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Comment History  (0 - 30 of 182)
ChielScape
ChielScape - - 182 comments @ SA58 sound rework

Wow if this is supposed to be an improvement, just how bad were they before?

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ AMMO-MAKER 2.0.8 - [UPDATED] weightless parts

>Twinings
You're making ammunition with tea? That's not how gunpowder tea works.

Good karma+1 vote
ChielScape
ChielScape - - 182 comments @ Dynamic Anomalies

Does the evasion include factors that may cause an NPC to miss an anomaly and walk into it?
Things like distraction by being in an active firefight, running from mutants, health related factors, etc.

Good karma+1 vote
ChielScape
ChielScape - - 182 comments @ Stalker Anomaly Tan Omega

Nah, gonna have to agree with Damocles, hiding anything at all behind patreon is not a thing the modding community needs.

Good karma+3 votes
ChielScape
ChielScape - - 182 comments @ Run CoC under Windows XP

You really care a lot about this for some reason.

Good karma0 votes
ChielScape
ChielScape - - 182 comments @ Run CoC under Windows XP

lol xp has never been any good, why defens microsofts fuckups?

Good karma0 votes
ChielScape
ChielScape - - 182 comments @ Run CoC under Windows XP

lol

umad bruh?

Good karma-1 votes
ChielScape
ChielScape - - 182 comments @ 1vs1_NoRush

What about attack helo/orca rush?

Good karma+1 vote
ChielScape
ChielScape - - 182 comments @ OnegRiot's Muh Immersion Addon Pack 1.5.3 FULL

Looking like a very good collection of mods and I'd love to see it grow further. Please include more of Arzi's stuff, like the Controller Fix, Rotten Meat and Dynamic Radiation Zones. I also see good stuff coming from Mora, with the AI More Covered (I hope this is soon expanded to the entire zone) and Count Your Rounds. I'd love to see wuut's dynamic economy be included as well.

There's only 1 rather minor thing I don't like; Ja Soldat is honestly absolute garbage. Can you tell me how to replace it?

Good karma+1 vote
ChielScape
ChielScape - - 182 comments @ The Crashgiant

Wat

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ Scope for Ultrawide [OBSOLETE]

We need to go wiiiiiiiiiider

(32:9)

Good karma+4 votes
ChielScape
ChielScape - - 182 comments @ SCAR-H 5.56x45 Modification

Does it reduce damage to an appropriate level too? A 7.62 power rifle that uses 5.56 ammunition is just too convenient.

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ Screen Effects [2.4 - 3.0]

Seems useful for minimalist UI, but the rads are really strong. Id like it better if lethal rads was a bit less strong than heavy rads is now, regular rads a little lighter and heavy in between the two of course.

Good karma+7 votes
ChielScape
ChielScape - - 182 comments @ The Armed Zone 2.0 BETA

You may have mentioned this somewhere before but I can't remember; how does this work with (super) ultrawide monitors?

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ Dynamic Relations

Sounds like the only way the relations can go is south.

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ DS & LURK

Look blurry like when I'm not wearing my glasses

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ Realistic Rebalancing Addon v2.0

^Reduced actor stamina
Again, it's already bad enough considering the weight system is some ridiculous exponential curve. The math just doesn't work properly so stamina is generally set higher to compensate. If you are set on reducing it, you should make artefacts and other stamina-enhancing items more powerful to compensate.

^Reduced actor maximum carry weight
I can see using carry weight as a measure of carry *space* in terms of backpacks and pockets so this could be good if properly balanced in the additional carry weight that equipment such as backpacks and suits give you. Having to make 3 trips to the opposite end of the map to carry the loot you need to afford your next meal is tedious more than it is realistic. Would be much less of an issue if there was a more accessible economy. Basic food and ammo would need to be easier to come by by a significant margin. What stalker goes into the wild with 3 old rounds of 5.45x39 on them? Yet that is what you find when looting him. Basic stuff like that should be plentiful if you can't bring home enough loot to just buy it. Higher tier stuff should be appropriately expensive of course, and only found of few stalkers (but still have a realistic amount of ammo on them - it just might not last you until the next time you loot some). Having said that, stalker economy is incredibly difficult to handle since it seems to either go full derpficulty or you get the gauss rifle and infinite ammo by the 2nd hour of play. I believe splitting the tiers is incredibly important in order to maintain engaging play, but as long as we can't have that, we need carry weight as a workaround.

^Added heavy breathing sound that plays when low on stamina\health.
Isn't this already in?

^Added actor Head Bobbing
I find it nauseating. Your head/eyes/brain naturally balance your vision, even if your head does indeed bob. If you look through the eyes of the character, you should see little to none of it. If you place a camera on his helmet, then yeah, you would. It's like having lens flare when you're not wearing a helmet with a visor or goggles. What lens is there for the sun to flare in?

- Difficulty Changes:
^NPC are more accurate
Certainly more realistic, but honestly I like having them be **** because I am **** at aiming. I somehow can never get precise enough mouse movements and this helps even the playing field. Also, gives somewhat more time because NPCs have some kind of infallible radar to detect you and react instantly.

^Bleeding is more dangerous to everybody
This would be good and bad at the same time. The damage rate from bleeding could certainly be increased somewhat, but as it stands, bandages do literally nothing. Maybe my install of the game is just bugged, but I just got used to pressing quick load when I start bleeding because it's that bad.

^Reduced the range at which pickup info displays to 3 meters
I never thought to change this, but I guess the range was a little long, wasn't it? Is this just the display range or the actual pickup range that you changed? Because those didn't seem to match, previously.

Good karma+7 votes
ChielScape
ChielScape - - 182 comments @ Realistic Rebalancing Addon v2.0

Would like to give this a try, but there are a few things that keep me from installing this mod. Most notably, the changes to grenades and to mobility.

Now I initially wanted to just give feedback on that but realized that would just be entirely negative. So instead, I just went to each point and wrote my thoughts on it because positive and neutral feedback is important too I think. As a result, here's kind of a text wall.

- Changed weapon stats to reflect their real life counterparts more accurately
Very good. So now a 7.62x39 isn't as powerful as a 7.62x51 I hope, because that was kinda dumb in vanilla anomaly.

- Changed damage dealt to both NPCs and player
So in terms of weapon damage output, then? Since this is applied to NPC and player at the same time IIRC.

- Changed following actor stats:
^Increased overall hit damage (A single bullet to the head can kill anyone)
In addition to the global damage increase? Eh... alright? Maybe? Would have to try to see how much it was increased. As it stands, it seems like the actor has better survivability than NPCs but this balance is easily tipped over to the other side. Could be good but I'll have to see.

^Increased grenade explosion damage radius
It's pretty large to start with, and often you're already in an enclosed space if the NPC is using grenades. There'll be no escape now. I don't use them myself very often because NPCs aren't really that static.

^Increased radiation damage and now radiation doesn't reduce on its own
You see radiation doesn't do damage immediately, it induces all sorts of secondary effects like fatigue, nausea, headaches, and so on, and doesn't start actively killing you until severe doses. Radiation also does leave the body naturally through your breath, sweat, and more significantly, urine and excrement. Eat and drink a lot, for active reduction. Then there's the half-life of the radioactive poisoning, most of which is irradiated dust. Once taken out of the radioactive enviroment, it doesn't stay that way, especially considering the anomalous radioactivity in the zone.

^Increased anomaly damage
I haven't walked into one in a long time so sure. Insta-kills are kinda stupid generally speaking but in some anomalies I can see it happen. I don't really see the point because of how few times one walks into one, but I can agree with the thought behind it.

^Increased damage dealt by wildlife
Would be fine if you could loot / gather enough ammo to properly defend yourself. Generally, though, once a mutant gets into melee they're hard enough to hit that they are already a significant threat, especially considering that they may not be alone and that you can still die on the long term because bandages do literally **** all. I can see lower-tier mutants being not enough of a threat in the late game, but that is by design. It should be that some things stop being a significant threat (until you get into disadvantageous situations like closely confined spaces) and that new and larger threats emerge as you explore further. And let's be honest, if realism is the goal... A dog doesn't kill an armed and armored man easily. Realism works both ways, it's not just an excuse to up the difficulty level.

^Reduced actor movement speed (walk, run, sprint,)
Travel is already a drag as it is. If you don't want people to outrun mutants, just make them faster instead (though I recommend you be really careful with which mutants really should be as fast as a stalker running for his life - the cats and dogs would be obvious, a flesh, probably not).

Good karma+8 votes
ChielScape
ChielScape - - 182 comments @ PSG1 render

That's it. You're done now. Don't need anything else in the Zone.

Good karma+3 votes
ChielScape
ChielScape - - 182 comments @ No mutants addon[CoC 1.4.22]

If you could expand this to use the spawn factors per faction and per mutant species, and give an option for 0 anyone could tune the zone as they see fit on the fly.

Good karma+4 votes
ChielScape
ChielScape - - 182 comments @ Ironman Second Wind - CoC [1.4.22 / 1.5r6]

Great idea. Maybe expand on this a little and make you start with the one life from normal Iron Man, but for every week you survive you gain another life, up to a certain max cap. Then, make this cap adjustable (0, 1, 3, 5, 10, where 0 means old Iron Man mode) in the system menu.

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ NanoCell Inventory - v1.4.22

Please update for 1.5r6/r7

Good karma+4 votes
ChielScape
ChielScape - - 182 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Does R7 fix the buggy survival mode? The broken saves really kill it.

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ New Death Sounds (Adjusted for Setting) v.0.1

Despite what either would have you believe, Russian and Ukrainian are pretty much the same thing.

Similarly to Dutch and Flemish, (even though again, most of us would try to have you believe otherwise).

Frisians can go take their yuppie language elsewhere though.

That said, great improvement. Good job.

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ STALKER Backpack Expanion 1.5 R6 1.1

>>does the carry weight stack up with armor carry weight ?
>Not possible

Is this a technical limitation or for balance reasons?
Can I change this in some setting?

Good karma+2 votes
ChielScape
ChielScape - - 182 comments @ New death sounds for every faction!(PREVIEW ADDED)

>Its in German
Into the trash it goes

Good karma+6 votes
ChielScape
ChielScape - - 182 comments @ S.T.A.L.K.E.R. Lost Alpha DC 1.4005 Release

Even in the promo video the NVGs do literally nothing. Come on now.

Good karma+2 votes