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It depends on the model, GSC put the ejection on the left to "better capture the feel, satisfaction of shooting a gun" but there are community models out there which have it on the right. You cannot do anything to change this
Haven't reached that part yet, usually I stay neutral and don't accept Skull's quest or dispatch him for Freedom. I did the quest to assault Freedom base few times but I honestly never encountered or heard of this bug before
I think ill increase all costs even more after the patch, you get much more ammo from looting stashes(I refrain from taking the ammo off corpses, only take if it's 30 bullets as to imitate a full mag, so I only carry 30,60,90..etc, yeah it's a fixation I got after playing ZoA with it's magazine system) and quests than you need to buy. My money mostly comes from quests and selling of surplus items. The most expensive ammo from what ive seen is the 7.62x51 at 2500 ru, but that is cheap when you have 150k rubles.
Wuut, I thought there weren't any scopes for shotguns, I want :D . Maybe it's from a stash? but lately, been unlucky discovering new stashes
It didn't bother me, although it's not that nice when the enemy shoots from behind a crane, train car whatever directly at you as if the object wasn't there, and sometimes it hits you through, usually they shoot from such positions that you wonder how they manage to shoot at you since you look at them and they aren't really exposed, but behind cover; if only I could record my experience, some incredible deaths right there. Encountered the same enemy spot on accuracy before, like in Lurk 1.1 and OGSE(they sniped you with every weapon from 100m+). I'd modify their accuracy, not sure how to do it, it just isn't right that everyone no matter what rank he is, and even zombies have their crosshairs glued to you
I noticed the weapon bullet spread which is pretty high, unlike real life where a gun, depending on distance fired shoots pretty accurately in the same spot; now in Yantar is the first time I tried to do headshots instead of wasting ammo on body shots, and it isn't easy to get a headshot if the bullet doesn't always go where your crosshair/scope dot is, and one time, had the scope dot on a zombie about 20-30 metres away from me, fired with the 3 round burst, but saw the tracers, the bullets 'dodged' him :D, all 3 shots missed with me targeting the zombie's chest
The easiest path would have been to let the scientist die haha, which he did very fast...and so I kept trying until I managed to save him, but to do that i had to leave him go where he is scripted to go and I went sprinting to intercept the mercs in a more advantageous environment for me. I also failed the Yantar escort numerous times because the zombies have the same godly accuracy, so I had to sprint up ahead of the scientist and kill the zombies.
Well they are ridiculously resistant to standard ammo but the AP ammo does the job extremely well :))
There really aren't any CS mods that greatly modify the game
Wow, this has been the toughest Wild Territory and Yantar escort I ever seen, took me 10-20 tries. Enemies are almost immune to standard ammo(didn't take my armor piercing rounds but really didn't expect the enemies to be almost immortal), and they(the mercs) can take up to or more than 3 direct shots from the Saiga. Not only them but all enemies, dogs or stalkers are very resistant to standard ammo(like a blind dog took 10 shots from the m16 to the body, survived and wasnt even in the limping state). Headshots are effective yes, but body shots almost do nothing. After my experience with the zombies I realized every enemy has the same flawless accuracy, nomatter if he is a zombie, a rookie stalker or an expert merc, military or monolith guy. They all have aimbots, they always score a hit when they start shooting with their 3 round bursts. Mercs in Wild Territory were mostly using armor piercing so I died countless times the moment I peaked from behind cover(because of the increased FoV I believe they can see your body sticking out behind a corner even tough on your screen you are covered). Oh yeah and all this even after I increased the weapon damage haha
*These useless items are left-overs from the old builds
Zooms along? what do you mean? If you want the time to pass slower ingame, you will have to look in alife.ltx > time_factor, my time_factor = 3 (3x normal time) so 1 minute ingame = 20 seconds real time. Problem is you have to restart the game..or in some mods sleeping solved it for me but idk, you will probably have to restart the game. Another side effect, your stamina will drain slower, so I also upped walk_power etc in actor.ltx
You find them in a locker near Borov, also u can find Mama's Beads + Guitar and Walkie Talkie(useless) near lab x18
It doesn't, do you mean the arm texture? in CoP the arm texture for Bulat and Beril suits are the same. If you are talking about the invetory picture, it is not the Bulat (called Skat-9 in ShoC)
Stalker ShoC is a 32bit application, meaning it can only make use of up to 2gb of RAM, even if your PC has more than 2.
Btw descriptions might need some adjustments too, the m16 reads "30 round magazine"(which is correct for A2 but not for A1 version right?)
1. Just got the Tourist Suit from Sid, and even if I am overweight, stamina will not drop so I can run forever. Also a suggestion, could every armor add a little of it's weight to the inventory capacity? Because you are wearing it and it's weight gets distributed over your body(like Misery 2)
2. The m16 I got is from the Mercs attacking the Loner village in Cordon, that feels ok, it's the perfect time in the game to be acquiring the weakest nato gun, but I got what seems to be the best nato gun already, from Borov, and feels way too early to be getting that powerful gun, wouldn't it make more balance sense if u got it later, like after x16 for example? Maybe get it from Duty or Freedom only, and also buy it's expensive ammo from them only? If I knew how I'd make Sid and Barkeep sell only the basic of weapons (even after u complete the lab missions and their inventory expands) and only Duty and Freedom would sell the big guns
The M16(A1 by the looks of it) has 18 bullet capacity, instead of 20
This is your first time playing ShoC?
It's just the way luminociy_factor acts, by default it's 0.5 meaning nomatter how dark it is they can still see you, put it above 1.4 and they should become pretty blind
The game didn't really feature stealth and mods cannot repair that, but you can alter Stalker's vision capabilities as to make them 'blind'
Weapons do overall low damage, except saiga, enemies seem to have aim bot according to the bullet tracers, but the wpn spread is bigger than vanilla I think, to even it out. Still they can score those 'critical' shots that do more damage(headhsots or upper body shots i guess), even if you got a lot of bproof. If you are at 30 m and more, from what Ive experienced they cant hit you with the sawed off.
I thought this Gnomus was like the old one(which I like better) but it has the blurred scope like Misery. It looks nice but that 'glass effect' obscures your sight
Nice job, Dark Valley almost looks a bit like a forest now. I was expecting that Borov would have a NATO gun, maybe the weakest, but instead he has a very good one. It's one of my favorites, but I feel like I got a powerful weapon too early. If the ammo is sold only by Duty/Freedom and it's very expensive then I'm satisfied
Had no idea you could do that
If enemies aren't facing you, you can stealth, but otherwise it's like vanilla with the difference that they can spot you from a greater distance now, so you will get shot at the moment you step in the open. I actually managed to sprint my way inside the military building in agroprom without being seen haha, after I dodged the first patrol, but it's possible that the tower guy will see you the instant you come out of the tunnel
There's a weird bug, happened second time, weapons can randomly disappear from your weapon slots; happened when I was equipping-unequipping armors and weapons to compare them, inside the Bar. My saiga disappeared and got teleported to the beginning of the map apparently, because I found it laying there at the portal to Garbage, and yes it was the one I lost (perfect condition with 5 dart rounds loaded)
I dont mind not seeing the ammo but I'd like to know what fire mod I'm using
This mod changes the available inventory for barkeep and sid to a few ammo boxes, few medical items and foods, 1-2 armors and 1-4 weapons. They should have a few weapons every time you visit them, like fort12, makarov, toz194, ak74u, ak74 but that's the best they offer
Do I have to restart the game after I changed the scopes? I installed Gnomus scopes but the Ak74u special and pso1 scope put on fast firing ak(only guns I have with scopes so far) still display the Misery scopes. I will just leave it as is if I do have to restart, as I'm too far into the game already
Well already tried the mod for a couple hours and doesn't seem to demand alot more, I mean, I was thinking about memory when I asked that. It runs great so far. Like that it has heal over time items. Seems balanced, the only minor 'problems' Ive seen are inconsistencies like, in the description, merc armor has 20% on all except 40% rupture and 30% bulletproof but when you wear it it actually has 20% to all, 25% bulletproof. Mail jacket gives 28% bproof but description says 25% etc.