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Disabled weapon upgrades? HELL YES! If you guys were to implement randomly spawning anomalies and radiation pockets around the zone this would be the best CoP mod ever.
Haha, awesome man.
Ha! Now that's dedication. Best of luck, I really enjoyed your work thus far.
You're not even going to tell us a little about said milestones. are you? :P
Hey man, glad to see you're expanding the project. Good luck, it sounds really promising. What about adding some maps from Clear Sky?
Marvelous. Excellent job.
What weapon is that?
So tactical it hurts.
Looking good. Do you still accept feedback on weapons? If so, I've noticed that the zoom effect while looking down the sights is just slightly too heavy. Not much, just a little. I usually play with the crosshair off, so I use sights mostly to land hits on target, rather than getting a bigger picture.
Also I can't tell much from the videos, but armor should play an important role. Whether or not your weapon can penetrate your foe's armor should determine whether you're basically forced to go for headshots only or allowed to take them out quickly with a short burst to the chest.
That suit looks fantastic.
This could require some work, but could you implement some basic form of crafting? With enough monster parts and a small fee a hunter could craft you a leather jacket, the scientists could manufacture chemicals and so on. Also some monster parts should be edible at the cost of some rad poisoning, with different intensity depending on the mutant type.
Glad to see you're back on moddb. :)
Well, at the present moment it seems shotguns outmatch pistols and even submachineguns in pretty much every respect. One buckshot blast drops some dude 20 meters away with no problem, while the bizon just can't. Unless you get a headshot. Body shots should be a viable way to dispose of someone, especially if your weapon has no problem penetrating his armor. On the other hand I can see how tense it gets when the armament you're carrying proves inadequate, a matter of squeezing off two shots before going into cover again and wondering whether you did plug him in the head or not.
-Perhaps rifle calibers shouldn't be immediately available at Cordon. The tiering with armor and weapons you're going for is great, I would make it harder to get your hands on an AK, with a small number of SKS showing up just in the Garbage. Mosin may be the exception to this rule, you can't really fend off multiple opponents with it and choosing to carry one would at least force you to combine it with a different weapon.
-Nearly all the weapons they drop are pretty well maintained. While it makes sense that people don't entrust their lives to a constantly malfunctioning piece of junk, if much of the dropped stuff wasn't in usable condition weapons tiering would be more strongly enforced.
-The violet skybox you get on mornings looks a bit weird.
-It feels like center mass hits don't deal enough damage. It's still probably the 9x18 syndrome, SKS seemed to fare a bit better.
-The LURK HUD system would be neat, I'd like to know roughly how much I'm hurt and if I'm bleeding without stopping to check the inventory.
In conclusion, I've had some of the finest gunfights I've ever had in this game. Some small tweaking could make it perfect.
Finally got around to trying the mod. I can say so far it's been a fun although extremely hard ride.
About bugs: I think the 7,62 ammo wasn't supposed to cost that much, was it? Sidorovich sells it for more than the SKS price.
Buying vanilla shotgun shell boxes doesn't seem to work with the new ammo system.
Also, you're probably aware of this, but every time a savegame is loaded the edge of the screen is blurred as if you're looking down the sights.
About gameplay: I understand two kinds of anomalies, the ones that you can't see and the ones that kill you in one "shot". Giving both attributes to the vanilla ones (Springboard I think) is a bit harsh.
9x18mm ammo is a joke. Unarmored targets can soak up 10-15 bullets and still be able to pull off a shot or two before bleeding out. I understand folks in armor shrugging off that caliber, but not rookie bandits in leather jackets.
I'll provide more feedback when I have time to play some more.
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.
Seems like a bad case of the Commies. You'll heal, eventually.
It's ok, I'm tracking as I'm curious about this one. :)
And also to conquer new horizons.
Awesome job. You're planning on implementing this with the dynamic NV optic shader I hope. :P
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 think the keyword here is "progression". As you progress through the game you find better equipment - artifacts, weapons, suits. In some games you level up, in others it's done differently.
AKM is a reliable and powerful rifle. It wouldn't look out of place in the hands of a rookie given its relatively high availability, but it would spoil progression a bit. I tend to stick to assault rifles, so I'm content with having to wait some more rather than having one straight out of Cordon.
Actually, recoil does seem a bit high on the 7,62 AKs. I'd have to try for myself though. With rifles that kick a fair bit I'd certainly consider carrying a SMG for a while like I did in LURK.
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