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Last time I tried this I found it unplayable. The content is great, but I couldn't get past the lack of any sort of zoom for ironsight weapons. I mean, the game runs on low resolution already, firing at anything further than 30 meters is a hell of a challenge. Would you consider putting a low power zoom for unscoped or red dot weapons in general? That would be immensely helpful.
You just don't give up, do you? Best of luck and thanks for keeping it up!
This is the ending of Lost Alpha. Please downvote this chucklefuck.
" I've often heard Far Cry 2 referred to as "Stalker: Shadow of Chernobyl, only not broken" "
You should probably punch that guy in the face. Just saying.
My favourite soviet vehicle, hell yeah! Will reserve judgement for when it's done.
No mask at all would be much better.
Please do something to depart from RO2's gameplay. It's stale, repetitive, uninteresting. What most people look for in RO2 is not a slightly more realistic Call of Duty, it's more of a tactical team experience. If ICV tweaked the standard "Territory" gamemode for slower pace and provided bigger maps, it would be great.
Looks damn great. Good job.
What's up? Any updates?
Sounds nice, I'll definitely try it out. :)
I might be wrong, but I've seen that same model designated as "AK74p" some times. Anybody know what's up?
Look, look at all that detail...
A classic indeed.
So that's what will replace Sdkfz 222 :P
I hope it doesn't, because after the disappointment of Rising Storm I know that every expansion is going to have the same gameplay as base RO2. I'm not paying again for some pretty skins.
The thing about the arena in SoC is that it's basically free money. There's nothing particularly hard about the fights, especially with realism mods that tend to highlight the AI's faults. They are over quickly over and the pay is nice. Will you balance this out, making it a little bit harder to profit off of it?
Great! I love your diaries.
Hurray for commieblocks!
Is that a 380° compass I see? :P
In my opinion the compass looks a little bit too small. I like the Project Reality approach, where it's stretched out in the bottom middle of the screen, but is still unobtrusive. Apart from that it's an excellent approach, greatly appreciate the minimal design.
Leaning around corners is indeed feasible, the Insurgency mod did it years ago. It's also really hard to overlook it if you're going to call your mod realistic.
ArmA's tactical realism can only be achieved in organized, closed events. ShackTac videos are a good example of this. Public multiplayer servers don't even come close as, even in team gamemodes, disorganization runs rampant. The only mod that creates something like ArmA is Project Reality for Battlefield 2, but AFAIK the Source engine doesn't like the open, enormous maps that the BF2 engine allows. Therefore I'm thinking something like Red Orchestra, but hopefully with better maps and gamemodes.
Going slow eh?
And I love you for that. Know what? I've been toying with the idea of an advanced damage model in STALKER for a while, similar to that of 7,62. That game seemed to be entirely probabilistic in the way it worked, but how hard would it be to implement something a little more complex in STALKER? Like spine and heart hit locations being correctly placed inside the model. Or even advanced armor penetration calculations, accounting for angle of impact etc. This stuff has been cut out from FPS games for too long.
Seems like somebody played the **** out of 7,62 High Calibre. I know I did.
Lovely! The one to the left is for scenery right? Because it seems abandoned rather than destroyed by gunfire.
Oh man, great stuff.
Sleek. I like it.
"Millennia: Try 1.2 when it comes out, it's built from ground up and should hopefully not include any of the bad design choices from 1.1"
So it will be completely generic? 1.1 made mistakes, but at the same time it was daring and fresh. I greatly enjoyed it, it literally pushed you through choices that other no mod seemed to make as important or even consider. More grenades or ammunition? Heavy armor or more medkits? It made you weak, vulnerable and most definitely lacking an answer for every situation. The one thing that bugged me was that instead of rebalancing artifacts to better fit the new gameplay, LURK did away with them. Every other choice showed, through some flaws, that there was an underlying vision, a theme. I'm sorry, you and the team are VERY talented, but seeing as the comment you replied to basically lists every innovation of 1.1 as a complaint makes me think the next version will be very pretty but not nearly as compelling.
Nice to hear that!
The real world OICW featured both a 20mm grenade launcher (with laser range finder, ballistic computer and electronically timed airburst shells) and a detachable 5,56 rifle. It performed pretty well but couldn't be adopted because it failed to comply with the weight requirements (and probably costed a hell of a lot too).