2 on david.me's ModDB page.[/QUOTE] Thank you. So far this mod pack feels pretty terrible, but I'll keep trudging on I guess.
Mines are just bullshit overall you may as well disable them. Getting the Zaton start is about the best choice you could make, the progression in Cordon as a starting area is abysmally bad in SGM. Playing that area onwards AFTER getting good equipment from the vanilla areas is a vastly better experience.
Why are the mercs in Misery 2.1 naturally hostile? Bandits I can understand, but there's no real reason for mercs to literally come crawling out of the base with the top secret information they're guarding in mass numbers to kill some random dude hunting flesh in the valley just to fuck up his day.
Strange things going on in the Arena this day. [media]http://www.youtube.com/watch?v=u_CTt-3DSAo[/media] Didn't record it from the start but I found him like that in the midst of the match, a rogue grenade took out some of the spectators and he glitched out of the top area. Also OBS seems to not enjoy recording at even semi-decent resolutions or at the correct framerate.
[QUOTE=spekter;44297644]Mines are just bullshit overall you may as well disable them. Getting the Zaton start is about the best choice you could make, the progression in Cordon as a starting area is abysmally bad in SGM. Playing that area onwards AFTER getting good equipment from the vanilla areas is a vastly better experience.[/QUOTE] Alright, thanks for the heads-up. At this point I already had a sunrise suit, a USAS-12, a P-90, Some freaky-sniper, and hooves. Going to go ahead and get that zaton start. I want to play an expanded CoP not some buggy levelpack. Any other suggestions for that?
[QUOTE=Everest;44297695]Why are the mercs in Misery 2.1 naturally hostile? Bandits I can understand, but there's no real reason for mercs to literally come crawling out of the base with the top secret information they're guarding in mass numbers to kill some random dude hunting flesh in the valley just to fuck up his day.[/QUOTE] It's been discussed on the private forums, I'll hopefully be able to find it and link the reason
[QUOTE=std DONOR;44297725]Alright, thanks for the heads-up. At this point I already had a sunrise suit, a USAS-12, a P-90, Some freaky-sniper, and hooves. Going to go ahead and get that zaton start. I want to play an expanded CoP not some buggy levelpack. Any other suggestions for that?[/QUOTE] Cordon onwards is pretty barren from my experience, swamps literally just feels like bandit city besides one little stalker group in the bottom right of the map. The core experience really is in the vanilla areas, there's a lot of shit to do there and whilst it's a nice effort to put in those new areas they don't necessarily feel as populated as they ought to do. Worst part is that you wont find a trader in either Cordon or Swamps so that whole lengthy stretch of quests is a real ball buster. Can't speak for what occurs after all of that, I got to Swamps and have yet to pick it back up since starting Legendary.
Also OGSE update! [video=youtube;tCS_Q9ZhMQQ]http://www.youtube.com/watch?v=tCS_Q9ZhMQQ[/video]
Speaking of crawling out of bases, it's downright suicidal for Spartacus' team to leave the Sevchenko just to chase some fleshes. If at all possible, they should be set so they don't leave the ship (except for missions), just killing anything hostile coming through the doors (an excellent killzone which also protects them from being naded by outside foes) or sniping from the top of the ship.
[QUOTE=Everest;44297695]Why are the mercs in Misery 2.1 naturally hostile? Bandits I can understand, but there's no real reason for mercs to literally come crawling out of the base with the top secret information they're guarding in mass numbers to kill some random dude hunting flesh in the valley just to fuck up his day.[/QUOTE] The ones at the plant area magically seem to engage over a stupid distance still with ridiculous accuracy, even after adding the axr_misery Hardcore AI script fix. And sadly it makes my game drop to a literal 1 FPS or lower even on lowest graphical settings once those in the plant begin to engage for whatever reason. I did however do the same as you and the list of changes you made but sadly, it is still horribly unbalanced towards the player, and not in a challenging way, and it's more of a unfair way that you've possibly no way to counter effectively. They shouldn't be able to shoot from the plant all the way to the walls of the bandit meet area with pinpoint accuracy, especially when only part of my head is poking out of the side of the wall that I'm leaning around and can hit it spot on EVERY time. I think I'm done with Misery. I was hoping all these issues would have been fixed by the time the full release came out. And I refuse to install to "Rookie" Mode because it isn't due to a lack of playing skill and it more comes down to just the AI having a stupidly unfair advantage. And most of the time you coming out ontop of a firefight is merely usually the case of "luck"
The last time I played stalkersoup, I had no crashed up until Dark Valley. Now I'm crashing every 15 minutes in cordon with stack overflow errors. I just want to abuse buckshots.
[QUOTE=Jamie1992GSC;44298456] I think I'm done with Misery. I was hoping all these issues would have been fixed by the time the full release came out. And I refuse to install to "Rookie" Mode because it isn't due to a lack of playing skill and it more comes down to just the AI having a stupidly unfair advantage. And most of the time you coming out ontop of a firefight is merely usually the case of "luck"[/QUOTE] I see your reasoning, you're a highly trained USS specialist, bandits are lucky to have any kind of training whatsoever, firefights with them shouldn't rely so much on luck. I can understand mercs being tougher and more effective fighters, since a large amount of them are veterans from the military, but that doesn't automatically make them all have better-than-sniper aim with an AKS-74U at 300m. I honestly think for a little balance, AP ammo should be even more rare and difficult to acquire, and the same should apply to enemies too. A mid rank merc should not have an unlimited supply of AP ammo, the military has no reason to have AP ammo, so it wouldn't be traded in at any high rate. Plus, DU rounds? Really? You're not gonna find DU in anything smaller than 30mm GAU-8 rounds. Just change the names to AP.
There seem to be some continuous graphical glitches popping in and out of existence around the Skadovsk for me in Mis 2.1. As for the rest of the game, I've been considering to stream how well the other changes work on my end, but I already have a bit of a prejudiced opinion on the mod for obvious reasons.
[QUOTE=DeeCeeTeeBee;44298816]The last time I played stalkersoup, I had no crashed up until Dark Valley. Now I'm crashing every 15 minutes in cordon with stack overflow errors. I just want to abuse buckshots.[/QUOTE] Weird, all my issues were in Yantar rather than Cordon. Although my playthrough is entirely useless not that Kruglov and the mercs never spawned. So Sak doesn't finish his talking part and I can progress the story. :suicide: I could script in a button press spawn, but I just can't find the motivation to tear the DB files open and edit the files. [QUOTE=zombini;44299280]I see your reasoning, you're a highly trained USS specialist, bandits are lucky to have any kind of training whatsoever, firefights with them shouldn't rely so much on luck. I can understand mercs being tougher and more effective fighters, since a large amount of them are veterans from the military, but that doesn't automatically make them all have better-than-sniper aim with an AKS-74U at 300m. I honestly think for a little balance, AP ammo should be even more rare and difficult to acquire, and the same should apply to enemies too. A mid rank merc should not have an unlimited supply of AP ammo, the military has no reason to have AP ammo, so it wouldn't be traded in at any high rate. Plus, DU rounds? Really? You're not gonna find DU in anything smaller than 30mm GAU-8 rounds. Just change the names to AP.[/QUOTE] Which makes me question the design choices even further. (I know I sound like some asshole constantly complaining) But I like to think my gripes are a valid reasoning for it. It can't be just me with these issues and dislikes for some of the choices. Once AI's STUPID accuracy and magical ability to know EXACTLY where I am at any given time regardless of if they can hear or see me or not. And some tweaks to the way weapons work. I'll be perfectly happy. I was hoping it would have been fixed since I been posting about those issues since 2.0.2 and all the way through 2.1 Beta also. I know Loner is probably on the verge of shooting me out of anger and I apologize. I just can't stress enough how it doesn't make sense in any way to have the game play like that. As I'm sure others (As noted by the editing of files and agreements with my semi non-constructive moaning) that it isn't just me who feels this way. Sorry again I know it sounds like bitching. Its just the only thing I feel that REALLY lets the mod down.
I'm jerrying for Redux 2.0. 1.0 was by far the best mod I've played for CoP, even though its changes are rather minimalistic and lead to problems going through the tunnel to Pripyat (Radiation would sometimes kill members of the squad, and those FUCKING rats could easily overwhelm us). Last time, I went through practically the entire game with the SG553. Going for another playthrough of it now, I might challenge myself to only use a pistol, or maybe just shitty weapons.
[QUOTE=Jamie1992GSC;44299451] Sorry again I know it sounds like bitching. Its just the only thing I feel that REALLY lets the mod down.[/QUOTE] It really does let the mod down. They kinda toned it down with 2.1, as 2.0.2 was full of even worse bullshit to the point that i quit playing entirely. I can live with the bullshit difficulty, but the biggest bullshit really is that enemies are ALWAYS carrying shitty weapons. If the saying, "Your weapon is your best friend" applies, then why doesn't it apply to bandits and loners? Wouldn't they treat their weapons like a useful tool rather than let them get so deprecated that they were nearly unusable? I remember posting about that TRG i got a while back, it was just under the condition where i could use a repair kit on it, and repairing it would cost more than the rifle and even a SEVA suit, which i needed to get to pripyat. I ended up tossing it in the trash because it was so badly damaged.
iirc the weapon condition is for economical reasons; if every enemy dropped good condition guns you'd get rich fairly quick. Redux did a similar thing iirc, and a few other mods.
[QUOTE=Jamie1992GSC;44299451]Sorry again I know it sounds like bitching. Its just the only thing I feel that REALLY lets the mod down.[/QUOTE] Hey, a little bit of disagreement / protest never really hurt anything and usually results in getting shit done [QUOTE=Sgt Doom;44299606]iirc the weapon condition is for economical reasons; if every enemy dropped good condition guns you'd get rich fairly quick. Redux did a similar thing iirc, and a few other mods.[/QUOTE] which is where it boils down to the problem of believability vs the effect of quicksaving on difficulty the whole "an overloaded / hungry / tired stalker is a dead stalker" maxim is kinda underwhelming when death just means going a few seconds to a minute back in time and starting again, making getting all the mint-condition rifles off 30 dead mercenaries a possibility (albeit with a shitload of trial and error)
[QUOTE=Jamie1992GSC;44299451]Weird, all my issues were in Yantar rather than Cordon. Although my playthrough is entirely useless not that Kruglov and the mercs never spawned. So Sak doesn't finish his talking part and I can progress the story. :suicide: I could script in a button press spawn, but I just can't find the motivation to tear the DB files open and edit the files. Which makes me question the design choices even further. (I know I sound like some asshole constantly complaining) But I like to think my gripes are a valid reasoning for it. It can't be just me with these issues and dislikes for some of the choices. Once AI's STUPID accuracy and magical ability to know EXACTLY where I am at any given time regardless of if they can hear or see me or not. And some tweaks to the way weapons work. I'll be perfectly happy. I was hoping it would have been fixed since I been posting about those issues since 2.0.2 and all the way through 2.1 Beta also. [B]I know Loner is probably on the verge of shooting me out of anger and I apologize.[/B] I just can't stress enough how it doesn't make sense in any way to have the game play like that. As I'm sure others (As noted by the editing of files and agreements with my semi non-constructive moaning) that it isn't just me who feels this way. [U]Sorry again I know it sounds like bitching. Its just the only thing I feel that REALLY lets the mod down.[/U][/QUOTE] [U]I completely understand[/U] [B]and no, I'm too laid back for that[/B]. I'm merely acting as the beacon (no pun intended here) receiving input and outputting it somewhere else (private forums). Anything about MISERY is something that has my attention and gets forwarded to the team asap
[QUOTE=std DONOR;44297470]I gave up on misery a few hours in when the mercenaries at the treatment facility consistently murdered me on the bridge, so I moved onto SGM. [video=youtube;xAic_Q-nggE]http://www.youtube.com/watch?v=xAic_Q-nggE[/video] Can someone please tell me what to do with all these mines?[/QUOTE] This [media]http://www.youtube.com/watch?v=kMHYqMsu2qU[/media]
[QUOTE=std DONOR;44297470]I gave up on misery a few hours in when the mercenaries at the treatment facility consistently murdered me on the bridge, so I moved onto SGM. Can someone please tell me what to do with all these mines?[/QUOTE] You turn them off in the SGM options menu, unless you like random deaths - or you want to spend hours minesweeping the whole map so you can actually walk freely.
Why am I finding Redux so easy? 20 mins in and I've got a stockpile of guns in my stash, around 8000RU, an LR-300 with a suppressor and NV scope, an AN-94 with extended mag and 5x scope among many other things.
probably got lucky with the random weapon system, it's better tuned for 2.0
[QUOTE=Sgt Doom;44299606]iirc the weapon condition is for economical reasons; if every enemy dropped good condition guns you'd get rich fairly quick. Redux did a similar thing iirc, and a few other mods.[/QUOTE] I'm not saying they need to drop in good condition, just that a 80K+ rifle shouldn't be in shambles and completely fucked beyond repair. I'm really asking for a lower limit on how damaged a gun can get. Having really nice items drop in a condition that makes them economically impossible to repair is more of a "fuck you" than an actual "fuck you". Put the base drop condition at 30% to allow for use of repair kits. If that's not economical enough, then make "worn" variants that aren't as good as the brand new thing and aren't worth as much, so you don't have to skip out on getting a decent gun for once. If that isn't economical enough, then make a system where the enemy drops the weapon and fucks something up, like they drop it on the scope, so now the lens is cracked and shitty, or it's misaligned but still useable.
I may look like an idiot to the fashion designers, but: Is it possible to make NPC's follow the same rules that the player does? Weapon jamming, weapon accuracy etc? There just seems to be so many mods that allow NPCs to ignore the accuracy penalties that players seem to get. Pistol sniping, full auto rifles etc.
[QUOTE=DeeCeeTeeBee;44300881]I may look like an idiot to the fashion designers, but: Is it possible to make NPC's follow the same rules that the player does? Weapon jamming, weapon accuracy etc? There just seems to be so many mods that allow NPCs to ignore the accuracy penalties that players seem to get. Pistol sniping, full auto rifles etc.[/QUOTE]Haven't you ever witnessed Tremor's suicide pistol jamming, and him still dying? :v:
You guys should all chip in and buy the STALKER title, since you lot have a bunch of good idea's. (Not sure about actual game development skills) That would be rad.
[QUOTE=Sgt Doom;44301089]Haven't you ever witnessed Tremor's suicide pistol jamming, and him still dying? :v:[/QUOTE] Yes. That was an odd one, and I shot him anyway. No sense in letting a suicidal man continue living, right? Especially in the zone.
Installing Misery 2.1 with Dark Mode enabled, do you even radiate?
Why everybody says enemies are bullet spongy in Misery? I played 2.0.2 (or the last patch before 2.1) and everybody went one with one shot to the head. Basically, up until Pripyat, I all I used was a Custom Colt 1911 and DU ammo. After Monolith started appearing, I switched to a LR 300 which made enemies go down in 4-5 shots to the chest.
Sorry, you need to Log In to post a reply to this thread.