Being able to change the furniture of weapons is pretty dank
It always end with that fucking Giant :v:
that eotech looks fucking ridiculous
is that the only other sight they have?
Seeing a new SHOKER video always makes me wonder what Gunslinger is cooking up next
haha yeah i think after seeing what gunslinger has to offer, everyone else's mod updates just look so petty by comparison
honestly i feel like they should just release what they've currently added to the game minus the new animations/weapons. that way all of the other mods can utilize all of the great new features they've added such as the reworked iron sights and movement
all of these other mods have the potential to be good but they mostly all utilize stalker's default, wonky as hell movement and aiming system and it just ruins any form of immersion. at least for me. the guns just become static unmovable objects that are plastered dead-center on your screen with crazy mouse accelleration that makes it really combersome. honestly if it wasn't for the weird as hell aiming i'd enjoy stalker a lot more
that and the fact your guns all shoot like 900 rpm and you eat through 300 bullets in a minute. and it seems like 300 bullets is never enough to even clear an area when 300 bullets should last you the whole game
Honestly I thought SoC's gunplay was great (especially late game) and I never had a problem with mouse acceleration. The problem I had was that mechanic introduced in the sequels where your weapon shifts when you move while aiming which i found super annoying.
[QUOTE=Bloodshot12;49413775]Honestly I thought SoC's gunplay was great (especially late game) and I never had a problem with mouse acceleration. The problem I had was that mechanic introduced in the sequels where your weapon shifts when you move while aiming which i found super annoying.[/QUOTE]
SoC's vanilla gunplay is iffy because the bullet spread is waaay too fucking wide for the player, that's the main complaint I have with it. That, and most of the lower-tier weapons seem to be about as effective as just pelting enemies with rocks :v:
[B]Escape From Tarkov[/B] just added [URL="http://www.escapefromtarkov.com/preorder-page"]pre-ordering (yuk)[/URL].
109,99 euros for the all-out edition. Quite expensive if you ask me
$45 isn't too bad if it actually ships the way it looks right now. Hopefully it doesn't end up like Survarium where it's stuck in a PVP mode nobody wants, forever.
I made a thread for EfT talk. Done seeing it in here lol.
Could have aswell linked it in that post.
[QUOTE=LoNer1;49414014]I made a thread for EfT talk. Done seeing it in here lol.[/QUOTE]
Not really a whole lot else going on at the moment, though.
[QUOTE=LoNer1;49414014]I made a thread for EfT talk. Done seeing it in here lol.[/QUOTE]
Got some stalker feel so nothing wrong discussing it in here as long it doesn't overtake regular talk
Well aside from Escape from Tarkov stuff, has anyone tried out the Warfare mod yet? I've been playing and it's pretty fun, definitely takes faction warfare to a different level. It's still pretty early in development it looks like, so a couple things I've noticed.
One is that "invading" a level doesn't exactly do a whole lot, so I've skirted around by physically standing at checkpoints and spamming for defense squads to cap them.
Two is that A-life sometimes favors the other factions, so often times when I'm in a different area trying to take over, another faction will start blowing through a level I've completely capped.
I've been playing as Duty and so far I've nabbed Yantar, Wild Territory (Ecologists somehow take over some checkpoints despite being neutral with me), a couple of points in Garbage, Red Forest (Monolith and Mercs keep taking it from me), all of Army Warehouses, and temporarily Dead City before the Mercs made a comeback from Limansk and took over the whole level again in a couple of in-game hours. Freedom has somehow managed to take [B]all[/B] of Pripyat, Radar, and Jupiter after I pushed them out of Army Warehouses. Monolith on occasion take back parts of central Pripyat and Jupiter, but Zaton is where they're holed up I guess.
[QUOTE=69105;49413601]
that and the fact your guns all shoot like 900 rpm and you eat through 300 bullets in a minute. and it seems like 300 bullets is never enough to even clear an area when 300 bullets should last you the whole game[/QUOTE]
There are firemodes you know. From SoC to CoP you can set all assault rifles to semi so you only fire a single shot. Some, like the AN94, have burst too.
And 300 rounds lasting you the entire game? Please, even with 100% headshot accuracy that wouldn't be enough
[QUOTE=Morbo!!!;49417144]There are firemodes you know. From SoC to CoP you can set all assault rifles to semi so you only fire a single shot. Some, like the AN94, have burst too.
And 300 rounds lasting you the entire game? Please, even with 100% headshot accuracy that wouldn't be enough[/QUOTE]
It always takes me 400 rounds and a grenade or two to take down a pseudogiant, let alone anything else in the Zone.
[QUOTE=Morbo!!!;49417144]There are firemodes you know. From SoC to CoP you can set all assault rifles to semi so you only fire a single shot. Some, like the AN94, have burst too.
And 300 rounds lasting you the entire game? Please, even with 100% headshot accuracy that wouldn't be enough[/QUOTE]
it [i]should[/i] last you the whole game. you know what i mean
mutants take so many hits from any weapon that it's just a joke in itself. bloodsuckers are essentially iron man by the time they're dead from the amount of lead you've shot in to them. they're just bullet sponges
fighting against just your run of the mill bandits and loners or whatever other npcs come your way it's not such a big deal, but it's always driven me crazy when my inventory is bogged down with the tons of ammo i have to carry on me at all times knowing that i'll be running on empty if i end up stumbling across a pseudogiant or a herd of bloodsuckers
i won't complain that it ruins immersion, it's just that the guns are just awful in every way. it's just something everyone has gotten used to and hopefully it's something gunslinger fixes since no other mod bothers
and haha what good is having a firemode switch when one bullet doesn't even break skin
[QUOTE=Morbo!!!;49417144]There are firemodes you know. From SoC to CoP you can set all assault rifles to semi so you only fire a single shot. Some, like the AN94, have burst too.
And 300 rounds lasting you the entire game? Please, even with 100% headshot accuracy that wouldn't be enough[/QUOTE]
Firemodes aren't the problem, bulletsponges are.
Fun fact: successive bullet impacts on a single body part does less damage in the X-Ray engine
[QUOTE=Lyokanthrope;49419929]Fun fact: successive bullet impacts on a single body part does less damage in the X-Ray engine[/QUOTE]
I can't tell if I like that idea or not.
[QUOTE=cdr248;49420145]I can't tell if I like that idea or not.[/QUOTE]
It's a terrible idea.
I think it's supposed to be for balance :v:
[QUOTE=Rebi;49421445]It's a terrible idea.[/QUOTE]
in terms of balancing it's an interesting idea, but the purpose can probably be better achieved through other methods
[QUOTE=cdr248;49419232]Firemodes aren't the problem, bulletsponges are.[/QUOTE]
Something I've always felt should be a part of Stalker is a more fleshed out health and damage system for the player and the AI.
It'd be pretty amazing if you couldn't right away kill someone by shooting their limbs, only if you shoot their chest/head provided you have the proper penetration, shit like that.
[QUOTE=proch;49422539]Something I've always felt should be a part of Stalker is a more fleshed out health and damage system for the player and the AI.
It'd be pretty amazing if you couldn't right away kill someone by shooting their limbs, only if you shoot their chest/head provided you have the proper penetration, shit like that.[/QUOTE]
I like how modern shooters like Rainboy Six take the approach. With armor around your body, depending on the type of armor, you're better protected. Damage to your legs and arms will penalize movement and induce long-term damage in different ways. And a headshot is a headshot. No real way of surviving that one
But, I don't know how well such a model would fit in STALKER. For all I can remember, back in the day in DayZ, a headshot didn't really mean anything. But that was also because of buggy code lol. And mods like ZoA who're taking the hardcore approach tend to get boring to me, because the gunplay is just too damned easy. When you're accurate yourself, it doesn't really matter how much bullets your enemies do if they don't even have the time to take a pop at you.
[QUOTE=Lyokanthrope;49419929]Fun fact: successive bullet impacts on a single body part does less damage in the X-Ray engine[/QUOTE]
That kinda defeats the purpose of the Abakan's 2-round burst lmao
[QUOTE=Da Big Man;49422938]That kinda defeats the purpose of the Abakan's 2-round burst lmao[/QUOTE]
It doesn't have the 2-round burst in vanilla anyway
[editline]30th December 2015[/editline]
[QUOTE=proch;49422539]Something I've always felt should be a part of Stalker is a more fleshed out health and damage system for the player and the AI.
It'd be pretty amazing if you couldn't right away kill someone by shooting their limbs, only if you shoot their chest/head provided you have the proper penetration, shit like that.[/QUOTE]
well I mean
that wouldn't be [I]too[/I] hard
damage is already scaled depending on where you hit them on their bodies
[QUOTE=proch;49422539]Something I've always felt should be a part of Stalker is a more fleshed out health and damage system for the player and the AI.
It'd be pretty amazing if you couldn't right away kill someone by shooting their limbs, only if you shoot their chest/head provided you have the proper penetration, shit like that.[/QUOTE]
I just want to pump someone in the chest with a shotgun and knock them on their ass.
[QUOTE=proch;49422539]Something I've always felt should be a part of Stalker is a more fleshed out health and damage system for the player and the AI.
It'd be pretty amazing if you couldn't right away kill someone by shooting their limbs, only if you shoot their chest/head provided you have the proper penetration, shit like that.[/QUOTE]
As well as addressing the bullet sponge, it would be nice to see the bandit/stalker AI have a sense of self-preservation, like the mutant animals do (running away after the rest of the pack is dead, for example, or simply fleeing to begin with). Currently, every firefight is a fight to the death with NPCs and that's a bit immersion breaking for me... I wish you'd see wounded stalkers try to limp away after being wounded, or try to tend to their wounds or whatever. It'd also be neat if, like the mutant animals, stalkers/bandits "decide" whether or not they would survive an encounter with you based on their numbers, your gear, etc. It's kinda dumb that a lone bandit in nothing but a leather jacket would start pew-pewing at you with his PM when you've got a full exoskeleton on. That bitch should be running away or trying a sneak attack. Probably just a pipe dream though, I don't know.
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