S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
Is there any real difference in the STALKER Complete mod compared to actual games? Wanting to know if I should just skip Clear Skies and purchase CoP. I honestly don't mind playing Shadow of Chernobyl again.
[QUOTE=Paincake;52991786]Is there any real difference in the STALKER Complete mod compared to actual games? Wanting to know if I should just skip Clear Skies and purchase CoP. I honestly don't mind playing Shadow of Chernobyl again.[/QUOTE]
Yes. Complete tends to change game balance for the worse alongside introducing a slew of 'new' bugs due to using much older versions of bug fixing mods and merging other stuff in alongside.
[QUOTE=TKGP;52990072]Not immune period, as far as I can tell. Feels like another "novice makes your bullets disappear" thing to me.
[vid]https://my.mixtape.moe/agkjxe.webm[/vid][/QUOTE]
could've sworn it did considering how much spam from an AK it takes to kill someone
At risk of sounding like I need to git gud... if enemies in CS are bullet spongey enough that hundred of players can be convinced for years that enemies are immune during animations... doesn't that mean there's still a big problem?
[QUOTE=TKGP;52991567]Not immune period, as far as I can tell. Feels like another "novice makes your bullets disappear" thing to me.y[/QUOTE]
Very interesting. So if you keep shooting until they die, does it actually take the same number of shots to kill regardless of whether you keep laying it into them or wait out their stagger animations?
I'm pretty convinced, there's some fuckery going on. I've had it way too many times, where enemies would tank entire magazines, yet when you hit them in the head, they're instantly dead. I don't think that's how it should be, considering you die pretty fast even with late-game armor and without getting hit in the noggin.
I guess you can explain that through a combination of armor resistances and enemy accuracy. The enemies seem to shoot like the Negev in CS:GO, the bullets just fly wherever, making it a possibility that you just catch stray bullets with your face while your armor actually does a good enough job reducing damage. Enemies will also automatically aim for the head, you can see that especially well up close, they'll bend upward to jam their gun into your face.
[QUOTE=Etcetera;52991818]At risk of sounding like I need to git gud... if enemies in CS are bullet spongey enough that hundred of players can be convinced for years that enemies are immune during animations... doesn't that mean there's still a big problem?[/QUOTE]
I don't think anyone is denying that
Figured i'd try Last Day. Thus far, been stuck trying to get out of the swamps with a rescued stalker in tow (he was being held by clear sky, but fortunately mutants killed them all, and somehow couldn't kill him at all). Too many mutant packs blocking the routes, and so low on dosh and ammo. Starting to get somewhat tedious.
[editline]20th December 2017[/editline]
Cleaning the bandit camp in cordon with Fanatic was an arse and a half, mainly cos they could spot me all the way at the hill and kill me immediately, while Fanatic would stand there like a gormless fucking twat until he got shot in the face too. Eventually just cheesed it by waiting behind the hill peak and just popping them off as they wandered into my line of fire. Even then they still got me a few times.
[QUOTE=Im Crimson;52991881]Very interesting. So if you keep shooting until they die, does it actually take the same number of shots to kill regardless of whether you keep laying it into them or wait out their stagger animations?[/QUOTE]
As you can see in the webm, damage is the same staggered or not staggered, so yes.
[QUOTE=Hans-Gunther 3.;52991928]I'm pretty convinced, there's some fuckery going on.[/QUOTE]
I don't think I would call it "fuckery". Headshots just do a lot of damage, and non-headshots just don't. Enemy resistance doesn't have any relation to player resistance.
From my extremely scientific testing even a PM is enough to one-shot basically anyone without a proper helmet (and even some with, if you hit them in the open face), and that's not even going for super bullets. Exos are especially beefy but that's not really surprising.
[vid]https://my.mixtape.moe/frigxx.webm[/vid]
I don't know if it's particularly extreme in CS but in my experience headshots were always the name of the game in vanilla Stalker, for better or for worse.
[QUOTE=TKGP;52992636]As you can see in the webm, damage is the same staggered or not staggered, so yes.
I don't think I would call it "fuckery". Headshots just do a lot of damage, and non-headshots just don't. Enemy resistance doesn't have any relation to player resistance.
From my extremely scientific testing even a PM is enough to one-shot basically anyone without a proper helmet (and even some with, if you hit them in the open face), and that's not even going for super bullets. Exos are especially beefy but that's not really surprising.
[vid]https://my.mixtape.moe/frigxx.webm[/vid]
I don't know if it's particularly extreme in CS but in my experience headshots were always the name of the game in vanilla Stalker, for better or for worse.[/QUOTE]
Not gonna lie, I really appreciate the scientific (?) testing :v:
It's nice to see someone actually test this behaviour
im just a passing tourist. is CoC the best modpack out right now? been playing it for a few days as a merc and my quest givers keep dying to various zombified stalkers but i am heavily enjoying it. artifacts are reasonably priced too.
(should note im playing call of pripyat)
Arms don't take much damage in most mods and the base game. I figure it's the hit animation bringing the arms in front of the torso that led to the "no damage during animation" folklore.
[QUOTE=Sgt Doom;52992475]Cleaning the bandit camp in cordon with Fanatic was an arse and a half, mainly cos they could spot me all the way at the hill and kill me immediately, while Fanatic would stand there like a gormless fucking twat until he got shot in the face too. Eventually just cheesed it by waiting behind the hill peak and just popping them off as they wandered into my line of fire. Even then they still got me a few times.[/QUOTE]
Keeping Fanatic alive at the start of Last Day is harder than anything else that followed. I just ask him to stay behind now, less frustrating all around. He gives you some decent rewards one you get through his tasks.
The companion control UI is at the bottom of the reputation screen in the PDA and you can control him from there.
Bullet is a bullet, and body is a body. NPCs an Player should have exactly the same damage statistic. Its a mater of spending few minutes modifying few ltx files to fix that. And I always do that with every mod.
After that all whats matter is your protection and caution, because you need to keep it real, not just do rambo style charge.
But in the same time as you think that difficulty rise, it actually balance it self because now all what you need is just few shoots in chest or one in head to kill. No more situations when you stand 2 meters from enemy and you both empty mags shooting your faces off.
[QUOTE=dot.rich;52993773]im just a passing tourist. is CoC the best modpack out right now? been playing it for a few days as a merc and my quest givers keep dying to various zombified stalkers but i am heavily enjoying it. artifacts are reasonably priced too.
(should note im playing call of pripyat)[/QUOTE]
CoC is not a modpack. It's a modded version of stalker games, combined into one freeplay version of stalker with maps from different games.
was browsing YT when I noticed this:
[IMG]https://i.imgur.com/4QREaiS.png[/IMG]
one of these is not like the other :v:
Come to think of it that may be the best video of the bunch.
Ughh.
[QUOTE=NitronikALT;52990128]The ZRP page has something on this, apparently some areas just do not take damage at all at any point. If you can hit them in the head while they are stumbling you can fuck them up[/QUOTE]
Yes and no. NPCs recieve damage to their bones, and this is extended via their asociated hitboxes.
Crows in SOC can't be easily killed because they don't have hitboxes, so you need to bullseye their tiny joints. A grenade does the trick.
But most npcs and mutants have hitboxes big enough that their volume more or less encompasses most of their polygons.
What can happen is that during certain animations the hitboxes separate and leave empty space between them, so hitting those spots (usually around the joints), your damage doesn't register.
But this isn't common, and hitting center of mass in body and limbs should always guarantee damage.
The bulletsponge against human enemies is as others have pointed out the result of their animations, where their arms can cover significant amounts of the torso or even head as they move about and those parts take singnigicantly less damage.
All body parts have a default damage multiplier of 1, and then specific body parts get various multipliers. In humans this system is more detailed, where all bones are covered.
In mutants the system is more simple, where they take default damage everywhere but on their torsos, where they get unique values to specify different wound chances, and the head where the damage multiplier is cranked up.
Do projectiles always stop on hitting a joint/hitbox?
We need someone with understanding of the code to really answer.
Bullets can pass multiple objects when their pierce value is high, so I THINK that might be a factor on why AP bullets seem to be more effective in SOC despite having very minor damage buffs compared to a normal round an no real ap value compared to CS/COP.
About bones, NEVER set their damage multiplier to 0. I once attempted that with the cut zombies. Instant CTD the moment I shot them.
Call of Chernobyl with damage mod, arsenal overhaul, money on loot, any weather overhaul, and all the DoctorX shit and you have one of the coolest games that ever existed tbh
[QUOTE=Saphirx;52995423]was browsing YT when I noticed this:
[IMG]https://i.imgur.com/4QREaiS.png[/IMG]
one of these is not like the other :v:[/QUOTE]
how does this even happen?
[editline]22nd December 2017[/editline]
[t]https://i.imgur.com/hqAbdNQ.jpg[/t]
what the fuck?
There is Echo of Misery translation in the progress, can't wait to try this one. It run much smoother than CoM or even Last Day... one weird thing was that artifacts did not act like in Misery mods - no container, no radiation poisoning etc.
But that was v0.45 or something like that and I see they are working on v0.7...
Maybe they finish A.R.E.A. but beside new-old maps from old builds in it - I don't see much difference from Last Days compared to this project.
[QUOTE][IMG]https://i.imgur.com/4mIZPFB.jpg[/IMG][/QUOTE]
[QUOTE=Sgt Doom;52992475]Figured i'd try Last Day. Thus far, been stuck trying to get out of the swamps with a rescued stalker in tow (he was being held by clear sky, but fortunately mutants killed them all, and somehow couldn't kill him at all). Too many mutant packs blocking the routes, and so low on dosh and ammo. Starting to get somewhat tedious.
[editline]20th December 2017[/editline]
Cleaning the bandit camp in cordon with Fanatic was an arse and a half, mainly cos they could spot me all the way at the hill and kill me immediately, while Fanatic would stand there like a gormless fucking twat until he got shot in the face too. Eventually just cheesed it by waiting behind the hill peak and just popping them off as they wandered into my line of fire. Even then they still got me a few times.[/QUOTE]
I honestly don't even try to do missions at the beginning of mods like that. I basically wander around and follow groups and scavenge from their kills/if they die until I have decent enough gear to actually complete things.
This is more of a CoC thing in general, but I find those rescue/assassinate missions etc annoying because they always seem to send you halfway across the Zone. I'd rather they either have a strong bias towards local regions, or at least tell you where it is before you accept. It's usually not worth hauling ass across the Zone for whatever small payment they give you anyway.
It's the best when you start as a soldier at the cordon and your assassination mission wants you to kill a guy at the CNPP
[QUOTE=MrSeyker;52995688]I THINK that might be a factor on why AP bullets seem to be more effective in SOC despite having very minor damage buffs compared to a normal round an no real ap value compared to CS/COP.[/QUOTE]
[QUOTE=Etcetera;52995654]Do projectiles always stop on hitting a joint/hitbox?[/QUOTE]
No - as I read the code, a bullet can hit multiple objects (or the same object multiple times) if it manages to do so in a single frame, because the events (including removal of the bullet) are queued up and then processed later. Experimentally it can be seen that bullets (normal or AP) will sometimes hit more than once. The elbow seems to be a prime candidate for this, for whatever reason.
Does this happen enough in practice to really be relevant? I doubt it, but who knows. Does increased k_pierce even matter in this situation? No fuckin' clue. I am, however, happy that my dream of landing a SICK COLLATERAL might be more possible than I thought.
[vid]https://my.mixtape.moe/asviza.webm[/vid]
[QUOTE=Ghost101;52998462]I honestly don't even try to do missions at the beginning of mods like that. I basically wander around and follow groups and scavenge from their kills/if they die until I have decent enough gear to actually complete things.
This is more of a CoC thing in general, but I find those rescue/assassinate missions etc annoying because they always seem to send you halfway across the Zone. I'd rather they either have a strong bias towards local regions, or at least tell you where it is before you accept. It's usually not worth hauling ass across the Zone for whatever small payment they give you anyway.[/QUOTE]
As a Freedomer on my last playthrough I got a mission to rescue a Freedom hostage... from the Brain Scorcher... while it was still active???
And like, the mission giver I guess didn't think that was pertinent information. Want to save my buddy? Sure, sounds easy! By the way, he's at the Brain Scorcher, have fun!
Is it possible to make those missions list where they are? I think they're vanilla CoC missions so I've seen them regardless of what submod I'm playing.
I don't think it actually generates the mission parameters until you agree to do it.
I made a video
[video]https://youtu.be/GxhjoEBXBnQ[/video]
Was amused by how [sp]you can cheat the bandit ambush at the garbage in Clear Sky by dropping all your gear beforehand[/sp] - didn't think it would work
Also, shout out to the anon posting about this thread
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