S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
5,003 replies, posted
[QUOTE=Lyokanthrope;48467592]An option in CoC, deletes your save when you die[/QUOTE]
Get killed by physics barrel. Lose 20hrs progress.
I like the idea of iron man but I fucking hate it when you die from some bullshit reason
[QUOTE=Araknid;48469178]I like the idea of iron man but I fucking hate it when you die from some bullshit reason[/QUOTE]
Like those little fucking rats that kill you in two bites/claws or whatever the fuck they do to your ankles.
You know there are difficulty settings right? You don't always have to play Master/Iron Man Mode. CoC difficulty was spiked simply because of the changes to AI and addition of large amounts of A-Life. Hell, I don't even play on Master anymore, I play Veteran. Difficulty balance in Stalker series is rather artificial, all it does is increase damage and accuracy of weapons. So if you are playing with OWR weapon damages the game is going to be rather insane on Master. Leaving the difficulty settings, unlike most mods that enforce Master, is an intentional design decision. Put it on whatever setting you can have the most fun on.
Since fun can be subjective, that is why there is so much emphasis on making many features optional or easy to manipulate through a config.
nyet, go master or go home))
[QUOTE=alundaio;48469273]You know there are difficulty settings right? You don't always have to play Master/Iron Man Mode. CoC difficulty was spiked simply because of the changes to AI and addition of large amounts of A-Life. Hell, I don't even play on Master anymore, I play Veteran. Difficulty balance in Stalker series is rather fake, all it does is increase damage and accuracy of weapons. So if you are playing with OWR weapon damages the game is going to be rather insane on Master. Leaving the difficulty settings, unlike most mods that enforce Master, is an intentional design decision. Put it on whatever setting you can have the most fun on.
Since fun can be subjective, that is why there is so much emphasis on making many features optional or easy to manipulate through a config.[/QUOTE]
That's a good point, I hadn't factored in the damage values themselves since I usually just go master by default. So even at Stalker/veteran the gunplay is still good, as opposed to how it gets in vanilla?
[QUOTE=Ghost101;48469384]That's a good point, I hadn't factored in the damage values themselves since I usually just go master by default. So even at Stalker/veteran the gunplay is still good, as opposed to how it gets in vanilla?[/QUOTE]
In vanilla the damages are rather weak that even Master is easy, if we are speaking about CoP. OWR weapon damage is so over the top that you can kill a gigant in 3 hits on master. Lowering difficulty would have the same effect as going through all the configs and increasing immunity values and decreasing hit powers.
I was leaving the bar, then this happened
[media]http://www.youtube.com/watch?v=qiLTYjtobtE[/media]
I guess Zombies need to drink too
That bar is always a mess. I don't think I've ever played a mod where at least one weird thing wouldn't happen there.
[QUOTE=Ghost101;48469822]That bar is always a mess. I don't think I've ever played a mod where at least one weird thing wouldn't happen there.[/QUOTE]
I love the fact that the bar is always a giant clusterfuck of weird shit. Like the time, in an older version of OL, a Controller waltzed into the base and started fuckering things up so all the guys in the bar filed out and proceeded to take turns blowing the Controller a new asshole.
[QUOTE=alundaio;48469465]In vanilla the damages are rather weak that even Master is easy, if we are speaking about CoP. OWR weapon damage is so over the top that you can kill a gigant in 3 hits on master. Lowering difficulty would have the same effect as going through all the configs and increasing immunity values and decreasing hit powers.[/QUOTE]
It's not just the damage for that matter, the ammunition characteristics are also different, all of them.
9x18 vanilla is very poor at dealing damage to anything armored, 9x18 in OWR3 is twice as effective at it, better than vanilla's 9x18 +P+. OWR3's 9x18 +P+ itself is even more effective in that regard than vanilla's 5.45 or 5.56 AP are, and then it also multiplies damage by a factor of 1.37 on top if I'm not mistaken, something it doesn't do in vanilla. The second you get to the heavy calibers things go quickly over the top. Playing CoC with the OWR3 add-on one can just an MP5 and wreck face 24/7 no problem, in fact it's surprisingly effective and cheap.
9x39 PAB-9 in vanilla for example is a 10/10 ammunition type that never disappoints because it's just a tiny bit behind 5.45 and 5.56 AP in effectiveness vs. armor while generally being more common. It's effectiveness is also the reason why enemies armed with the OTs-14 or AS Val were much more deadly than those armed with AK-74s or similar. In OWR3 however 9x39 is not only better at that - 0.8 ap and pierce vs. vanilla's 0.6 - but it also multiplies damage by a factor of 2.41.
In vanilla ammunition generally isn't as effective as it is in OWR3. The only ammunition types that actually do extra damage are 9x19 hollow-points, factor of 1.5, but they don't have any increase in ap and pierce, and .45 Hydro, again by 1.5, which are an over-all improvement in ap and pierce too - fitting considering they're one of the rarest ammunition types in all the vanilla games. (.45 Hydro being really strong is why the Nimble-order MP5 kicked so much ass.)
Buckshot in vanilla works much more different than it does in OWR3 too. Vanilla's does .3 aka 30% of the base damage with 0 ap and pierce per pellet and there's 15 pellets which also scatter much more than OWR3's on their own.
OWR3's buckshot on the other hand does less damage per pellet - .12 of the base value - but has ap and pierce of .35 instead of vanilla's 0 and there's a whopping 40 pellets with way lower dispersion. That's all before taking the weapons themselves into account.
A good way to experience the difference is to take a shotgun and find yourself some NPC in an Exoskeleton, then shoot him in the head with buckshot. In vanilla this isn't necessarily a kill, in OWR3 it pretty much always is. Hell in vanilla it wasn't uncommon to empty an entire shotgun's load of buckshot into an Exo-wearing Merc for example just to watch the guy do the "OW!" animation and then proceed to ruin your face.
Another way to test it easy in CoC is to start as a Bandit and make way to the lab entrance in the Dark Valley that's occupied by the Military NPCs since a bunch of them will be snipers with SVDs.
This is the vanilla 7.62x54R 7H1:
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 0.75
k_ap = 0.75
impair = 1
buck_shot = 1
And the vanilla SVD also has a hit_power of 0.8. OWR3 calculates a weapon's base damage differently and doesn't have functioning hit_power values in the weapon configs themselves. Below is OWR3's 7.62x54R 7H1:
k_dist = 1
k_disp = 1
k_hit = 3.52
k_impulse = 7.90
k_pierce = 0.86
k_ap = 0.86
impair = 1
buck_shot = 1
This is why when using vanilla weapon statistics a shot from an SVD usually isn't going to kill the player outright but a shot of an SVD with OWR3 pretty much always will, even when wearing an Exoskeleton. Luckily they're hilariously inaccurate.
^ And that's why I don't find OWR3 very fun to play with.
Also, discovered something fun in CoC. Press F on annoying Tushkanos biting at your feet to punt them. :v:
[editline]16th August 2015[/editline]
[t]http://i.imgur.com/ihpnndm.jpg[/t]
Darkscape's trees seem a bit large.
[QUOTE=Lyokanthrope;48470252]^ And that's why I don't find OWR3 very fun to play with.
Also, discovered something fun in CoC. Press F on annoying Tushkanos biting at your feet to punt them. :v:[/QUOTE]
OWR3's sort of over the top but if someone wants to then it's not particularly hard to use OWR3's visuals with vanilla or CoC values, just have to rip the meshes, textures, sounds and particles.xr, then replace the [wpn_NAME_hud] sections in the config files, change the shell_particles line to the appropriate one and then it's just replacing the snd_whatever lines.
A bit dull and tedious though. I'd do a merge patch for CoC but I can't be bothered while it's not officially released yet. Something better than OWR3 might show up down the road or it might come with something fancy of its own so eh.
Waiting for SRAP final myself.
so i've been gone from the stalker thread for a month, maybe two.
what's new? what's this OWR3 mod i've been seeing?
and did gunslinger ever come out :v:
[QUOTE=lintz;48470652]so i've been gone from the stalker thread for a month, maybe two.
what's new? what's this OWR3 mod i've been seeing?
and did gunslinger ever come out :v:[/QUOTE]
[url]http://www.moddb.com/mods/original-weapons-renewal-3[/url]
Pretty shooters.
Gunslinger's not going to be out for a while judging by the look of its progress.
How do you restore standard damage values to OWR in CoC
[B]'Yanov'[/B]
[url=http://www.moddb.com/mods/stalker-wormwood/images/yanov1/#5441810][t]http://media.moddb.com/images/mods/1/15/14909/xrengine_2015-08-16_18-47-20-89.png[/t][/url]
[I]If you've been watching any of the development streams I've been doing in the last week, you'll know I've been working on the new exterior for Yanov station.
One of our goals in Wormwood is to make Stalker camps feel much more like actual lived-in, believable places - the Metro game series did this excellently.
Yanov's new exterior makes it seem like an actual fortified, defensible position deep in the heart of the Zone.
Loner lookouts patrol the roof while Freedom and Duty each hold a barricade at the front and back of the station.
The side entrances are fortified and barred against entry, funneling any potential attackers towards the much more defensible front and back.[/I]
Sexy
are there going to be stalkers roaming outside to give it more of an occupied/community feeling like the bar has?
[QUOTE=Bloodshot12;48471523]How do you restore standard damage values to OWR in CoC[/QUOTE]
Edit the ammo in weapons.ltx. Each section has increased hit instances, thus making ammo do more damage. 350% more, lol.
[QUOTE=Beacon;48472248][B]'Yanov'[/B]
[I]If you've been watching any of the development streams I've been doing in the last week, you'll know I've been working on the new exterior for Yanov station.
One of our goals in Wormwood is to make Stalker camps feel much more like actual lived-in, believable places - the Metro game series did this excellently.
Yanov's new exterior makes it seem like an actual fortified, defensible position deep in the heart of the Zone.
Loner lookouts patrol the roof while Freedom and Duty each hold a barricade at the front and back of the station.
The side entrances are fortified and barred against entry, funneling any potential attackers towards the much more defensible front and back.[/I][/QUOTE]
I'm not buying that defense perimeter until I see the faction trio actually succeed at stopping a chimera from waltzing into the lobby and punting me out the double door.
I'll give Skadovsk one thing over Yanov: For being a cleaved-in-half swamp icebreaker, those rusted ship doors they use as entrances are much better mutant stoppers than what Yanov has.
Actually, since we're on the topic of Yanow, what do you have in mind for the Trainyard behind the station? I recall there's a few unused buildings, ruins, and derelict trains that you could put to good use as extra life space, hangout for a shady group or a travelling party or two, and as an expanded defense perimeter.
[QUOTE=Beacon;48472248][B]'Yanov'[/B]
[url=http://www.moddb.com/mods/stalker-wormwood/images/yanov1/#5441810][t]http://media.moddb.com/images/mods/1/15/14909/xrengine_2015-08-16_18-47-20-89.png[/t][/url]
[I]If you've been watching any of the development streams I've been doing in the last week, you'll know I've been working on the new exterior for Yanov station.
One of our goals in Wormwood is to make Stalker camps feel much more like actual lived-in, believable places - the Metro game series did this excellently.
Yanov's new exterior makes it seem like an actual fortified, defensible position deep in the heart of the Zone.
Loner lookouts patrol the roof while Freedom and Duty each hold a barricade at the front and back of the station.
The side entrances are fortified and barred against entry, funneling any potential attackers towards the much more defensible front and back.[/I][/QUOTE]
Man, your level redesigns are looking really good.
[QUOTE=Bloodshot12;48472279]Sexy
are there going to be stalkers roaming outside to give it more of an occupied/community feeling like the bar has?[/QUOTE]
thanks! yes, they'll patrol on the roof, man the barricades and patrol around the perimeter
[QUOTE=croguy;48472455]I'm not buying that defense perimeter until I see the faction trio actually succeed at stopping a chimera from waltzing into the lobby and punting me out the double door.
I'll give Skadovsk one thing over Yanov: For being a cleaved-in-half swamp icebreaker, those rusted ship doors they use as entrances are much better mutant stoppers than what Yanov has.
Actually, since we're on the topic of Yanow, what do you have in mind for the Trainyard behind the station? I recall there's a few unused buildings, ruins, and derelict trains that you could put to good use as extra life space, hangout for a shady group or a travelling party or two, and as an expanded defense perimeter.[/QUOTE]
we'll have to wait and see! ;)
the trainyard is a bit far to be involved in the defense stuff, but we're planning to open up the train repair building hopefully
[QUOTE=alundaio;48472499]Man, your level redesigns are looking really good.[/QUOTE]
thanks mate! kind of you to say
Mainly looking forward to Wormwood right now. Still playing through Redux and enjoying it thoroughly.
Having to load magazines will still be a (optional) feature, right? That preview you showed a few years ago was really cool looking.
[QUOTE=WolfeClaw;48472639]Mainly looking forward to Wormwood right now. Still playing through Redux and enjoying it thoroughly.
Having to load magazines will still be a (optional) feature, right? That preview you showed a few years ago was really cool looking.[/QUOTE]
Thanks man!
Yes, the magazine system will still be in. It will not be optional, however. It will feature options, but is in itself too deeply integrated to be optional.
[QUOTE=Beacon;48472916]Thanks man!
Yes, the magazine system will still be in. It will not be optional, however. It will feature options, but is in itself too deeply integrated to be optional.[/QUOTE]
That is more than fine with me, sounds awesome.
CoC and Wormwood are what I've been looking for in CoP and I'm sad that neither of them are out yet.
I feel like I had THE mod for both SoC and CS but none for CoP.
SoC I played nothing but AMK, CS was The Faction Wars for me and with CoP I would play around with SGM which was close to what I was searching but not quite it.
The weird power curve where you turn into an invincible one man army mid-late game turned me off along with the bullshit artificial difficulty of certain parts of the game and the new levels while very nice and absolutely what I want were so badly implemented that I didn't actually like them at all.
But now I have Wormwood which seems to be making amazing progress and CoC which seems to add everything I wanted AND implement the new levels in a good way.
I can't stress enough how weirdly SGM implemented the new levels, when I did the cordon start, it just felt weird. It was just me doing extremely badly made quests that would only trigger when I did particular and precise things and where everything was against me, Cordon was almost all hostile to me, there was nobody to sell guns to so making money was pretty bad and when I went to the swamp and the entire map was literally just nothing but groups of 15 bandits, I just had to quit.
So all that to say that I'm hyped for Wormwood and CoC's real release.
[t]http://i.imgur.com/4okc0sE.jpg[/t]
Hm.
So even though I have the Psi Gear, when entering Radar I die automatically.
[QUOTE=LoNer1;48472365]Edit the ammo in weapons.ltx. Each section has increased hit instances, thus making ammo do more damage. 350% more, lol.[/QUOTE]
why would they increase damage, where's the fun in that.
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