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That actually makes a lot of sense. Nice idea.
Look, look at all that detail...
A classic indeed.
Lovely! The one to the left is for scenery right? Because it seems abandoned rather than destroyed by gunfire.
Maybe both effects should stack for very low sway? Just a thought.
Looks nice! Can't wait to shoot it full of holes. :P
Is the Kobra sight an attachment or part of the model?
That's great mate, it will be cool trying this out at last. Your website's link does not work for me though.
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
So tactical it hurts.
It's ok, I'm tracking as I'm curious about this one. :)
Awesome job. You're planning on implementing this with the dynamic NV optic shader I hope. :P
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.
KSVK? Hah, talk about stopping power. Big game hunting never been so fun.
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.
That's definitely the case. :P
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.
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.
I don't know what to say. Be strong mate, I wish you all the best.
If you're still looking for that repair kit mod you could ask fluffy22. The Misery mod for CoP is including one, and the credit goes to him.
I can understand why it was cut, it looks more like a bug. But I like it.
Awesome. You guys are great.
Nice to hear that. I've been aching to play your mod since you talked about it on KC but I'm still without a PC able to run anything more demanding than solitaire. :P
Models are great, but I would opt for some guy without a gasmask or helmet. It's inside the bar after all, not outside in the wilderness.
Looking good. ;)
Jeez, I'm dumb. Thank you.
Yay, great work! Needs link to higher res pictures though, especially the Ontos, PT76 and M40.
Same here. Great to see you're back on track Mac.
Time to reinstall FO3 again! Thanks for your efforts mate, your mod has always been great.
It is, I learned what actually is a smart terrain. :P
So camps with tents and stuff are regulated in the same way? Do stalkers just reach the closest one when it's getting dark?
Great stuff, thanks!
Well, that's too bad. Can't say I'm not excited for the new project, which sounds great on paper, but I really enjoyed Redux and was hoping for a bit more. Anyway, thank you so much for your work so far, and best of luck for WotW.
I have Windows Vista and all I could achieve trying to mod GTA IV was breaking my installation of the game, having to download the bad files over and over again. Even if I could manage to mod it in the end, which anyway wasn't, you shouldn't ever have to go through half of the trouble I had just to modify the game to my own liking. You weren't supposed to mod IV, it's just workarounds people found. I hope this clarifies my position as stated on Iciris' profile.
Hello, I left a comment on your mod page a while ago. Just wanted to ask you if you've given up with your project.
Isn't it sad how this seems to be the going trend, releasing games which are impossible to mod? What do you think about it? I recently bought GTA IV, an otherwise awesome game but that you just can't mod. Are they trying to draw more people to consoles?
Ah, fark you. I'm Italian and would definitely like to see how our (yet crappy) army would play in the game. Too bad it looks like the mod's dead.
Damn nice render.
Well, i don't think a Deagle is appropriate as a former SWAT's favorite weapon. Maybe USP or Beretta 92 could fit...
That sounds like everything i always dreamt to be in a mod.
Marvelous. Excellent job.
What weapon is that?
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.
And also to conquer new horizons.
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.
Thank you so much, you guys are great.
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?