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Comment History  (0 - 30 of 307)
N3uR0m4nT3 Mar 7 2015, 8:52pm says:

Look moddb, I would love to whitelist your page. The problem is that the ads are too resource intensive and intrusive. ******* hell, I don't want to listen to the same lines about a miraculous antimycotic for your toes whenever I accidentally hover the mouse over it. Moreover, they tend to crash either Firefox or Flash player or make everything laggy.

So consider that perhaps I'm not the only one with this problem.

+3 votes   article: The challenge of Adblock
N3uR0m4nT3 Feb 26 2015, 10:20pm says:

Amazing job.

I'd like it if the new addons (especially those not before seen in STALKER) were somewhat rare or expensive, it would add to the joy of finally owning one and keep a similar atmosphere to the original game. ;)

+1 vote   media: OGSE Interchangeable Add-ons
N3uR0m4nT3 Feb 1 2015, 10:26pm replied:


+1 vote   mod: The Real World
N3uR0m4nT3 Feb 1 2015, 10:17pm says:

What about that RCOM beta? ;_;

+1 vote   member: MacBradley
N3uR0m4nT3 Jan 26 2015, 10:05pm says:

Which one is the game aspect where unmodded CoP is most lacking? What aspect of CoP do you wish you could massively improve but can't at the moment?

+1 vote   article: Announcing the Wormwood Developers Q+A
N3uR0m4nT3 Jan 20 2015, 8:03pm says:

How is the testing going? Have you found some nice guy willing to translate? :)

+2 votes   mod: Old Good STALKER Evolution
N3uR0m4nT3 Dec 15 2014, 8:29pm says:

It's nice in theory. Of course the system should be mindful of the variety between NPC types. For example, rookie stalkers shouldn't carry that much ammunition, their loadout being geared towards self-defence and perhaps hunting. A monolith raiding party, on the other hand, should carry a truckload. Perhaps you guys should make ammo and spare magazines not very valuable and implement a good variety of different calibers, so you can't be sure to find exactly the right kind you use on every other dead body.

+2 votes   media: Community Feedback - Ammo Scarcity
N3uR0m4nT3 Dec 3 2014, 10:33am replied:

Wow. I thought you guys did come up with better ideas to keep players entertained other than the silly old tools treasure hunt.

+1 vote   media: 'CHN-3h'
N3uR0m4nT3 Nov 14 2014, 2:29am says:

And here I thought this could be a realistic vehicular combat mod. Oh well, seems nice anyway.

+2 votes   mod: Get Wrecked [Vehicle Combat Sandbox]
N3uR0m4nT3 Nov 13 2014, 9:46pm says:

No English version then? Well, **** it. It's a long time now that I wanted to learn Russian, I guess I'll have to start.

+1 vote   mod: Old Good STALKER Evolution
N3uR0m4nT3 Nov 13 2014, 9:41pm says:

Skimmed through a few screenshots, it looks very well done. Good luck with the project mate, it will surely be a breath of fresh air when it's done.

Oh, would you consider adding year settings like GSM does?

+3 votes   mod: U.N.I.T. MOD - Global Escalation
N3uR0m4nT3 Nov 9 2014, 8:27pm replied:

True power doesn't need to be paraded around, I bet loners respect him and go to him to ask favors or a hand in fixing delicate situations. I read a little bit about Russian criminal underworld and he really fits the stereotype. While STALKER doesn't feature much interaction between NPCs besides shooting eachother in the face, I bet a similar organization would be much less murderous in reality, bandits would become just accepted as a fact of life and tolerated rather than shot on sight, except by Duty fanatics.

+5 votes   media: 'Den of Thieves'
N3uR0m4nT3 Nov 3 2014, 1:36am says:

Looks great, tracking.

+2 votes   media: The review of a location "Pereval"
N3uR0m4nT3 Nov 1 2014, 9:25pm says:

Happy birthday indeed. Anatomical armour? What's that?

+1 vote   article: ZOA is 3 years old.
N3uR0m4nT3 Oct 1 2014, 9:06pm replied:

January 2015?

+3 votes   game: Resistance Force
N3uR0m4nT3 Oct 1 2014, 9:01pm says:

Did you guys stop developing this?

+3 votes   mod: Project Hellfire: Chechnya
N3uR0m4nT3 Oct 1 2014, 8:55pm replied:

I love you. :3

+1 vote   article: Development Progress, May 2014
N3uR0m4nT3 Oct 1 2014, 8:46pm says:

Huh, seems strange that they would light the outer perimeter with no guard turrets to defend it. Hmm. Maybe they could be added? :P

Otherwise it looks really nice.

+2 votes   media: OGSE Night Lighting at the Yantar
N3uR0m4nT3 Sep 11 2014, 6:16am replied:

That actually makes a lot of sense. Nice idea.

+1 vote   media: Rats test
N3uR0m4nT3 Sep 5 2014, 11:43am says:

Can we expect AI changes as well? One thing that always annoyed me to no end is how stalkers march around. It seems that they idiotically tend to bunch up like a pack of sardines no matter what, which in turn ensures a quick death with just a couple grenades.

+1 vote   mod: S.T.A.L.K.E.R.: Wormwood
N3uR0m4nT3 Aug 24 2014, 7:05am says:

Never seen a better model\texture than this. Looks real.

+2 votes   media: Desert Eagle
N3uR0m4nT3 Aug 24 2014, 7:00am replied:


+2 votes   mod: RCOM
N3uR0m4nT3 May 22 2014, 8:30am says:

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.

0 votes   article: Development Progress, May 2014
N3uR0m4nT3 Apr 26 2014, 9:47am says:

You just don't give up, do you? Best of luck and thanks for keeping it up!

+1 vote   article: Once A STALKER, Always A STALKER: Surviving My Own Kind Of Zone
N3uR0m4nT3 Apr 26 2014, 9:31am replied:

This is the ending of Lost Alpha. Please downvote this chucklefuck.

+7 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
N3uR0m4nT3 Feb 12 2014, 7:31am replied:

" 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.

+2 votes   article: Music in L.U.R.K. - Yannick Zenhäusern
N3uR0m4nT3 Dec 11 2013, 12:19pm says:

My favourite soviet vehicle, hell yeah! Will reserve judgement for when it's done.

+1 vote   media: БМП 1
N3uR0m4nT3 Nov 29 2013, 2:00pm says:

No mask at all would be much better.

+2 votes   media: Surprised sniper
N3uR0m4nT3 Nov 29 2013, 9:05am says:

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.

+1 vote   mod: In Country: Vietnam
N3uR0m4nT3 Nov 29 2013, 8:32am says:

Looks damn great. Good job.

+2 votes   media: Volumetric fog demonstration
N3uR0m4nT3 Oct 26 2013, 12:37pm says:

Hurray for commieblocks!

+3 votes   media: Dayz - Standalone screenshots
N3uR0m4nT3 Jun 24 2013, 4:12pm replied:

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).

+1 vote   media: OICW / XM29
N3uR0m4nT3 Apr 17 2013, 7:26am says:


+1 vote   media: Town coat of arms
N3uR0m4nT3 Mar 9 2013, 3:21pm says:

Looks great.

+1 vote   media: ingame test.
N3uR0m4nT3 Feb 21 2013, 4:15pm says:

Hey mate, nice to see you doing progress. The mod looks great so far.

+1 vote   media: All of you know this mission by now.
N3uR0m4nT3 Dec 27 2012, 11:13pm says:

Looks good, even though I much prefer him with hair. :(

+2 votes   media: Sid
N3uR0m4nT3 Jul 15 2012, 11:38am says:

Love this vehicle. Nice work.

+2 votes   media: Three Vehicle Images
N3uR0m4nT3 May 25 2012, 4:31am says:

Haha, awesome man.

+2 votes   media: WIP, opcl, ZipLine Demonstration
N3uR0m4nT3 Apr 15 2012, 11:09pm says:

What weapon is that?

+1 vote   media: Media Update 15-4-12
N3uR0m4nT3 Mar 2 2012, 2:33am says:

It's nice that you guys take this seriously, I'm positive the result will be amazing. Also the place you live in looks great.

+3 votes   article: L.U.R.K. 1.2 Sound Design Dev Diary 2
N3uR0m4nT3 Feb 18 2012, 5:29pm says:

So, FatalFunnel, where's SKS? :P

It's perfect as an ulterior rookie weapon, also for bandits. Would you be able to implement stripper clips with the mag system? Or maybe it could just feed directly from the ammo stack.

About elite bandits, I have a feeling they would probably carry expensive western stuff (like in vanilla I think?) as symbol of wealth, just to show off. Also if I recall correctly the criminal subculture I think they're loosely based on used to be in starkly anticommunist, so a fascination with the west and western stuff might apply. Of course the rookies are ok with the cheap local stuff.

+1 vote   article: Updated NPCs.
N3uR0m4nT3 Jan 27 2012, 5:35pm says:

I feel the only purpose of detectors, as in CS and COP, is preventing the player from getting high level artifacts too early, thus enforcing a smoother progression. I don't like this for various reasons, the first being that it takes freedom away from the player. Progression is already enforced in CoP, the hub world is pretty linear. If you find yourself wandering into the military warehouses with a sawn off shotgun as primary and a leather jacket... You're probably cheating.

So, I wouldn't really make artifacts invisible by default. The pioneering spirit you mention is best expressed through trying to make that jump to climb that roof, just to see what is on top of it. But not because you already know an artifact is lying there. For this reason it should be up to the player to choose whether he needs a detector or not, and detectors shouldn't be mandatory to find artifacts.

If you want, you could just remove some of the visual cues from artifacts. When it looks just like a brown rock that doesn't float or glow the necessity for a detector becomes apparent.

+1 vote   article: Ideas for detectors.
N3uR0m4nT3 Jan 17 2012, 8:09pm replied:

Sounds like a silly stalker to me, swarms of rats and dogs are more easily dealt with an AK. The proximity with a corrupt military force ensures arms shipments are easily diverted towards stalkers' hands. But yeah, that would be nice, bloody rookies could use some variety in their armament. What I would really like are 2-3 revolvers in as many calibers to choose between, with the armor tweaks you're thinking about it would be very fun. Drop me your steam ID, will ya? I could do some testing\config fiddling for you once I get the gaming rig back if you're cool with it.

+1 vote   article: Done with work on Stashes. ETA 2-4 days.
N3uR0m4nT3 Jan 17 2012, 5:56pm replied:

I thought you could specify which areas of the body get a bullet resistance bonus from wearing a suit. I have a feeling the value refers to the entire body then, a bit like the way artifacts work (I think).

How about pistol calibers? Will suit helmets be able to stop them? If I recall correctly there are hit locations for eyes, nose etcetera. If you assigned a very high damage multiplier for those, shots to the face would kill a foe easily, but armor might save its life in other cases.

+1 vote   article: Done with work on Stashes. ETA 2-4 days.
N3uR0m4nT3 Jan 17 2012, 2:55pm says:

Cool. Well, I personally doubt in assault rifle calibers being able to defeat high tier armor, even with hardened cores. But of course I have no real experience in the field. If you considered exo suits as having the highest level of protection available, it would definitely be a nice challenge taking them on. I'd lug a SVD or a grenade launcher just for that kind of encounters.

I also remember trying a mod out where wounds to the limbs bled more than trunk injuries. Could be worth looking into that. What STALKER is really missing, at least to a gun nut like me, is an even basic simulation of internal damage. I can't shoot in the arm of a guy turned to the side and get to his heart, for instance. If damage was at least dependent on the angle of impact of the bullet, shot placement would be more important, and outcomes would vary a bit more.

+1 vote   article: Done with work on Stashes. ETA 2-4 days.
N3uR0m4nT3 Jan 5 2012, 9:43pm says:

Sounds fabulous. Best wishes to you guys.

+1 vote   article: Exclusive interview with the founder of WoS Team (October 31, 2010)
N3uR0m4nT3 Jan 5 2012, 9:25am replied:

I'm afraid you will have to figure that out by yourself, my skills in this area are rather limited. If you could just find a way for the player not to be able to equip more than one (or two, some body armors allow a back plate I think) it would be nice.

Another way would be to implement it as an attachment to the suit, like weapon attachments. Again I'm not too sure how it would work in coding terms.

+1 vote   article: Update on improving armor.
N3uR0m4nT3 Jan 4 2012, 8:45pm replied:

I have no idea about that, sadly. I was thinking you could configure it so it would occupy an artifact slot or something similar, and so temporarily boost armour protection and durability while degrading with damage taken. But yeah.

+1 vote   article: Update on improving armor.
N3uR0m4nT3 Jan 4 2012, 7:53pm says:

It would be cool if you could just swap armour plates instead of having to repair the whole suit sometimes.

+1 vote   article: Update on improving armor.
N3uR0m4nT3 May 19 2011, 10:45am says:

Looks nice guys, good work.

+1 vote   media: Return to the Shadows Trailer
N3uR0m4nT3 Mar 27 2011, 1:48pm says:

That's beyond awesome.

+1 vote   media: Fallout 3 Reborn V9 Spawn Multiplier Demonstration
N3uR0m4nT3 Dec 7 2010, 8:09pm says:

pants = creamed

+5 votes   media: Jagdpanzer IV "Duck"
N3uR0m4nT3 Jan 6 2008, 12:57pm says:

Sounds good. However, I'm not convinced about the "unique spawning system that would keep players right into the heat of battle". If you've ever played Red Orchestra Ostfront or Insurgency you'd notice that their approach on that totally disrupts tactics and teamwork. No advancing, no scouting, no planning, just respawn, shoot, die. Repeat. I strongly hope you're aiming for something more "realistic" and tactical than a multiplayer carnage with real weapons.

+1 vote   mod: Forgotten Heroes
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