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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.
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. ;)
What about that RCOM beta? ;_;
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?
How is the testing going? Have you found some nice guy willing to translate? :)
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.
Wow. I thought you guys did come up with better ideas to keep players entertained other than the silly old tools treasure hunt.
And here I thought this could be a realistic vehicular combat mod. Oh well, seems nice anyway.
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.
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?
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.
Looks great, tracking.
Happy birthday indeed. Anatomical armour? What's that?
Did you guys stop developing this?
I love you. :3
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.
That actually makes a lot of sense. Nice idea.
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.
Never seen a better model\texture than this. Looks real.
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.
Hurray for commieblocks!
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).
Hey mate, nice to see you doing progress. The mod looks great so far.
Looks good, even though I much prefer him with hair. :(
Love this vehicle. Nice work.
Haha, awesome man.
What weapon is that?
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.
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 En.wikipedia.org 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.
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.
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.
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.
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.
Sounds fabulous. Best wishes to you guys.
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.
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.
It would be cool if you could just swap armour plates instead of having to repair the whole suit sometimes.
Looks nice guys, good work.
That's beyond awesome.
pants = creamed
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.