• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[IMG]http://i.imgur.com/mUhYSa4.jpg[/IMG] All the feels.
new Misery combat teasers are out. looks cool, but the crosshair and high NPC and player-damage tolerance puts me off a bit.
[QUOTE=Beacon;40946679]new Misery combat teasers are out. looks cool, but the crosshair and high NPC and player-damage tolerance puts me off a bit.[/QUOTE] But the crosshair is optional in any mod. Since it is optional in the game
[QUOTE=PaChIrA;40946753]But the crosshair is optional in any mod. Since it is optional in the game[/QUOTE] It's that optional they might as well make it an option in the settings menu while they're at it.
[QUOTE=K1ngo64;40946774]It's that optional they might as well make it an option in the settings menu while they're at it.[/QUOTE] What? Launch STALKER and go into game options, the crosshair option is right there.
[QUOTE=PaChIrA;40946781]What? Launch STALKER and go into game options, the crosshair option is right there.[/QUOTE] LOL all this time and I've never noticed it. I've always just used the console to turn it on and off. :downs: [editline]8th June 2013[/editline] I tried playing STALKER maxed at 4K with 32xCSAA and 8xSSAA. Let's just say it maxed out all my VRAM and brought the game down to about 1fps.
I know it's optional but I just feel like if you're making a realism mod you should have it off by default and aim down the sights instead of hip firing :)
[QUOTE=Paravin;40923462]A flamethrower would attract way too much attention in the Zone. There is a reason why silencers and suppressors are a god-send. Even an exoskeleton doesn't guarantee perfect survival if you are spotted.[/QUOTE] I could see Duty using it to clear out caves, tunnels, or other underground areas of mutants, though
[QUOTE=Furioso;40947170]I could see Duty using it to clear out caves, tunnels, or other underground areas of mutants, though[/QUOTE] If you're volunteering to carry a heavy, unwieldy weapon with a heavy, unwieldy fuel tank down somewhere where there's often not the most oxygen at the best of times... Well, I know you're not. But it'd be a fascinating insight into why Duty think like they do.
[QUOTE=Furioso;40947170]I could see Duty using it to clear out caves, tunnels, or other underground areas of mutants, though[/QUOTE] [QUOTE=Nerts;40924212]Only time I can see flamethrowers being used is if Duty wants to fuck up a mutant nest.[/QUOTE] We stalkers think as one.
[QUOTE=Beacon;40946981]I know it's optional but I just feel like if you're making a realism mod you should have it off by default and aim down the sights instead of hip firing :)[/QUOTE] I know this is just your opinion, but I feel like giving as much customization options is a better option than trying to put only one option down the player. I mean, a mod can encourage and often even enforce a certain style of gameplay or visuals, but making it compatible or even built-in with many options to toggle on or off like the crosshair is always a bonus since it doesn't really ruin the mod, it just makes it more modular and that's a benefit for the players. Just my two cents about the crosshair. As for everything else in the trailer, I didn't see much a problem. Maybe they were playing on novice or something.
[QUOTE=Etcetera;40947182]If you're volunteering to carry a heavy, unwieldy weapon with a heavy, unwieldy fuel tank down somewhere where there's often not the most oxygen at the best of times... Well, I know you're not. But it'd be a fascinating insight into why Duty think like they do.[/QUOTE] I could see them using it. They'd get squads with one flamer each at all known entrances of the tunnel, and fire a good long blast in each entrance point. Mutants will then either run out (and be ignited + gunned down) or will retreat into the tunnel, where they will be affected by the fact that a huge amount of the oxygen in the tunnel has been used up. Then the cleanup squad goes in with grenades, machine guns, assault rifles and shotguns. It'd be just like using a flamethrower to clear out a bunker. You use it outside to make it hell inside. Obviously it wouldn't work very well on huge tunnel complexes, but it'd be perfect for small caves. (like the "dangerous" cave in Zaton with the controller inside) They are very situational weapons though, so it's likely that they'd only be lugged around when it is obvious that they're going to be needed. (preplanned raids)
[QUOTE=Terminutter;40947299]I could see them using it. They'd get squads with one flamer each at all known entrances of the tunnel, and fire a good long blast in each entrance point. Mutants will then either run out (and be ignited + gunned down) or will retreat into the tunnel, where they will be affected by the fact that a huge amount of the oxygen in the tunnel has been used up. Then the cleanup squad goes in with grenades, machine guns, assault rifles and shotguns. It'd be just like using a flamethrower to clear out a bunker. You use it outside to make it hell inside. Obviously it wouldn't work very well on huge tunnel complexes, but it'd be perfect for small caves. (like the "dangerous" cave in Zaton with the controller inside) They are very situational weapons though, so it's likely that they'd only be lugged around when it is obvious that they're going to be needed. (preplanned raids)[/QUOTE] Flamer units could have a closed cycle respiratory system so they wouldn't need the air inside of the caves anyway, since they have their air tanks of their own. SEVA suit wearing flamethrower Dutier could wreak serious shit, since everything else would suffocate except him. Then again, why not just gas it while you're at it. I mean, I guess some mutants would be resistant to gas but bloodsuckers died from nervegas, I don't see the issue. edit: oh and snorks don't use their god damn gas masks anyway why are they even resistant the underpass toxins it makes no god damn sense
[QUOTE=Beacon;40946679]new Misery combat teasers are out. looks cool, but the crosshair and [B]high NPC and player-damage tolerance puts me off a bit.[/B][/QUOTE] I think the player damage tolerance was adjusted to be higher in order to showcase the gunplay and the effects of being wounded (not a fan of bloody screen but there you go), not as 1:1 presentation of what the combat is like. As for the NPC's resistances well, the first one had the player shooting quite well armored enemies with the sawn-off that is the weakest weapon in the series and has a very unpredictable spread - the enemies seemed to drop quite fast in the second video. [QUOTE='[Green];40947694']oh and snorks don't use their god damn gas masks anyway why are they even resistant the underpass toxins it makes no god damn sense[/QUOTE] Gameplay wise it does but the snorks kinda require a lot suspension of disbelief on the player's part since their clothing is torn almost the exact same way, everyone's mask is broken just about the same way etc..
I was stupid enough to install Stalker Complete for SoC last year so I decided I'd start over with vanilla this time. So I removed Complete and tried to start the game. However, I was greeted by an error as soon as I tried to start a new game. So I uninstalled SoC and re installed it. Same error. And now as I'm trying to open the game to copy/paste the error it won't even launch. It says I'm in game, the process is running and all that.
I like how instead of showing us some "brand new realistic brown textures", they made 50% of the screen dark. Extreme stealth combat with a nade launcher. :v:
Whoever makes trailers for Misery should be kicked off the team.
[QUOTE=Hammer7;40948028]I like how instead of showing us some "brand new realistic brown textures", they made 50% of the screen dark. Extreme stealth combat with a nade launcher. :v:[/QUOTE] Don't forget the bullet sponges, sawn-off shotguns, crosshairs, and dubstep in the first video! In all seriousness though, I probably will try Misery 2 regardless of it's laughable presentation. I just hope it's easy to get rid of all that brown.
I like how I ended SHOC with literally 200k, Because in games I always saved up money for no reason. [sp] It really bit me in the ass with the ending. [/sp]
[QUOTE=Blockhead;40948446]I like how I ended SHOC with literally 200k, Because in games I always saved up money for no reason. [sp] It really bit me in the ass with the ending. [/sp][/QUOTE] [sp]You didn't finish it properly! (well, you didn't get the complete ending, you got one of the Wish Granter endings)[/sp]
I had a dream about going up a flight of stairs and encountering bloodsuckers on a platform above some open water :v: I guess apparently the first one wakes up and looks straight at me, another one comes from behind and hits me down to a platform one level below, I jump off the platform into the water, the damned bloodsuckers still come after me, swimming and chasing me fuck stalker :v: [editline]8th June 2013[/editline] oh perfect page king story
[QUOTE=Blockhead;40948446]I like how I ended SHOC with literally 200k, Because in games I always saved up money for no reason. [sp] It really bit me in the ass with the ending. [/sp][/QUOTE] Go play it again, [sp]the ending you got wasn't a true ending.[/sp]
[QUOTE=Beacon;40946679]new Misery combat teasers are out. looks cool, but the crosshair and high NPC and player-damage tolerance puts me off a bit.[/QUOTE] Damage looked fine in the second video, considering those were zombies (initially) that he was dropping quickly. Not a fan of the extreme dark effects and music though. They would've been better served with regular gameplay footage.
[QUOTE='[Green];40947270']I know this is just your opinion, but I feel like giving as much customization options is a better option than trying to put only one option down the player. I mean, a mod can encourage and often even enforce a certain style of gameplay or visuals, but making it compatible or even built-in with many options to toggle on or off like the crosshair is always a bonus since it doesn't really ruin the mod, it just makes it more modular and that's a benefit for the players. Just my two cents about the crosshair. As for everything else in the trailer, I didn't see much a problem. Maybe they were playing on novice or something.[/QUOTE] of course, I agree 100%, that's why Redux 2.0 is going to have three difficulty levels, including Redux Casual which will be for people that want new content but without the harsh supplies and deadlier NPCs. My point was, if you're making a video for a realism mod, having the crosshair on just looks a bit silly, that's all.
[QUOTE=Beacon;40949935] My point was, if you're making a video for a realism mod, having the crosshair on just looks a bit silly, that's all.[/QUOTE] I like how their idea of the best way to advertise a hardcore mod is to show several clips of a player tearing through armies of elite soldiers with a grenade launcher and hardly taking damage.
Decided to play The Faction War/Stalker again after not playing for well over a year. Reinstalled clear sky from scratch, patched it to 1.5.10, installed The Faction War 3.7 and patched it. But every time I select where to get dropped off by Shovel, I CTD with this. [quote]Expression : xml_doc.NavigateToNode(path,index) Function : CUIXmlInit::InitWindow File : E:\priquel\sources\engine\xrGame\ui\UIXmlInit.cpp Line : 88 Description : XML node not found Argument 0 : global_wnd Argument 1 : ui\game_tutorials.xml[/quote] Any chance this is somehow due to downloading a copy not from steam? [sp]I own a retail version, but due to computer maintenance running anything on disk tends to do something horrible to it.[/sp] Edit: Well, deleting my gamedata folder and reinstalling the mod four times somehow changes something and now everything is working.
What's the best ShOC mod for someone looking for satisfying guns a la Misery? I liked how pistols actually fired bullets in Misery.
[QUOTE=fishyfish777;40954342]What's the best ShOC mod for someone looking for satisfying guns a la Misery? I liked how pistols actually fired bullets in Misery.[/QUOTE] Lurk
[QUOTE=Beacon;40949935]of course, I agree 100%, that's why Redux 2.0 is going to have three difficulty levels, including Redux Casual which will be for people that want new content but without the harsh supplies and deadlier NPCs. My point was, if you're making a video for a realism mod, having the crosshair on just looks a bit silly, that's all.[/QUOTE] You should make a Russian difficulty where everyone is naked, only has a makarov and their inventories are filled to the brim with vodka.
So any mods that add SoC music to CoP, or at the very least can somebody tell me how I'd do it myself?
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