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Comment History  (90 - 120 of 314)
N3uR0m4nT3
N3uR0m4nT3 @ Lost Alpha Status Report - September 2012

>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 *****.

Good karma+5 votes
N3uR0m4nT3
N3uR0m4nT3 @ New models for Bunker 66 ( more in future )

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

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ NZK MOD 1.3

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

Good karma+1 vote
N3uR0m4nT3
N3uR0m4nT3 @ Dev Blog #7: Blast from the Past

Great stuff.

Good karma+4 votes
N3uR0m4nT3
N3uR0m4nT3 @ AKS-74U w/ attachments

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

Home.comcast.net

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ MISERY

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

Good karma+3 votes
N3uR0m4nT3
N3uR0m4nT3 @ Three Vehicle Images

Love this vehicle. Nice work.

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ Features (Version 2.0) - What's new?

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.

Good karma+4 votes
N3uR0m4nT3
N3uR0m4nT3 @ M72 LAW

Nicely done.

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ WIP, opcl, ZipLine Demonstration

Haha, awesome man.

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ Development Progress

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

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ News for May.

Hey man, glad to see you're expanding the project. Good luck, it sounds really promising. What about adding some maps from Clear Sky?

Good karma+1 vote
N3uR0m4nT3
N3uR0m4nT3 @ Little path

Looks cool.

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ Call of Pripyat: Redux v2.0 - Mutant Looting System Demo

Marvelous. Excellent job.

Good karma+1 vote
N3uR0m4nT3
N3uR0m4nT3 @ Media Update 15-4-12

What weapon is that?

Good karma+1 vote
N3uR0m4nT3
N3uR0m4nT3 @ Again military, patrol

So tactical it hurts.

Good karma+5 votes
N3uR0m4nT3
N3uR0m4nT3 @ M.I.N.E.

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.

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ Agroprom

That suit looks fantastic.

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ Swartz Mod

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. :)

Good karma+1 vote
N3uR0m4nT3
N3uR0m4nT3 @ Follow the white rabbit...

Awesome! ;)

Good karma+2 votes
N3uR0m4nT3
N3uR0m4nT3 @ Zone of Alienation mod

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.

So, suggestions:
-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.

Good karma+1 vote
N3uR0m4nT3
N3uR0m4nT3 @ Zone of Alienation mod

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.

Good karma+1 vote
N3uR0m4nT3
N3uR0m4nT3 @ L.U.R.K. 1.2 Sound Design Dev Diary 2

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.

Good karma+3 votes
N3uR0m4nT3
N3uR0m4nT3 @ Improved geometry

Seems like a bad case of the Commies. You'll heal, eventually.

Good karma-1 votes
N3uR0m4nT3
N3uR0m4nT3 @ Good News and Bad News

It's ok, I'm tracking as I'm curious about this one. :)

Good karma+1 vote
N3uR0m4nT3
N3uR0m4nT3 @ OGSE 0.6.9.3 Dead City atmosphere

And also to conquer new horizons.

Good karma+4 votes
N3uR0m4nT3
N3uR0m4nT3 @ 1PN51 NV scope reticle

Awesome job. You're planning on implementing this with the dynamic NV optic shader I hope. :P

Good karma+1 vote
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