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Comment History  (30 - 60 of 301)
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 16 2013, 10:55am replied:

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.

+1 vote   media: Sneak Peek Screenshot
N3uR0m4nT3 May 16 2013, 6:30am replied:

I'd like it much better if hazards (mutants or anomalies) rather than fences prompted me to seek an alternative route. How rare would wire cutters be in the Zone anyway? :P

+2 votes   media: Jupiter Plant - Redux vs Vanilla 2
N3uR0m4nT3 Apr 17 2012, 8:19pm says:

Marvelous. Excellent job.

+1 vote   article: Call of Pripyat: Redux v2.0 - Mutant Looting System Demo
N3uR0m4nT3 Jan 27 2012, 8:41pm says:

Isn't there somewhere a mod which allows you to wear helmets and stuff? Wearable NV goggles would be sweet.

+1 vote   article: Ideas for detectors.
N3uR0m4nT3 Jan 12 2012, 5:03am buried:


Or so ******.

-11 votes   article: Red Orchestra 2 Mod SDK Available to All
N3uR0m4nT3 Dec 18 2011, 12:43pm says:

This mod is a little gem rough around the edges. If you manage to polish it a little bit it will definitely become a hit.

+3 votes   media: Occupation: Source 4.0 New Map and Ballistics Demo
N3uR0m4nT3 Dec 10 2011, 12:12pm says:

Well, STALKER 2 will never come out, so you guys are our hope. :(

High quality and good looking as always.

+1 vote   article: RTTS - Science Base
N3uR0m4nT3 Oct 22 2011, 7:09pm says:

Eight and a half years? Now that's dedication. I actually got to know probably a year ago about this and I was immediately thrilled, Matrix and Max Payne were the coolest things for me... Eight and a half years ago. So I'm definitely going to play this. Eight more years, probably. :P

Keep up the good work, looks great mate.

+1 vote   article: Newer screenshots
N3uR0m4nT3 Oct 22 2011, 7:02pm replied:

Why not release it for SA and then port it to GTA IV then?

+1 vote   article: Criminal Russia moved to RAGE engine
N3uR0m4nT3 May 10 2011, 10:01pm says:

Soviet tanks? What's a T29 doing there then? :P

+7 votes   media: Soviet tanks
N3uR0m4nT3 Mar 14 2011, 9:06am says:

Great as always, can't wait man.

+1 vote   media: Insurgents
N3uR0m4nT3 May 18 2006, 1:51am says:

What will the alignment of the mod be? Realistic or the same, old, crappy arcade?

+1 vote   mod: Battlefield: Korea
N3uR0m4nT3 Nov 13 2013, 5:15am says:

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?

+1 vote   media: Testing some things in AEM.
N3uR0m4nT3 Oct 28 2013, 10:56pm says:

Great! I love your diaries.

+1 vote   article: Do you like thunder? I sure like thunder.
N3uR0m4nT3 Oct 26 2013, 12:37pm says:

Hurray for commieblocks!

+3 votes   media: Dayz - Standalone screenshots
N3uR0m4nT3 Oct 25 2013, 9:43am says:

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.

+4 votes   media: Current HUD Design
N3uR0m4nT3 Oct 23 2013, 10:11am replied:

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.

+2 votes   mod: Infamy or Valour
N3uR0m4nT3 Oct 23 2013, 10:09am replied:

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.

+2 votes   mod: Infamy or Valour
N3uR0m4nT3 Oct 11 2013, 12:24pm says:

Going slow eh?

+4 votes   article: We are Back!
N3uR0m4nT3 Sep 4 2013, 3:51am replied:

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.

+2 votes   media: New feature, joined magazines.
N3uR0m4nT3 Sep 2 2013, 7:59pm says:

Seems like somebody played the **** out of 7,62 High Calibre. I know I did.

+2 votes   media: New feature, joined magazines.
N3uR0m4nT3 Sep 2 2013, 7:53pm says:

Lovely! The one to the left is for scenery right? Because it seems abandoned rather than destroyed by gunfire.

+1 vote   media: New environment object render. ZIL-130 wreck.
N3uR0m4nT3 Aug 16 2013, 1:33pm says:

Oh man, great stuff.

+1 vote   media: Screen
N3uR0m4nT3 Jul 18 2013, 9:51am says:

Sleek. I like it.

+2 votes   media: Mainpage Update
N3uR0m4nT3 Jul 5 2013, 8:28am says:

"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.

+2 votes   mod: L.U.R.K.
N3uR0m4nT3 Jul 2 2013, 8:01am replied:

Nice to hear that!

+1 vote   media: WIP demonstration
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 Jun 22 2013, 7:20pm replied:

Maybe both effects should stack for very low sway? Just a thought.

+1 vote   article: Late June update
N3uR0m4nT3 Jun 22 2013, 7:17pm says:

Nice features. The gibbing range is extremely high, maybe it's for testing purposes? It would be great if there were various gibbing levels, somebody outside of the primary killing radius should maybe lose a limb or a hand etc. Also other visible wounds such as the body being visibly peppered with shrapnel would be great.

Here's what I mean:

+1 vote   media: WIP demonstration
N3uR0m4nT3 Jun 22 2013, 7:09pm says:

Looks nice! Can't wait to shoot it full of holes. :P

+8 votes   media: New Ural, in process...
N3uR0m4nT3 Jun 18 2013, 3:57am says:

Hey guys, is there nothing else you want to show us besides weapons? :P

+1 vote   mod: L.U.R.K.
N3uR0m4nT3 May 28 2013, 12:05pm replied:

That is great news then. You guys seem to have a good understanding of what makes engaging gameplay, so I'll leave you to your magic.

+1 vote   media: Something about weapons
N3uR0m4nT3 May 27 2013, 11:01am says:

Please revise the weapon upgrades. It's pretty pointless getting a new weapon when almost every assault rifle can be turned into a beast by selecting upgrades and whatnot, it completely negates the fun in finding a very good weapon. The way I see it each gun should have a maximum of 3 or 4 upgrades that come with disadvantages as well. That I see as true customization rather than simple "level up" unlocks.

+2 votes   media: Something about weapons
N3uR0m4nT3 May 16 2013, 6:33am says:

I love this plane. Good work.

+1 vote   media: SU-25
N3uR0m4nT3 May 13 2013, 1:46pm says:

ATGMs? I'm impressed, this mod looks already better than the new MoW game. Love the setting and the models look great, good luck.

+2 votes   mod: Project Hellfire: Chechnya
N3uR0m4nT3 May 13 2013, 12:21pm says:

Also anomalous zones feel bland and boring. They are both too limited in size and too specific. I understand that there can't be anomalies every three steps like in ShoC, traveling could become a pain. But for example, the whole marshes area in Zaton could host anomalies and mutants, along with basic artifacts. You would need to plan your route accordingly to avoid danger zones, and the whole area could become a nice hunting ground for both beasts and artifacts. Anyways I have confidence the team will deliver a great product.

+7 votes   mod: MISERY
N3uR0m4nT3 May 13 2013, 12:12pm says:

Recently released Zone of Alienation for Shadow of Chernobyl features a very interesting concept for artifact hunting. While there are detectors, artifacts will still show themselves when you are nearby, even if you don't have a detector yet. I feel this is the right way to do it. In vanilla CoP, detectors were used as a mere LEVEL CAP. Basically you were cut off from good artifacts if you didn't have the right detector, which to me is silly and unnecessary, other than lacking any explanation. The hazards of an anomalous zone should be the only limiting factor in your quest for artifacts, for great dangers should correspond great rewards. Want to hunt for artifacts without tracking equipment? Fine, but that might prove deadly.

+8 votes   mod: MISERY
N3uR0m4nT3 May 8 2013, 9:44am replied:

"there is only one form of entry to a certain objective"

Which is the case with each and every single building in the game maybe, with the exception of the water treatment facility\merc base in Zaton. A predetermined path through all the main attractions. Theme park experience, awful.

+1 vote   media: Jupiter Plant - Redux vs Vanilla
N3uR0m4nT3 May 6 2013, 1:38pm says:

Is there a way to slow down time in the xray engine? It would be great to simulate stimulants.

+1 vote   media: UI overhaul
N3uR0m4nT3 Apr 17 2013, 7:26am says:


+1 vote   media: Town coat of arms
N3uR0m4nT3 Nov 3 2014, 1:36am says:

Looks great, tracking.

+2 votes   media: The review of a location "Pereval"
N3uR0m4nT3 Nov 29 2013, 8:32am says:

Looks damn great. Good job.

+2 votes   media: Volumetric fog demonstration
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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