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Comment History  (60 - 90 of 307)
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 Feb 1 2012, 11:04am says:

Looks good, tracking. I know it's a lot to' ask, but ACE2 compatibility would be great to have.

+2 votes   mod: September 1939 / WrzesieĊ„ 1939
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 Apr 2 2013, 7:06am replied:

Very well said. Wasteland versus theme park experience.

+1 vote   article: Fallout 3 Reborn V11
N3uR0m4nT3 Mar 23 2013, 9:06am says:

How much will three game hours last in real time? Just curious. And thanks for crediting me in the last ZoA release, I noticed recently. :)

+1 vote   media: Test of new blowout textures #2.
N3uR0m4nT3 Mar 19 2013, 7:56pm says:

Love the detail on the receiver.

+1 vote   media: I made a new texture for the SVD.
N3uR0m4nT3 Mar 9 2013, 3:21pm says:

Looks great.

+1 vote   media: ingame test.
N3uR0m4nT3 Mar 6 2013, 10:17pm says:

Will the two round burst function actually shoot at 1200 rpm in the game? So far no mod has been able to model the weapon's operation correctly in STALKER to my knowledge.

+1 vote   media: AN-94 texturing
N3uR0m4nT3 Mar 4 2013, 3:12am says:

Is the Kobra sight an attachment or part of the model?

+1 vote   media: Saiga12 with kobra.
N3uR0m4nT3 Feb 22 2013, 8:31pm says:

Looks like you guys "dragged" the video a bit to let the music finish. Which is okay, because it's fantastic. The feature sounds great, just what the game needs for a more interesting and less repetitive gameplay.

+4 votes   media: Stash overhaul (teaser)
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 Jan 27 2013, 11:45pm says:

Good work, I like it!

+1 vote   media: Suspense music
N3uR0m4nT3 Jan 22 2013, 10:53am says:

I would love the temperature system, perhaps with different clothes for more or less protection against cold, increased hunger when cold and maybe the ability to make a campfire. I wouldn't like as much the mood feature, unless it's only fear related to suppression, or being alone against many opponents or versus a big, scary mutant beast. Maybe there could be a new skill called "combat experience" that reduces suppression effects and fear while fighting.

Everything else sounds absolutely fantastic.

+1 vote   article: Fallout 3 Reborn V11
N3uR0m4nT3 Jan 2 2013, 10:59pm says:

Looks like a professional music video. Good job.

+2 votes   media: FD-Treiler
N3uR0m4nT3 Dec 27 2012, 11:13pm says:

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

+2 votes   media: Sid
N3uR0m4nT3 Dec 9 2012, 9:06am says:

That's great mate, it will be cool trying this out at last. Your website's link does not work for me though.

+1 vote   article: Stealth wood
N3uR0m4nT3 Dec 2 2012, 11:37pm says:


+1 vote   media: Upgraded AFMC troops!
N3uR0m4nT3 Nov 15 2012, 3:05pm replied:

Basically instead of zzz you see stars fly around in a circle. Every few seconds one disappears until the last one is gone and the guy wakes up. :P

+1 vote   media: zzzzzleeeep
N3uR0m4nT3 Sep 27 2012, 5:13am says:

Agree that the logo on the stock looks a bit silly. Also, wouldn't it be possible that both the bipod and the grenade launchers are attachments that go in the same "slot", so you can mount one or the other?

+1 vote   media: Military LMG
N3uR0m4nT3 Sep 6 2012, 8:16pm replied:

No, but the maps are horrid. I seriously hope you guys draw inspiration from maps like Bridges of Druzhina and experiment with longer spawn times (50-60 seconds) on smaller maps.

Anyways, keep up the good work.

+1 vote   mod: Karelian Front
N3uR0m4nT3 Sep 5 2012, 8:49pm replied:

>Treat your audience as adults, and add the genital details that seem to be mysteriously, and awkwardly, missing.
I agree. And make it big. Even better, make it huge. Just imagine that flying thing diving straight at you with a massive, erect *****.

+5 votes   article: Lost Alpha Status Report - September 2012
N3uR0m4nT3 Aug 27 2012, 9:54pm says:

The correct Swastika is the one to left in the picture. The one on the right is reversed. :P

+2 votes   media: New models for Bunker 66 ( more in future )
N3uR0m4nT3 Aug 27 2012, 9:40pm says:

XOPOWO! Although I would much prefer if weapons didn't have an upgrade tree. Keep up the good work.

+1 vote   mod: NZK MOD 1.3
N3uR0m4nT3 Aug 27 2012, 7:31pm says:

Great stuff.

+4 votes   article: Dev Blog #7: Blast from the Past
N3uR0m4nT3 Aug 26 2012, 2:38am says:

Red dot sights in SHoC? Hell yeah!

Just one thing though, I do prefer the standard plastic magazine as opposed to the steel one. Maybe it could come in an unusual color, such as "saddle tan" or "firebrick red"? :P

+2 votes   media: AKS-74U w/ attachments
N3uR0m4nT3 Jul 29 2012, 9:00pm says:

Love how you guys are not focusing only on weapons, but on the experience as a whole and in particular on the survival aspects.

+3 votes   mod: MISERY
N3uR0m4nT3 Jul 15 2012, 11:38am says:

Love this vehicle. Nice work.

+2 votes   media: Three Vehicle Images
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 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 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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