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I have to admit, Ive never been a fan of tougher mutants in mods. In fact I feel they should be weaker (or the weapons made stronger).
My logic being that in reaf life, I imagine if you shoot a dog, even once, it will at least be wounded enough to leave you alone, but in STALKER it can take several shots to make it limp. Snorks should be as weak as humans because thats essentially all they are, same for zombies, controllers and bloodsuckers. Of course, there are some canonical reasons why the mutants are as tough as they are (thicker skin, higher pain threshold etc etc brought on by mutation) but I still feel the toughness is too high even taking these explanations into account. IMO, mutants should be relatively weak in terms of toughness and health, but be very quick and do tonnes of damage.
Its not like I can REALLY complain about extra weapons as long as theyre balanced and fill a niche. All I can see the F2000 being is an assault rifle with a grenade launcher and scope, that can also fit a silencer for the American side, but the SCAR fills that role perfectly.
Thats what I mean about redundancy.
Tbh I think Crysis has enough weapons already. Adding in too much new stuff would just introduce redundant weapons. Ill be honest and say that I wasnt a huge fan of the Barrett in this mod purely from the point of redundancy (the precision rifle OHKs pretty much everything already AND it can fit a silencer). Not to mention anything new needs to fit into the universe. I have trouble seeing LMGs fitting into Crysis's style of play as well. LMGs are traditionally squad based support weapons and you fight solo for the majority of the game, and then you need to stay mobile to survive.
Looks good so far. I take it youre going to have the skeleton stock as well?
Could you possibly do a unique variant for Strelok's SIG 550 to include various details including the crosses mentioned in the description?
Looks like the SIG 550?
"'Nomad' reprises his role as the main character"
Who wrote the description for this page?
Wouldnt it be better to have the acog scope as a weapon addon, so it can be modified on the fly as needed?
I didnt realise the toz34 had a picatinny rail?
This is the better image IMO thanks to the normal BC in the background
Like this a lot more than 2.4's, great work wolfe =]
Spelling error in the description. Should say "phase".
Sorry if I came across an *** there but I dont see anything wrong with correcting people's errors.
As for actual comments: this looks amazing, great work. Im little curious about where this was taken. Looks like somewhere in Yanov.
And is that a camo pattern on that AN-94?
I remember playing another CoP mod (most likely SMRTER) which had new "travel links". The only one I can remember is one from the container yard in Yanov to somewhere in Zaton.
I have no idea why that came up as a reply to your comment sam, i didnt even touch the reply button =/
Kilroy, I have another question :P
How could I change it so that the mod doesnt alter the nanosuit appearance?
I want to do this for 2 reasons:
1: Some of the textures are messed up for some reason and appear red
2: Id like to use the nanosuit customisation mod and running it with this active causes CTDs
By thin and sleek I sort of meant like a dagger blade or something like that, thats how I always imagined it. Obviously my opinion isnt the only one though, go with what the majority want.
Personally I dont like it at all. Like Dr Venture said the antenna looks incredibly unstealthy (if that's a word).
It also looks a bit too "wide" if you get what I mean. I always imagined prowlers to be of a similar shape to established UNSC ships but thinner and sleeker if you get what I mean.
Another thing, is it possible to set it so that at the start of a mission the player has certain attachments already equipped?
Yeh Ive just gotten into modding Crysis (well, making my own stuff in sandbox 2) and it isnt really a good time to start with the forums being down :P
I was wondering if you might help me with something:
I presume that youre rather savvy with Sandbox 2?
2 things: 1. I would like to make a mission using assets from your mod. Is this ok (providing I credit you of course)?
2. If it is ok, I was going to have the player start out with a lodout that does not include the grenade launcher, but unfortunately all SCARS have a GL now, but removing the attachment afterwards with a flowgraph does not work. Is there a way around this?
I will say that though variety is the spice of life, the amount of smoke grenade types seems a bit... much.
I can only ever imagine using 1 colour of smoke grenade as there arent really any reasons to use a specific colour over another.
Good mod, the one thing I dislike about it is that I cant really decide on a loadout anymore!
I didn't realise you were adding cut areas from the alpha as well.
I hope you can make the hallucinations be a bit more convincing this time.
When I first came across them in SoC I didnt even fire a shot at the first one because it was walking through the ground, so i thought "bullets arent gonna do anything" and I waited to see if it would do damage when it touched me. Lo and behold, it didn't and I ignored them from then on.
Whatever it is, I cant wait to stick my sword it its belly (from the inside or the outside :P)
Looks like a pelican?
EDIT: That was a reply to V3LO, completely forgot about the reply button in a bit of a stupor
No similarities? Mutants? Anomalies/dangerous environments? Strong survival horror feel?
Nope, no similarities there!
God I hate the Red Forest.
Pretty, but damn hard to see those damn cloaked bloodsuckers
Is there a way to reenable platoon firing and fire and advance? I love everything else about the mod except this.
Although LURK isnt my favourite SoC mod, Im still pleased to hear of its return.
Best of luck guys!