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Thank you so much, you guys are great.
KSVK? Hah, talk about stopping power. Big game hunting never been so fun.
If I were you I'd place 7,62 penetration between 5,45 and 5,45 AP. Also, lethality doesn't always equate to "stopping power" (what an ugly, controversial term). 7,62x39 is said to make cleaner wounds than lighter calibers, but but I believe it has a good record of incapacitating with very few hits. Which is understandable if you think how a heavy and slightly larger slug can shatter bone with ease, among other things. I would step up its damage five points or so, and let 7,62 be the more damaging round in AP variant.
As for your question, recoil seems spot on from the video in the mod's homepage, perhaps just slightly too much for the 5.56 weapon (SIG?).
When weapons have high damage values, recoil is an excellent balancing factor, as seen in LURK. Otherwise the gunplay feels a bit too easy and less... crisp. I'll finally be able to try ZoA out and see for myself in the next couple of weeks, when the new motherboard I ordered finally arrives.
Hope I'm not boring you discussing every minute intricacy of terminal ballistics, I guess I like the subject. :P
So is 7,62 going to be heavier to carry and less powerful? Will it have any redeeming qualities, like better availability or better reliability of the guns that use it?
Holy ****, nice work.
Agree, mags do look slightly off scale. Looking good though.
That AT gun has a long, scary barrel. Nice work.
The metric system is one hell of a drug.
Looks terrifying, I like that. I'd make this the starting location like in CS, or something you can venture into early. Roaming the marshes with a TOZ is always fun.
I agree. Instead of dealing damage (or as much damage) they should induce camera shake, double vision and so on.
Ha, that's great. You're doing good guys, I'm pleased to see the work goes on.
Thought up another little weapon addition. Ever heard of Mosin Obrez? Apparently they aren't all ghetto rigs, some were produced that way in WW2 for a while.
Model and animations exist, as you can see here Youtube.com
Just another old, cheap weapon with a distinctive indigenous feel.
Looks good, tracking. I know it's a lot to' ask, but ACE2 compatibility would be great to have.
That's definitely the case. :P
I suspect you've already seen this, but here it goes:
If you were to include 7,62 JSP it would be the ultimate bandit and mutant slaughterer, but of course rather underpowered from medium tier armour upwards. Damage for regular 7,62 bullets should be similar to 5,45 though, you can see permanent cavitation is nearly the same in the 20cm range. Of course there are many factors to balance it all out, with weight cost and availability being the primary ones.
Every single screenshot except the M16A3 one is nearly impossible to see due to its darkness. :P
Sweet though. May I make a suggestion? I've been fascinated with this lately: Kbptula.ru
It's a .50 revolver. Its shells come in ball, AP and shot. I think I've already seen it mentioned in the context of STALKER, whether a mod included it or something, so you might be able to get your hands on a model and animations.
Cool. Tunnels and mutants? Reminds me of Bioshock.
Isn't there somewhere a mod which allows you to wear helmets and stuff? Wearable NV goggles would be sweet.
Alright, nice to hear that. Good luck guys, it looks very promising so far.
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.
Aren't you planning to develop a multiplayer portion of the game, too? Playing the "Frontlines" gamemode with insurgents would be great.
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.
How are you today mate?
If I may, standard ammo shouldn't be nearly as effective as AP stuff against heavily amored foes. I've played a few stalker mods and I don't recall any making enough of a difference between ammo types. If it penetrates it should make a good deal of damage, if not damage should be minimal.
Also, the difference between AP and ball ammo in terms of damage should be more accentuated for small, fast calibers that rely on fragmentation such as 5.56, as a steel core tends to stay together and inflict less severe wounds.
That was pretty cool. Thanks for sharing mate, you have talent.
Or so ******.