This member has provided no bio about themself...
you should totally do an alternative with wheels or a tank belt like movement system, so the walker can move faster than the others and look cool and different while doing it... just a suggestion.
well looking at it in first glance looks good, but realistically looks like it will cause allot of deviation and inaccuracy, because it's not totally solid.
Ever think of making a pod-apc, but making it heavy armor.. so it's a HAPC or HPC (heavy armored personal carrier, or heavy personal carrier)
Make it, travel real fast, with good steering, being it real heavy it's very hard to roll even at fast speeds, it has a flare-launcher but these flares are used to distract laser targeting, unlike heating seeking that planes use, it has no turret but allow for a barrage of everyone on board to be able to launch out in pods, and then if you can have it that if the carrier is empty of X amount of time, then it self destructs causing a massive artillery like explosion that can be very devastating to enemies around it.
P.S. Also have it carry about as much armor as a tank or if it's more armor to be 2x or 3x the health that a apc has then do that, point is this thing is meant to be tough considering it has no counter-attack other than a self-destruct.
its a AA
I love it, keep it!
I like it, it's real nice
Hey this is good, design. I see it that it will work differently than the other gunships... since arn't the others meant to be corssed between helicopter and jets. And so this is a heli, it has real tough weaponry but what balances it out is that it's not the fastest of the lots. It should be made for air-to-surface attacks, not air-to-air, it shouldn't have a shield and only flares on it, that periodically get realeased while it flys. But thats where the NAC's jets should come in, is to keep the skies clear for this bad boy to own from the skies, without the jet it's a sitting duck and without the heli, the jets can only do just so much... I think this would be a great way in implimenting this guy.
Good work can't wait till next update, seems like it will finally make a game worth the time to play.
You think you'll give any of the Snipers the mil-dot scope?
I was thinking a real cool way I don't know if you could do it, but if you can you should, maybe give it to the EU(they the higher tech dudes ha) anyways is have a mil-dot but once a personal is in range/on the cross-hairs, in the sense that if you fire he'll get hit, then you in the center like a red dot or something. Kinda like if you had a red-dot scope on and an enemy comes onto your cross-hairs the red-dot turns another color, identifying that the target is an enemy soldier.
This would help when you not sure if their aiming directly on your target, or if you not sure if their friendly or not, or if they are a soldier or not.
Hey waterflames techno, nice!
Hey ever thinking of putting in Red_dawn from bf2 as a cool addition. just for fun?
Edit: it's a custom map.
Also I'm sure you have by now but make them anti-airs missiles a whole lot stronger, even if you gotta make it longer for it to lock onto enemies, but having it work like on it's own with it's own detection mechanism without needing a player to spot an enemy would be allot more realistic. heck I think the spotted should at least last in general for a shorter time frame if you are going to keep it at all. though guess having tracer rounds act like the new spotted lol. meean.
Hey you should enable the jet to shoot off flares, in all sorts of directions making it look real cool, also have it that when it initiates the flares it also activate the shield, so if a missile were to still hit the jet it isn't hurt.
yeah this is a good idea, I was thinking however, having the NAC have a titan that hovers over the land instead of being up in the sky but has really good AA weaopnry and surface to surface weapons... heck what would be sweet is a gun on the titan that shoots small missiles that hone on other personal, but has limited range so it's only good for protecting the titan. Also since the titan would be on land and hit leaves a trail of destruction behind it because its so big and massive with plasma powered thrusters to allow it to hover, they burn the surface of the ground and hit trees out of the way... of course in the game you have it just hover like a sitting duck, with a epic runway for at least to jets to be able to fly out of.. so two runways.
It will be like a massive hovering tank/fortress that has jets inside it.
Hey just a suggestion can you make the thrusters bigger, so they don't look so far apart... also make it possible for them to go a whole lot faster once you initiate sprint/afterburners, also as for AA weapons, you should have the jets if their at max speed while using sprint/afterburners then they can out fly the missiles. I cant remember if I saw on any of the vids but jets need flares if you didn't implement them, but I'm sure you did, sounds sound great. Just a few things that I thought would help improve the look an feel.
have you tried Uninstalling it, then re-installing it, then playing it as as admin with xp service pack compatibility?
I have saddly the situation where it randomly crashes on me, sigh D:
Sorry about crap spelling by the way. :D
Hay I'm bandwith at the moment is up so I can't yet download you 2009 mod thingy, but I was just gazing my eyes on some of the comments here and was wonder,"Yes, open this file with notepad: gamedata\config\creatures\m_stalker.ltx" does that exist even if you havn't downloaded this 'SC Realistic Weapons add-on 0.5' because if so where exactly can I find it(I got vista, if that info is needed) and what do I open it up with, I found in the \Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\ files that say things like gamedata.dbc, .db4, .db5, .dbb, so wasn't sure if the're the ones your talking about or if I which one to open, and with what.
So I thought I should rather just ask. :D God bless dude, peace.
One last thing bro, do you need to start a new game?
Hay I saw a few complaints on the installation, so quick question before I go ahead and download, is it updated(so that the install is better??).
Like I'm sure that chances are I'd install and it'd be fine, but offcourse no one wants to fall into the same pit than others, oh also perhaps include a readme containing solutions to some of these issues people have reported to you(but obviously only put them in if you know they work, anyways good job on the mod dude, good luck with the exe), and God bless, peace.
Yeah I agree the Curb, ehh what ever the white concrete bar thing at the end of the road, looks as if the textures been strechcted, offcourse if it is then making a non-strected version would increase the detail and ultimatly make it look like a bunch more better graphics... also if you were to put a blurred object, like a box in the middle of epic epic HD graphics, you'll find it stands out amoungst the rest, so good thing the thing isn't to bad that it's come to such a conclusion. :D
sweet thanks :D
Also how does, or would this download work? it seems very small?? so how do I use it if I would to proceed to downloading this, and attempt to the installation.
Well Nichol it's really cheap, now, I got mine(Stalker, game) for $24.80 NZ.
Now for my question, will you be releasing a further upgraded version called STALKER Complete 2010, for next year?
So what is this downlaod meant to be for?
You know I'd love to Download this but 1. not sure exactly what to do, never did a Stalker mod before and Mod's for Bf2 are automatic installation.
2. I'm worried I'll go through the effort of getting this up and running and it won't work, you and other modder's should get together and find and tackle these issues, perhaps get a notice put out informing on how to curve around these issues.
Here’s something, please do not make it spread out like that, it looks cool but it should spread out in multiple directions, also you should make it so that when it spread it's not straight away so thick but instead slowly gets thicker, have it the more spread the infestation gets the thicker it gets but works like this: the further out it goes the thinner it gets, but the deeper/inner it gets the thicker it becomes, also if you can make it start to form like a fluffy mold like surface over it, when it gets really thick(simply walk and the mold gives way) then when you burn it with flamethrower it burns like if you were burning your beard or whatever(shrivels and turns into dust) it'll give it an epic burning effect, an addition to that it'll ultimately give very little visibility not only because no power but because of the fluffy mold. and will help the aliens take advantage of the humans poor sight(also have the mold restrict the humans speed, but allowing aliens move freely).
I was thinking along the lines of this:
Heat, since your meant to use the flame thrower for the infestation, this gives me the idea that a cold environment should make them thrive and hot environment should cause them to shrivel and die, hence the flamethrower. Now see you could include in rooms heaters, or some sort of exhaust for the power generators, that ultimately emit heat stoping infestation, but if the power goes off then the infestation can continue since the room would start to go cold and dark(dark, since there wouldn't be lights working once the lights are completely off). Hope this helps, it'll give perhaps a better logical explanation to how the whole power and infestation work and why they both can't be friendly and dwell amongst each other.