This member has provided no bio about themself...

Comment History  (210 - 240 of 301)
N3uR0m4nT3 Apr 29 2011, 12:53am says:


0 votes   article: NMRiH Devblog and Gameplay Video
N3uR0m4nT3 Apr 29 2011, 12:18am says:


+2 votes   media: M-77 Oganj Testing
N3uR0m4nT3 Apr 29 2011, 12:16am says:

Ogawd, it's the bearded SOF badass again.

+1 vote   media: say "Bye" to boxy beard
N3uR0m4nT3 Apr 29 2011, 12:08am replied:

That's what I did, description sounded promising enough. Best of luck!

+1 vote   mod: Insurgency: Redeployment
N3uR0m4nT3 Apr 28 2011, 2:18pm says:

The reason INS died is because it sucked. Maps were way too small and linear, gameplay was repetitive and the gamemode(s?) didn't allow room for tactics of any kind. I seriously hope you guys are going to rethink the way the game should be.

+4 votes   mod: Insurgency: Redeployment
N3uR0m4nT3 Apr 12 2011, 1:26pm says:


+2 votes   media: Radar ( forest )
N3uR0m4nT3 Apr 2 2011, 2:36pm replied:

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?

+2 votes   article: S.T.A.L.K.E.R.: Way of the Wolf - An Insight into Development
N3uR0m4nT3 Mar 27 2011, 1:48pm says:

That's beyond awesome.

+1 vote   media: Fallout 3 Reborn V9 Spawn Multiplier Demonstration
N3uR0m4nT3 Mar 24 2011, 10:11am says:

Shows that behind such an outstanding mod project there's some serious thought. I agree with nearly every point you make. While 1.1 had problems, you were going in the right direction. A possible "fix" for artifacts would be toning down their attributes, so that they don't actually destroy mechanics as you mentioned? After all, being able to use an artifact as in vanilla only adds to the enjoyment of finding one. Best of luck for your work, you guys are great.

+2 votes   article: L.U.R.K.: Devblog 3/23/11
N3uR0m4nT3 Mar 24 2011, 10:05am replied:

Sounds good. Good luck once again, what you showcased so far looks damn neat.

+1 vote   mod: S.T.A.L.K.E.R.: Way of the Wolf
N3uR0m4nT3 Mar 24 2011, 12:59am replied:

Please do. Are you going to focus more on freeplay, a linear storyline or place emphasis on both? Repeatable quests, rewards for exploration and other similar elements greatly contribute to the enjoyment in my opinion.

+1 vote   mod: S.T.A.L.K.E.R.: Way of the Wolf
N3uR0m4nT3 Mar 22 2011, 11:09pm replied:

Dark valley!

+2 votes   mod: RCOM
N3uR0m4nT3 Mar 22 2011, 11:08pm says:

Looks very, very promising. Just a question: Will gameplay be similar to Redux? I already told you I liked a lot your previous work. :P

+1 vote   mod: S.T.A.L.K.E.R.: Way of the Wolf
N3uR0m4nT3 Mar 22 2011, 10:48pm says:

Awesome work lads!

+1 vote   mod: Return to the Shadows
N3uR0m4nT3 Mar 19 2011, 10:27pm says:

The game should start at night. I'm sure Degtyarev wouldn't want anyone to know his affiliation with the military. Those by the way are some great ideas and the screens show some superb work. GJ and keep it up.

+2 votes   article: RCOM Update: The Cordon
N3uR0m4nT3 Mar 14 2011, 9:06am says:

Great as always, can't wait man.

+1 vote   media: Insurgents
N3uR0m4nT3 Feb 27 2011, 9:18pm replied:

Agreed. If only for propaganda purposes, it should be renamed to emphasize that it's not the rifle of the Communists, but "actually" an all-american "variant" of it. Also adds to the exotic feeling of this all, heh.

+1 vote   article: The Army of Tomorrow
N3uR0m4nT3 Feb 26 2011, 7:06pm replied:

Because I'm deeply fascinated with alternate history and love MoW. Doesn't matter, I'll play it anyway.

0 votes   mod: 1949
N3uR0m4nT3 Feb 26 2011, 7:03pm replied:

So America got beaten up quite bad in the mod's timeline and is in need of help from the USSR? Then it kinda makes sense, still the concept of assault rifle kinda clashed with American doctrine of the time.

+1 vote   article: The Army of Tomorrow
N3uR0m4nT3 Feb 26 2011, 10:20am says:

Great stuff, thanks!

+1 vote   download: Men of War Assault Squad Map Pack Add On
N3uR0m4nT3 Feb 26 2011, 10:14am says:

If I recall correctly the adoption of M16 rifles found strong opposition because its caliber was deemed lacking in power, range etc. Wouldn't a domestic produced .30 caliber battle rifle make more sense? They even experimented with full-auto garands that accepted BAR magazines.

+2 votes   article: The Army of Tomorrow
N3uR0m4nT3 Feb 25 2011, 9:00pm says:

Why is this not for Men of War? Sigh. Anyway, looks great.

-1 votes   mod: 1949
N3uR0m4nT3 Feb 22 2011, 10:04pm says:


Best of luck guys.

+1 vote   mod: Outbreak: Condemned
N3uR0m4nT3 Feb 14 2011, 7:56pm replied:

And arty's favourite target.

+2 votes   media: Stuka Zu Fuss
N3uR0m4nT3 Feb 9 2011, 11:28pm replied:

Opinions, mang. That ****'s dangerous.

+4 votes   game: E.Y.E: Divine Cybermancy
N3uR0m4nT3 Feb 5 2011, 8:57am replied:

That's great. Thanks for your answers and keep up the good work.

+2 votes   mod: RCOM
N3uR0m4nT3 Feb 4 2011, 11:18am replied:

Still no word on mutant parts? I guess it would make sense if there was a few stalkers that skin pseudodogs, their skin is supposed to offer good chemical resistance and someone's gotta keep up with the demand for leather jackets in the Zone. :P

+1 vote   mod: RCOM
N3uR0m4nT3 Feb 3 2011, 2:11pm says:

So many great things about this mod. The combat and IA are amazing, can't wait to get my hands on the version with the expanded world. Do you plan on adding more quests as well? CoP felt a bit empty to me. A few repeatable, slightly randomized quests would be great.

Another thing that bugged me a bit is the whole artifact detector game mechanic, I liked it in SoC when artifacts could be found in unexpected locations just by keeping your eyes open, will you do away with it?

Lastly, with ammo so expensive (too expensive IMO, not the best way to balance the game) you should at least be able to freely hunt mutants for cash, selling mutant parts like in SoC.

+2 votes   mod: RCOM
N3uR0m4nT3 Jan 22 2011, 9:38pm says:

You seem to have a solid gameplay concept, I'm loving your ideas and the overall quality (sound, graphics, level design) is great too. Good luck, I really hope you succeed in creating an actual survival experience.

+3 votes   mod: No More Room in Hell
N3uR0m4nT3 Jan 18 2011, 2:35pm replied:

Wow, I didn't think you could do that. Nice!

+3 votes   article: Horses
N3uR0m4nT3 Nov 16 2013, 11:04am says:

I might be wrong, but I've seen that same model designated as "AK74p" some times. Anybody know what's up?

+1 vote   media: AK74M's
N3uR0m4nT3 Jan 2 2013, 10:59pm says:

Looks like a professional music video. Good job.

+2 votes   media: FD-Treiler
N3uR0m4nT3 Aug 27 2012, 7:31pm says:

Great stuff.

+4 votes   article: Dev Blog #7: Blast from the Past
N3uR0m4nT3 Feb 26 2012, 4:31pm says:

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

-1 votes   media: Improved geometry
N3uR0m4nT3 Feb 5 2012, 9:19pm says:

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.

+1 vote   media: Marshland
N3uR0m4nT3 Jan 9 2012, 6:13pm says:

Pretty interesting. Can you load different kinds of ammo in a magazine? Like one tracer round every 5 ball, one AP every three ball etc.

+1 vote   media: Magazine System Introduction
N3uR0m4nT3 Jan 7 2012, 2:55pm says:

Aim is in the reach zone, all is well with the world.

+1 vote   media: Musketeers Era - Ambush Demo
N3uR0m4nT3 Dec 19 2011, 4:53pm says:

Ha, amazing!

+1 vote   media: 3D Scope Shaders
N3uR0m4nT3 Dec 18 2011, 12:12pm replied:

Great posts. Agree especially with your take on weapons.

+2 votes   article: L.U.R.K. 1.2 Dev Diary #1
N3uR0m4nT3 May 25 2011, 5:53am says:

looks superlative, can't wait

+1 vote   article: Meuse River
N3uR0m4nT3 Apr 29 2011, 12:55am says:

That's one nice looking pumpgun, good job.

+1 vote   media: Winchester 1200 In game
N3uR0m4nT3 Jan 17 2011, 8:05pm says:

I can't wait to shoot a horse and see the message "hull damaged" pop out. Also for crewmen to try and fix it.

Crap aside, you could improve the animations a bit. Otherwise it looks good, good job.

+2 votes   article: Horses
N3uR0m4nT3 Jan 16 2008, 1:53pm says:

Realistic... And balanced? What does that mean? Balanced through map design or by, for example, nerfing the most effective weapons? And realistic to which degree? Will injuries effectively limit your movement capabilities, or affect your aim at all? Will there be free-aim (like in ArmA, RO etc.)? You know, I'm yet to find a game apart from the OFP-ARMA franchise that would simulate infantry combat in an even half-decent way. I hope you're going to do it right guys.

0 votes   mod: BK-Studio
Offline Since
Dec 27, 2014
Italy Italy
Member Watch
Track this member
Comment Statistics
Posts per day