S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
5,003 replies, posted
[QUOTE=LoNer1;48558938]
[B]Vanilla+[/B]
I've added quite a few shooters to the game, but I'm doubting where to put them.
[/QUOTE]
HK G3A3: Freedomers in the heavy Guardian of Freedom suits, Exo-boys, Monolithians.
HK G3SG1: Freedom Exo-Boys, maybe some snipers as well and Monolithians in Pripyat.
L96: Freedom's snipers.
Remove the SVD and SVU from Freedom then give the SVD to Loners and Duty, the SVU as a Duty-exclusive. It would make sense for them to use it. I even remember some text in the game saying that SVD's were used by Duty's mutant hunters or something but I may be mistaken. Monolithians use them too, of course.
PKM: Duty Exo-boys like the odd guards around the Bar and Monolithians in Pripyat, around the CNPP, in the Sarcophagus, etc. - maybe make a special one spawn with one in the lab after disabling the Scorcher so the player can get one before Pripyat without having to kill a Dutyer for it, like an indirect quest reward for turning the Scorcher off. That would be cool.
M16 / M4A1: Mercenaries, Ecologists.
M14: Mercenaries with a rare chance to show up in the hands of Loners.
OTs-33 Пернач: Veteran Dutyers and higher and those Military Spetsnaz Elites wearing Bulats, giving it to Bandits and making it available too early would seem kind of ridiculous, every mod I've played with automatic pistols like that tended to make them available too early and render other options for the pistol slot pretty much useless in comparison. Bandits originating in the Dark Valley could do well with a PP-19 Bizon going in the rifle slot though.
Or you could balance it to be "eh" instead of "yay" but that would suck.
MP-446: Duty.
AEK: Duty, more experienced Loners, Monolithians and Military. I'm guessing it's the 971 in 5.45, if it's the 973 in 7.62 don't give them to the Military. If it's the 972 in 5.56 then give it to Loners, Ecologists and to many, many Monolithians. I'd actually suggest removing the AKS-74 from the Military outside of Agroprom and the Cordon and just make the majority of them use AEK-971s and AN-94s instead of the AKS-74 past that point.
Colt Python: Mercenaries and Freedom Exo-boys.
.40 S&W pistols: Mercenaries, Loners, Freedomers, Ecologists.
AK-12 - I'm guessing it's the 5.45 one?
A) You make it special, fancy, effective and a fuck-the-hell-yes kind of awesome unique, so just give it to Charon and make Charon a dead-killy Terminator.
B) You make it the "late-game" AR in 5.45. (By default the game actually lacks this.) Just make it show up in the hands of Military Spetsnaz Elites in Bulats after disabling the Scorcher.
I'd also suggest replacing everybody's sawn-off with a different hunting rifle and making the sawn-off a pistol-slot Bandit exclusive showing up in the Dark Valley+.
[QUOTE=LoNer1;48562721]
Come again? Also, it's indeed unique. I was merely asking. I think I'll make it just a single weapon instead of giving it to the masses. I've made it so that it's true to this description, with the defects being missing burst mode, [B]quick degradation and very innacurate shots when degraded[/B][/QUOTE]
That sounds terribly useless.
Now this I love. I've already thought of a few so let me type it out;
[QUOTE=Xerys;48563149]HK G3A3: Freedomers in the heavy Guardian of Freedom suits, Exo-boys, Monolithians.
HK G3SG1: Freedom Exo-Boys, maybe some snipers as well and Monolithians in Pripyat.
L96: Freedom's snipers.[/QUOTE]
Ah, so the L96 goes to the scum. I can deal with that.
[QUOTE=Xerys;48563149]Remove the SVD and SVU from Freedom then give the SVD to Loners and Duty, the SVU as a Duty-exclusive. It would make sense for them to use it. I even remember some text in the game saying that SVD's were used by Duty's mutant hunters or something but I may be mistaken. Monolithians use them too, of course.[/QUOTE]
In regards to the SVU, it's the AS variant. It's pretty good, too. I might as well mix it up and give the SVD to some duty members, like the squad in Military Warehouse (Skull has a unique AS VAL you can pick up IF he dies).
[QUOTE=Xerys;48563149]PKM: Duty Exo-boys like the odd guards around the Bar and Monolithians in Pripyat, around the CNPP, in the Sarcophagus, etc. - maybe make a special one spawn with one in the lab after disabling the Scorcher so the player can get one before Pripyat without having to kill a Dutyer for it, like an indirect quest reward for turning the Scorcher off. That would be cool.[/QUOTE]
Just my thought. I'd be weird seeing anyone without an exo wielding a pkm.
[QUOTE=Xerys;48563149]M16 / M4A1: Mercenaries, Ecologists.
M14: Mercenaries with a rare chance to show up in the hands of Loners.[/QUOTE]
Also same idea.
[QUOTE=Xerys;48563149]OTs-33 Пернач: Veteran Dutyers and higher and those Military Spetsnaz Elites wearing Bulats, giving it to Bandits and making it available too early would seem kind of ridiculous, every mod I've played with automatic pistols like that tended to make them available too early and render other options for the pistol slot pretty much useless in comparison. Bandits originating in the Dark Valley could do well with a PP-19 Bizon going in the rifle slot though.
Or you could balance it to be "eh" instead of "yay" but that would suck.[/QUOTE]
Yeah, it's kinda 'eh' now, but I'll revert it back to "yay" and hand it out to mid game Military / Spetsnaz. Maybe those in the dark valley? Or is that too early?
[QUOTE=Xerys;48563149]MP-446: Duty.[/QUOTE]
Why only to duty? It's a pretty common pistol, right?
[QUOTE=Xerys;48563149]AEK: Duty, more experienced Loners, Monolithians and Military. I'm guessing it's the 971 in 5.45, if it's the 973 in 7.62 don't give them to the Military. If it's the 972 in 5.56 then give it to Loners, Ecologists and to many, many Monolithians. I'd actually suggest removing the AKS-74 from the Military outside of Agroprom and the Cordon and just make the majority of them use AEK-971s and AN-94s instead of the AKS-74 past that point.[/QUOTE]
Yes, I've already replaced most AK74's from duty with better more varied weapons. The AEK will be a nice addition.
[QUOTE=Xerys;48563149]Colt Python: Mercenaries and Freedom Exo-boys.
.40 S&W pistols: Mercenaries, Loners, Freedomers, Ecologists.[/QUOTE]
Python would make sense for those two, yes.
[QUOTE=Xerys;48563149]AK-12 - I'm guessing it's the 5.45 one?
A) You make it special, fancy, effective and a fuck-the-hell-yes kind of awesome unique, so just give it to Charon and make Charon a dead-killy Terminator.
B) You make it the "late-game" AR in 5.45. (By default the game actually lacks this.) Just make it show up in the hands of Military Spetsnaz Elites in Bulats after disabling the Scorcher.[/QUOTE]
I was thinking giving it to one or 2 monolithian exo guys when you're defending the barriage / passage to red forrest? Trader repair is enabled, so you could go to flint for a quick repair?
[QUOTE=Xerys;48563149]I'd also suggest replacing everybody's sawn-off with a different hunting rifle and making the sawn-off a pistol-slot Bandit exclusive showing up in the Dark Valley+.[/QUOTE]
I've got a few new shotguns in this already. Mossberg 88, Toz34, Toz66 (full size BM16) etc.
I've thought about both the BM16 as MP5 as first slot weapons. Seems like going with BM16 as first slot (seeing as it's a sawn off version meant to be easily carried anyway) is the best option. I dont like PDW or SMG's to go in 1st slot, it doesnt really fit in my idea of a first slot in that regard.
--
I was thinking of adding a few more guns. I've also got the P90 (with Coyote sight and a silencer attachment slot). I thought of adding it to Mercs, too.
For the other weapons (feel free to recommend some weapons, just keep it within the boundaries of what's possible in the zone)
Pistols:
GSH18,
???
SMG:
Bizon
UMP??
AR:
???
Snipers:
???
Shotgun:
???
Heavy / Misc:
???
Feel free to add to them.
Also, I'm loving my own mod. The ballistics are very well done, if I say so myself. It feels rewarding to win a firefight. Shotguns are hella fun, but limited to closer range with the option to have 2 kinds of slugs, regular ones and 'zone produced' aka anomalous (not OP, they come with both benefits as side-effects).
I've always wondered why NO mod, except for RCOM for CoP, never touched the PDM dispersion base stats. I've edited them individually for each gun, Here's the P90
[code]
PDM_disp_base = 0.7
PDM_disp_vel_factor = 1.3
PDM_disp_accel_factor = 1.7
PDM_disp_crouch = 0.4
PDM_disp_crouch_no_acc = 0.3
[/code]
[editline]28th August 2015[/editline]
[QUOTE=cdr248;48563297]That sounds terribly useless.[/QUOTE]
Quick meaning 1000-1500 shots :p
Oh man, AO3+CoC sounds nice. It was kinda unfun getting the Akaban and sitting on it for the entire game. I also saw about 70 SVDs in one playthrough of CoC, and a total of zero SVUs.
[QUOTE=Doom14;48563362]Oh man, AO3+CoC sounds nice. It was kinda unfun getting the Akaban and sitting on it for the entire game. I also saw about 70 SVDs in one playthrough of CoC, and a total of zero SVUs.[/QUOTE]
Same. I'm at 10+ SVD's already and I'm just out of Cordon
You don't need an exo to fire a pkm irl, why shoulf it be limited to them in STALKER?
[QUOTE=PaChIrA;48563593]You don't need an exo to fire a pkm irl, why shoulf it be limited to them in STALKER?[/QUOTE]
Aesthetics
[QUOTE=PaChIrA;48563593]You don't need an exo to fire a pkm irl, why shoulf it be limited to them in STALKER?[/QUOTE]
You can wield a pkm without an exosuit, he's just giving PKMs to exosuit dudes because it looks rad.
It's like power armor and miniguns, exosuits and PKMs just work.
[QUOTE=LoNer1;48563329]In regards to the SVU, it's the AS variant. It's pretty good, too. I might as well mix it up and give the SVD to some duty members, like the squad in Military Warehouse (Skull has a unique AS VAL you can pick up IF he dies).[/QUOTE]
If it's the AS then high-end Duty members and the odd Monolithians in Pripyat would work.
[QUOTE=LoNer1;48563329]Just my thought. I'd be weird seeing anyone without an exo wielding a pkm.[/QUOTE]
Yeah what I meant. There's a couple Duty guards in Exoskeletons around the Duty compound already and there's plenty of Monolithians in Exoskeletons who'd look fine with it. Would just be nice if the player could also get it before Pripyat without pissing off Duty. Either as a quest reward or as a special NPC drop.
[QUOTE=LoNer1;48563329]Yeah, it's kinda 'eh' now, but I'll revert it back to "yay" and hand it out to mid game Military / Spetsnaz. Maybe those in the dark valley? Or is that too early?[/QUOTE]
Since you're not a fan of SMGs and PDWs in the pistol slot, it might be too early. You can still keep it very useful later on by making the guys carrying it also drop +P+ ammunition to give the player a decent supply of it.
[QUOTE=LoNer1;48563329]Why only to duty? It's a pretty common pistol, right?[/QUOTE]
It struck me as a more high-end piece that would look nice as a Duty-exclusive but it can fit with anyone aside from Bandits really.
[QUOTE=LoNer1;48563329]I was thinking giving it to one or 2 monolithian exo guys when you're defending the barriage / passage to red forrest? Trader repair is enabled, so you could go to flint for a quick repair?[/QUOTE]
Was that quest doable before finishing the Yantar lab or only after? I don't remember, but if it was before it might be too early or a bit irritating because of the kill-field if the guys die too far back during the assault. I really don't remember how this one played out. If it's after finishing Yantar then yeah that's also good start for it.
[QUOTE=LoNer1;48563329]I was thinking of adding a few more guns. I've also got the P90 (with Coyote sight and a silencer attachment slot). I thought of adding it to Mercs, too.
For the other weapons (feel free to recommend some weapons, just keep it within the boundaries of what's possible in the zone)[/QUOTE]
FN P90 would fit with Mercenaries of all sorts but unless if you overhauled the areas Mercenaries spawn in then you'd have it lacking a steady ammunition source aside from traders, so you'd have to give it to Monolithians and maybe Loners too or something. (It would be a sort-of logical choice for Loners, light, compact, reliable, versatile due to the ammunition it uses albeit highly expensive so quite rare, the SMG equivalent of the VSS Vintorez in-universe of sorts.) Would be ideal if you had a matching FN Five-seveN to spread around in order to make the ammunition more common. I like the weapon, but I've never seen it implemented in any of the three games in a way that turned it into something like a "fluid part of the arsenal", instead it always managed to stand out from the rest as that cool and nifty oddity and shit without ever being overly practical.
HK UMP 45 would be easier to work with, good for Mercenaries, ammo everywhere past some point, fills the niche of providing an SMG in .45 Auto.
PP-19 Bizon would be great aside from the Bandit touch because having a stable large-magazine SMG using ammunition that's very common at that stage of the game would make a decent alternative to using early assault rifles. Fills the 9x18 SMG niche too while being "special" in itself due to the large magazine.
GSh-18 seems superfluous when you have the MP-446 already on top of all the other 9x19 options unless if you're including Russian 9x19 7N21 and 7N31 +P+ ammunition for Russian 9x19 pistols to make them actually stand out. From what I'm reading it appears you already got pistols covered. Whether that is in or not isn't going to change all that much.
Saiga 12 - while it's overdone to hell and back and nearly always game-breaking, I'd add it and give that monstrosity to the Monolithians inside and in front of the Sarcophagus. Then make them use your fancy artifact ammunition or slugs on top - if that can be done nowadays - just as that extra icing on the cake for the endgame like the FN 2000 is in vanilla. Or possibly even make the bunch who spawn in the Scorcher use them already just as an extra difficulty boost for the player. From my experience most of the models and animations for it are usually shit however so finding a nice one might be hard, but it could make a nice cherry on top of all the cream.
SVD without a scope as a unique quest reward or rare stash item wouldn't hurt.
Could also add something else in 9x39 but all the SR-3 Vikhr and 9A91 models I've seen weren't too hot and there's little need to ever use them instead of the AS Val when they're implemented in a somewhat plausible fashion so I personally wouldn't bother with them.
An AK-9 on the other hand would be nice and different since it's based on the AK pattern and would add more useful variety to the 9x39s as a Val alternative, but I've never seen a model for it.
If you want an excuse to put in a good looking AK-47 / AKS / AKM / AKMS model without having to make a new ammunition type for it, you could recreate Clear Sky's unique "Trophy AKM 47/2" that used 7.62x54mmR too. :what:
Speaking of weapon degradation, what condition do you guys usually keep your guns in? 95%-100% at all times, or do you let it dip lower before bothering to fix them? I've never really been sure on how badly it affects the guns so I just top them off constantly.
I usually repair them when they start jamming on me too much. I find that the game is really fucking picky on condition. I've had guns with like 75% condition jam on me like every 2 fucking bullets, a real pain in the ass.
[editline]29th August 2015[/editline]
CoC when :((((
Gun condition affects accuracy and jam rate
[QUOTE=Heigou;48566116]I usually repair them when they start jamming on me too much. I find that the game is really fucking picky on condition. I've had guns with like 75% condition jam on me like every 2 fucking bullets, a real pain in the ass.
[editline]29th August 2015[/editline]
CoC when :(((([/QUOTE]
Welcome to NATO, may I take your totalitarian regime?
[QUOTE=PaChIrA;48563593]You don't need an exo to fire a pkm irl, why shoulf it be limited to them in STALKER?[/QUOTE]
[video=youtube;jwu3ivAJ68U]http://www.youtube.com/watch?v=jwu3ivAJ68U[/video]
Yes, I understand this is 12.7x108mm, but the point stands.
Exo should make it so you can actually sprint with heavy weapons and actually handle recoil effectively, but I always found it silly that you can't use a PKM otherwise.
[QUOTE=Doom14;48567659]Exo should make it so you can actually sprint with heavy weapons and actually handle recoil effectively, but I always found it silly that you can't use a PKM otherwise.[/QUOTE]
Pretty much. Exos are if you need to be the hero holding the X-Lab's blast door from dropping down while a rookie runs underneath you or when you really, really need to attack a fortified place with that Dushka a dude dragged from a crashed truck.
a unique dshk would be hella
How can I make the SGM traders buy weapons? The one in cordon at least.
I looked up the wiki for trader files, and it wasn't much use since the files and 'buy list' isn't the same (seems to be default_buy rather than trader_generic_buy)
I really want to like the Arsenal Overhaul 3 mod, but it's so goddamn unstable it's just unusable, ANY time I try to load a save it just crashes outright at the loading screen, and crashes when I die... then crashes when I look at something the wrong way.
An 9mm Uzi and some 7.62×25mm weapons like the PPS ( maybe a PPSh-41 too as a unique? ) along with the Tokarev would help give the early tier rookie bandits and loners more variation.
The Ĺ korpion could also be added in 9×18mm in this role as another early tier SMG and Mac-10 could serve as a cheaper alternative to UMP in .45 ACP smg department.
The Mosin–Nagant could work as a rookie loner sniper weapon, the SKS and 7.62 AKM appearing later as early-mid tier battle rifles.
A more exotic weapon suggestion would be the AutoMag V as a rarer alternative to the desert eagle in the hand cannon category of .50 AE pistols, could be found in the pockets of mercs in Exos in more mutant infested parts of the zone.
Speaking of rare hand cannons, .454 casull revolvers such as the Ruger Redhawk and Taurus Raging Bull could make sense in the hands expert loners hunting larger game mutants such Chimeras and Pseudogiants.
An even more exotic choice of weapons would be the 12.7x55mm weapons such as the ASh-12.7 rifle and RSh-12 Revolver could be seen as a even more powerful alternative to 9x39mm weapons in hands of a few duty exos and military stalkers in extremely dangerous areas of the zone such pripyat or around the chernobyl power plant.
Tried an AO2.5 and COC mix. Wasn't very good.
Weapon balance was totally AWOL. Some guns were one-shot monsters can could cut clean through a full health player in an exo. Other guns had recoil that would make you do backflips. Wasn't as enjoyable as I was hoping.
I have found an item. It's not the 1.01b I wanted but with some luck it may be stable enough so I can begin Maksimum Merging. For science and stuff.
[IMG]http://i.imgur.com/dQPmFap.png[/IMG]
[QUOTE=Deathgrunt;48568977]
The [B]Mosin–Nagant[/B] could work as a rookie loner sniper weapon, the [B]SKS [/B]and 7.62 AKM appearing later as early-mid tier battle rifles.
[/QUOTE]
Only problem with this is that it may lead to the Abakan effect.
[QUOTE=cdr248;48569709]Only problem with this is that it may lead to the Abakan effect.[/QUOTE]
What's the Abakan effect?
or players getting buttraped by bandit snipers
[editline]29th August 2015[/editline]
[QUOTE=Xerys;48569716]What's the Abakan effect?[/QUOTE]
Once you get it you pretty much have it for the rest of the game. All the other weapons are good too, but have minor performance upgrades at the cost of having less common ammo, require more maintenance, and jam easily.
So in the case of the Mosin, you'll see the SVD as a 'better' option, but not so much better than you have to make a dedicated switch to it.
But hey nothing's wrong with more guns.
That's a good way to describe it, I've had that problem with the Akaban in CoC. I use it, a lot of other NPCs use it, so it feels like there's less guns than there actually are. Eventually I ditched it just to use something else.
Maybe bandits/rookies could be carrying this rather an a full blown rifle?
[Img]http://cdn.bearingarms.com/uploads/2014/10/sawed-off-mosin.jpg[/Img]
[QUOTE=Deathgrunt;48569889]Maybe bandits/rookies could be carrying this rather an a full blown rifle?
[Img]http://cdn.bearingarms.com/uploads/2014/10/sawed-off-mosin.jpg[/Img][/QUOTE]
I like to pretend that my sawn-off toz w/ slugs as a secondary in AMK is basically an obrez
[QUOTE=Xerys;48564481]If it's the AS then high-end Duty members and the odd Monolithians in Pripyat would work. Yeah what I meant. There's a couple Duty guards in Exoskeletons around the Duty compound already and there's plenty of Monolithians in Exoskeletons who'd look fine with it. Would just be nice if the player could also get it before Pripyat without pissing off Duty. Either as a quest reward or as a special NPC drop.[/QUOTE]
I'll do just that. I know where to do so, actually.
[QUOTE=Xerys;48564481]also drop +P+ ammunition to give the player a decent supply of it (...) would look nice as a Duty-exclusive but it can fit with anyone aside from Bandits really (...) If it's after finishing Yantar then yeah that's also good start for it.[/QUOTE]
Yeah I've enabled those spawns, too. I've also added the 7NP1 9x19 rounds to the game, too. I've made quite a few variations based on wikipedia stats I've read. I hope no gun-nuts will feel inclined to write me death threats :v:
[QUOTE=Xerys;48564481]FN P90 would fit with Mercenaries of all sorts but unless if you overhauled the areas Mercenaries spawn in then you'd have it lacking a steady ammunition source aside from traders, so you'd have to give it to Monolithians and maybe Loners too or something. (It would be a sort-of logical choice for Loners, light, compact, reliable, versatile due to the ammunition it uses albeit highly expensive so quite rare, the SMG equivalent of the VSS Vintorez in-universe of sorts.) Would be ideal if you had a matching FN Five-seveN to spread around in order to make the ammunition more common. I like the weapon, but I've never seen it implemented in any of the three games in a way that turned it into something like a "fluid part of the arsenal", instead it always managed to stand out from the rest as that cool and nifty oddity and shit without ever being overly practical.[/QUOTE]
(inb4 blasphemy)
... it's in 556
[QUOTE=Xerys;48564481]HK UMP 45 would be easier to work with, good for Mercenaries, ammo everywhere past some point, fills the niche of providing an SMG in .45 Auto.
PP-19 Bizon would be great aside from the Bandit touch because having a stable large-magazine SMG using ammunition that's very common at that stage of the game would make a decent alternative to using early assault rifles. Fills the 9x18 SMG niche too while being "special" in itself due to the large magazine.[/QUOTE]
Hmmmm, the thing is, I want to have DECENT models with awesome animations. Sadly, few models which are actually decent (like my AEK) come with pretty animations. AMK forums doesn't really help, either. There's sometimes 1 or 2 guns in a single thread with decent anims AND model.
[QUOTE=Xerys;48564481]GSh-18 seems superfluous when you have the MP-446 already on top of all the other 9x19 options unless if you're including Russian 9x19 7N21 and 7N31 +P+ ammunition for Russian 9x19 pistols to make them actually stand out. From what I'm reading it appears you already got pistols covered. Whether that is in or not isn't going to change all that much.[/QUOTE]
Hmmm, so drop the pistol variety? ATM I have a few custom pistols + OWR3 ones. All their anims are glorious and the sounds are very nice, too, If i may say so myself (did most of them myself, reload at least, with the help of lovely Koma and his sound repo).
[QUOTE=Xerys;48564481]Saiga 12 - while it's overdone to hell and back and nearly always game-breaking, I'd add it and give that monstrosity to the Monolithians inside and in front of the Sarcophagus. Then make them use your fancy artifact ammunition or slugs on top - if that can be done nowadays - just as that extra icing on the cake for the endgame like the FN 2000 is in vanilla. Or possibly even make the bunch who spawn in the Scorcher use them already just as an extra difficulty boost for the player. From my experience most of the models and animations for it are usually shit however so finding a nice one might be hard, but it could make a nice cherry on top of all the cream.[/QUOTE]
Hmmm ... It'll be the only semi-auto shotty in the game. SPAS12 is pump action, even though it doesnt have to be. I could consider lowering the damage on the SPAS, removing the pump, increasing RPM to around 90-120 (or even 180?), while upping the damage on the Mossberg 88 a tad? That way, the Saiga will have a place with it's increased mag size over the spas (12 vs 8), the ability to just shove in a mag instead of tri-state reload and spamming ability (RPM 300 or 360)? I'll put the damage 10points below the Spas like that, because the ammo does the killing for most part.
12G Buck = 12 pellets, 0.3 x hit mult. per pellet, 0.3 x impact mult. pp, 0.7 x range mult
12G Explo = 8 pellets, 0.4 x " " pp, 0.7 x " " ", 0.3 x range (doesnt really do much from 25m and on)
12G Flechette = 1 x Armored tip Flechette, 0.7 x " ", 0.2 x " ", 1.3 x range mult (and unique to this round), 1.6 x penetration value (thin metal sheets)
12G Dart = 1 x armored tip dart, 0.7 x " ", 0.9 x " ", 1.5 x range
[I]*Now if you're wondering about "Why 0.x as mult", that's because each pallet does equal damage to the hit_power value in the weapon's file. So, 0.8 or, 80 damage, would mean buckshot at a x1.0 mult do 80 x 12 (960) total damage. That's a tad overpowered, as I've seen from mods like AO and ZoA.[/I]
I balanced shotties quite well. A single TOZ34 shot up close to a bandit or stalker may kill them in one blow, but the dispersion values for the above ammo is dependant on the condition of the weapon and a load of other factors. I've made it so that if the enemy (or player, doesnt matter) is standing still, the accuracy bonus increases greatly, where as walking / sprinting will put you at a huge penalty increasing spread by A LOT. Surely it doesnt make much sense, as in real life walking with a gun wouldnt increase the pellet's fire cone, but as its a game I want to nicely balance it out and I think I've found the right spot, for shotties at least. (again with the PDM values which also work for NPC!)
[QUOTE=Xerys;48564481]SVD without a scope as a unique quest reward or rare stash item wouldn't hurt.[/QUOTE]
I've done that. I just have to tweak the ironsight settings a bit, because it zooms in 80% with ironsight atm lol :v:
[QUOTE=Xerys;48564481]Could also add something else in 9x39 but all the SR-3 Vikhr and 9A91 models I've seen weren't too hot and there's little need to ever use them instead of the AS Val when they're implemented in a somewhat plausible fashion so I personally wouldn't bother with them.
An AK-9 on the other hand would be nice and different since it's based on the AK pattern and would add more useful variety to the 9x39s as a Val alternative, but I've never seen a model for it. [/QUOTE]
I've added the 9A91 indeed. It has a quicker reload animation than the AS VAL, so I made it's accuracy stats slightly better for close range combat. It does have lower RPM, but the same dmg table as the VSS / AS / Groza in 9x39. Like I said, the ammo makes up for the dmg, where as I focussed more on recoil stats and overall animation speed to categorize weapons. The groza has a fast reload, 800 RPM, but kicks like a mule in comparison to the AS VAL. The AS VAL and 9A have upwards recoil that's quite managable if you pull down between bursts. Then there's the VSS that has a 10 round mag with medium recoil, but makes up for all this with accuracy. It's the most accurate of the 4, comes with a scope and has the lowers suppressed noise of the other 2. 9A has a different sound from the AS VAL, while the AS and VSS share sounds, but just for statual purposes i've made the VSS a tad 'stealthier'. Again, the PDW disp base values for all these guns are edited towards their role. 9A and AS VAL have beast base acc of 0.8, where as the disp values increase with 1,35 while walking and 1,55 while sprinting. Crouched acc is at 0,7 and crouched walking is at 0,95. VSS looks the same, with slightly better overall points except for walking and running while standing up.
[QUOTE=Xerys;48564481]If you want an excuse to put in a good looking AK-47 / AKS / AKM / AKMS model without having to make a new ammunition type for it, you could recreate Clear Sky's unique "Trophy AKM 47/2" that used 7.62x54mmR too. :what:[/QUOTE]
Care to show a picture?
Also thanks for all this feedback. It gives me the opportunity to type it all out and re-evaluate what I actually did in the mod.
[highlight](User was banned for this post ("Meme reply" - Craptasket))[/highlight]
[QUOTE=LoNer1;48570469](inb4 blasphemy)
... it's in 556[/QUOTE]
It could pass if you really want to throw it in but it'll look silly. Might be a tad broken using 5.56 AP.
A separate 5.7×28 ammunition type for it would be better, but isn't exactly worth the effort for just one gun.
[QUOTE=LoNer1;48570469]Hmmmm, the thing is, I want to have DECENT models with awesome animations. Sadly, few models which are actually decent (like my AEK) come with pretty animations. AMK forums doesn't really help, either. There's sometimes 1 or 2 guns in a single thread with decent anims AND model.[/QUOTE]
I don't know if OWR3 for ShoC includes the UMP 45 but in CoP its UMP 45 is pretty nice in that department and even supports ACOGs. I remember Autumn Aurora having a decent PP-19 Bizon if I'm not mistaken, but I don't remember how decent it was exactly.
[QUOTE=LoNer1;48570469]Hmmm, so drop the pistol variety? ATM I have a few custom pistols + OWR3 ones. All their anims are glorious and the sounds are very nice, too, If i may say so myself (did most of them myself, reload at least, with the help of lovely Koma and his sound repo).[/QUOTE]
Given you've 7NP1 in already then the GSh-18 isn't going to hurt, so I wouldn't drop it or pistol variety in general but I wouldn't overdo it either since they're really just the back-up weapons of the game. If you can keep them different to the point that they can cater to different player preferences without there being clear-cut "winners" and "losers" out of the whole bunch aside from the usual suspects like the Makarov PM, then that's all you really need. Anything beyond that point is more or less filler.
An example of how not to do it far as variety goes are earlier incarnations of mods like Arsenal Overhaul etc. - shitload of pistols and weapons in general but the only role the majority of them ever fill is NPC loadout variety and little else.
An example of how not to do pistols by themselves is also in CoP vanilla: The Nimble-order USP "March" - .45 Auto, can be upgraded to full-auto, effectively a more reliable SMG that weighs less than 1kg and with Hydro turns into the best pistol / SMG / light-weight back-up weapon in the game superior even to most shotguns far as quick damage potential goes beyond too-close-for-comfort range and really only inferior to the Nimble-order SMG in .45 but even then that's debatable since the latter degrades faster IIRC.
The above is also more or less why giving Bandits the OTs-33 would've been a bad idea. Works the same way sans upgrade system but would be too useful, too good, too early and double so because of using 9x18 that you can get everywhere.
[QUOTE=LoNer1;48570469]Hmmm ... It'll be the only semi-auto shotty in the game. SPAS12 is pump action, even though it doesnt have to be. I could consider lowering the damage on the SPAS, removing the pump, increasing RPM to around 90-120 (or even 180?), while upping the damage on the Mossberg 88 a tad? That way, the Saiga will have a place with it's increased mag size over the spas (12 vs 8), the ability to just shove in a mag instead of tri-state reload and spamming ability (RPM 300 or 360)? I'll put the damage 10points below the Spas like that, because the ammo does the killing for most part.[/QUOTE]
I'd make the SPAS-12 semi-automatic, RPM 150 - 180, have it degrade faster than a pump-action and possibly do lower damage while being harder to control under rapid fire. A better panic-button, better up close and in interiors but less effective outside of that. Higher dispersion or stuff like that optional.
Could always add some kind of unique version using the pump animation and make that a more in line with other pump-action shotguns if you want to keep a pumping SPAS-12 for the sake of flavor or variety or because you've a really smooth pump animation for it that's too good to leave out. Here's some example fluff in that case:
"The Cleaver
A highly-customized Franchi SPAS-12 shotgun that used to belong to Lieutenant Diordychuk, one of Duty's most renown Mutant hunters. While it's no different in appearance to a regular model, its internal workings truly make it stand out from other shotguns in the Zone. A surprisingly ingenious modification to the weapon's receiver and bolt assembly utilizing Gravi artifact fragments led to a vast increase in stopping power and accuracy at the cost of rendering it unable to function in semi-automatic mode.
While this didn't stop the previous owner from cleaving multiple Fleshes in two with a single slug on multiple counts, it did prove to be a liability when he found himself overwhelmed by a large group of Hamsters during an expedition to lake Yantar."
Far as the Saiga 12 goes, what makes it so broken in all the mods I've ever played is really just the quick reload. Give it an 8-round magazine if the model uses it - most do - RoF and dispersion higher than all the other shotguns etc. or something and only make it show up extremely late in the game. Even if you make it fall in line with the other shotguns by whatever means in order to balance it you're not going to ever find a remedy for a magazine reload without gimping it in ridiculous ways. It'll be the ultimate panic-button no matter what because of this. You could also make it have some real ridiculous recoil but that isn't going to stop anyone from unloading at point-blank and will just look silly.
The only reason I suggested it is because it would make 10/10 flavor for many of the Monolithians the player fights up close and personal in interiors late in the game if they were able to use it with ammunition that doesn't suck vs. armor as to provide another difficulty spike to signal that it's the end of the road and shit is getting real to the max.
[QUOTE=LoNer1;48570469]
12G Buck = 12 pellets, 0.3 x hit mult. per pellet, 0.3 x impact mult. pp, 0.7 x range mult
12G Explo = 8 pellets, 0.4 x " " pp, 0.7 x " " ", 0.3 x range (doesnt really do much from 25m and on)
12G Flechette = 1 x Armored tip Flechette, 0.7 x " ", 0.2 x " ", 1.3 x range mult (and unique to this round), 1.6 x penetration value (thin metal sheets)
12G Dart = 1 x armored tip dart, 0.7 x " ", 0.9 x " ", 1.5 x range
[/QUOTE]
I like that. Lower total damage output for the explosive ammunition over buckshot though or am I missing something? And no slugs?
[QUOTE=LoNer1;48570469]I balanced shotties quite well. A single TOZ34 shot up close to a bandit or stalker may kill them in one blow, but the dispersion values for the above ammo is dependant on the condition of the weapon and a load of other factors. I've made it so that if the enemy (or player, doesnt matter) is standing still, the accuracy bonus increases greatly, where as walking / sprinting will put you at a huge penalty increasing spread by A LOT. Surely it doesnt make much sense, as in real life walking with a gun wouldnt increase the pellet's fire cone, but as its a game I want to nicely balance it out and I think I've found the right spot, for shotties at least. (again with the PDM values which also work for NPC!)
[/QUOTE]
That actually sounds like intuitive and fun mechanics.
[QUOTE=LoNer1;48570469]
I've done that. I just have to tweak the ironsight settings a bit, because it zooms in 80% with ironsight atm lol :v:
[/QUOTE]
Great that this one's in. Makes more sense than throwing Mosin Nagants around, but that's just my opinion.
[QUOTE=LoNer1;48570469]
I've added the 9A91 indeed. It has a quicker reload animation than the AS VAL, so I made it's accuracy stats slightly better for close range combat. It does have lower RPM, but the same dmg table as the VSS / AS / Groza in 9x39. Like I said, the ammo makes up for the dmg, where as I focussed more on recoil stats and overall animation speed to categorize weapons. The groza has a fast reload, 800 RPM, but kicks like a mule in comparison to the AS VAL. The AS VAL and 9A have upwards recoil that's quite managable if you pull down between bursts. Then there's the VSS that has a 10 round mag with medium recoil, but makes up for all this with accuracy. It's the most accurate of the 4, comes with a scope and has the lowers suppressed noise of the other 2. 9A has a different sound from the AS VAL, while the AS and VSS share sounds, but just for statual purposes i've made the VSS a tad 'stealthier'. Again, the PDW disp base values for all these guns are edited towards their role. 9A and AS VAL have beast base acc of 0.8, where as the disp values increase with 1,35 while walking and 1,55 while sprinting. Crouched acc is at 0,7 and crouched walking is at 0,95. VSS looks the same, with slightly better overall points except for walking and running while standing up.
[/QUOTE]
Sounds well thought-out actually.
[QUOTE=LoNer1;48570469]
Care to show a picture?
[/QUOTE]
It didn't have a unique appearance in vanilla, exactly the same green-parts model as the regular AK, only obtainable by doing a random Loner quest in the Cordon.
[B]Quest fluff:[/B] I collect rare weapons, buddy - I've got enough of them to fill a museum, but if there's one thing I'm missing that's a trophy AKM-47/2. That AK is not just a good shooter, it's a real rare piece that was used to kill mutants you ain't never seen. I heard its owner was not only a great shot, he was a legend in the Zone who could get out of any trouble and escape any anomaly... I haven't heard anything about that stalker for a while but I recently got some info about the shooter: it's hidden in a secret place that's pretty tough to get to. Bring me that shooter, merc.
[B]Name:[/B] Trophy AKM-47/2
[B]Tool-tip:[/B] An old, worn-down assault rifle with claw marks on the stock. A legendary weapon.
Far as game mechanics go, the differences were:
- It couldn't be upgraded or traded, quest item.
- It couldn't mount a scope or grenade launcher as a result, a suppressor worked however.
- it used both ammo_7.62x54_7h1 and ammo_pkm_100.
- It had fire_dispersion_base 0.5 overwriting the base AK's 0.8.
- It had a hit_power of 0.8 overwriting the base AK's 0.4. (That's .2 below the SVD and PKM.)
- It kept the base AK's silencer_hit_power of .55. Cue double WTF moment.
I threw that in because there's a good amount of quality AK-47 / AKS / AKM / AKMS models with nice animations out there and this would make a good excuse to use one without being way too out there for the gun buffs while letting you get creative with stats.
[QUOTE=LoNer1;48570469]Also thanks for all this feedback. It gives me the opportunity to type it all out and re-evaluate what I actually did in the mod.
[/QUOTE]
Glad I can help. :toot:
I've a question though: Are you going to change a bunch of the 100% free loot the player can find laying around? From a power-curve / game-play balance / whateveryouwannacallit perspective some stuff in vanilla has always been rather ridiculous, like the VSS Vintorez with a load of ammunition in the Army Warehouses, the 300 rounds of 9x39 SP-6 around the lab entrance in the Dark Valley, the tower crates at the Garbage entry where you meet Bes with all that 9x19. The Cordon Merc suit in the attic is also questionable but there isn't much of a real "in-between" suit between the jackets and the Stalker suit without it if you keep suits vanilla.
I always felt that the free Vintorez and all that ammunition for it in particular turned things into too much of a cakewalk considering how freaking early the player could get it and it would be great if that disappeared or turned into something else that doesn't turn the mid-game into a point-and-click adventure.
Just gonna pop in here and ask is Call of Chernobyl a good mod/standalone game thing?
I haven't played any STALKER game in ages and I'm due for yet another playthrough. I've replayed each game dozens upon dozens of times with every mod imaginable but I heard that CoC doesn't have the standard storyline. I gave up on LA being the last hope for me playing STALKER but CoC seems like a good contender.
Sorry, you need to Log In to post a reply to this thread.