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Wow what were the employees eating only maple syrup for the past few weeks? The blood looks like its 50% sugar. Strawberry jelly indeed...
Yeah, the basic weapons are indeed powerful, and a little bit too much, I think (see my post below). One shotgun blast may have been suitable for doom 1 & 2, but doom 3 has you fighting way fewer monsters at a time, so I think 2 shots feels right for taking down an imp at medium range.
Hey, I have a question. Are you planning on re-balancing the player's weapons? For example, I love that you've made the shotgun not-completely-useless by decreasing its spread, but frankly, it feels overpowered now. I can consistently one-shot imps at short-medium range, which makes the early game really easy. I realize that your weapons are supposed to be better, but the shotgun is OP even compared to say, the machinegun, which takes much more time to take down the same enemy at the same range.
I also think there's a problem with some of the secondary fire modes being a little too good as well. Why would you ever use the machinegun primary fire if the secondary fire has a much higher burst damage (maybe it's a bug, but the secondary has less spread than the primary) AND better damage-per-second? Pistol secondary's kinda OP, as well, I think. I like that you're making every weapon useful; I just feel like these imbalances kind of make the later weapons less important, because you can handle most enemies with the pistol or machinegun secondary shots, and the shotgun can tackle even strong enemies from a safe distance.
Anyway, I'm glad you're listening to feedback and v7 looks very promising. Cheers.
Thanks for your help; I forgot to check the ammo values. Now I can tweak as I wish.
The mod is working very well, impressive visuals, etc. <---- You're familiar with this part
However, it's getting pretty annoying how I can kill a bandit with (no exaggeration) two mp5 shots to the chest, and even to the foot! Meanwhile, slug rounds one-hit-kill any human enemy I've encountered (haven't tried exoskeletons). Also, I've gotten insta-killed by bandits so many times I've lost count.
Whether or not this is intended, can someone please help me change the health/damage back to normal? I tried changing npc immunities (in immunities.ltx), but that doesn't seem to work. Do I need a game restart?
Any help is very appreciated; this is a great mod and I really want to enjoy it fully.
Ah well, better not mess with the weapon balance. Perhaps in OGSE 07.
Question about the APC: It needs refueling, but does it need reloading? Like filling it with ammo?
Also, can you give us an ETA for release? Even a really rough estimate?
Anyway, thanks for your reply and send my best regards to the modding team.
"I am heavy weapons stalker."
This appears to be my dream Stalker mod, but I think I'm gonna wait for the next patch to try. Speaking of which, is it true that it's gonna feature weapon upgrades? That would make me happier than a stalker with a new gauss rifle.
Ah, that seems to be why I can't find it in treasure_manager.
Say, are quest rewards also randomized? Because I got a night star +2500 RU for killing mutants, and a freaking Mama's Beads for killing two boars, all right at the beginning.
There's a unique ak74u (with permanent scope & silencer) I found in a stash in the cordon (in the train cars) at the beginning of the game, and it seems to be one of the best weapons available. Seriously, this thing has the best accuracy and damage of any 5.45x39 weapon in the game, and I'd like to fix that. Can someone point out the name of the weapon in the config files? There doesn't seem to be a new unique ak74u, so where can I find it?
Sorry for all the comments, but I have one final question (hopefully): is there a way to change the equipment of npcs that spawn at the start of the game without requiring a game restart? I know that I can change equipment of those who respawn, but isn't there a way to force existing npcs to respawn with their new equipment? Any help would be very appreciated.
Ok, since I posted this comment I think I might've found the files. Someone correct me if they're not in character_desc_(xxx). Thanks anyway.
The mod is working great so far, and aside from a few subjective issues with the weapon damage, all is well. However, it would be great if someone would tell me how to make NATO weaponry more common again. I liked the weapon diversity and would like to see stalkers use them again.
If someone could just point me to the files that govern the item drops, I would really appreciate their help.
Quick question: which game version is needed?
The AI has a very huge (practically unlimited) amount of money. I used cheat engine to confirm and if I remember correctly the computer's money was in the millions.
Alien grunt: there's a mod called Xen Warrior.
So magnetrons can still lift vehicles?
Anti-infantry or anti-vehicle?
This reminds me... Does the colony have to gather ore? Or do they use another resource?
Yeah, it's a defense type mission. Those are indeed difficult without saves. Just skip that one.
If you want some tips, here goes:
Don't be afraid to fall back; you can't hold every bit of the map. It's ok to abandon one of the bases to better protect another. The only thing you need to protect is the pentagon (something which REALLY should be mentioned before, devs).
Garrison buildings. Soviet infantry sucks, so they shouldn't be a big problem. Get alot of rocket troopers, but keep a few regular GIs in each building just in case.
Taking your infantry to the shores and deploying them at the edge will help alot. Put the Guardian GIs up front so your infantry doesn't get crushed.
Send your vehicles to places being overwhelmed. Stryker + GI works great vs infantry.
You want an allies epic unit?
Battle fortress + 3 Guardian GIs + Navy Seal. Costs 3300 each, but can be mass-produced. Practically invulnerable to everything except stealth and mind control, so just support with robot tanks.
Oh, and Thor for Euro Alliance.
Well, it's a good thing the previous versions are available, then.
So... radar invisibility? Or is it like the mirage tank?
Aside from a few slight balance issues, the beta looks pretty complete. I do have a question though:
Do you have an idea when the version of ares that supports savegames will be released? Can you do something about it?
The campaign is awesome but the lack of saves leaves no margin for error in hard missions (which is most of them).
In any case, great job on the release.
Thanks, I just noticed. I didn't realize my pistol had one until I swapped it once and then took it back. Only then did the game tell me I had to activate the laser.
So, that pistol is the only weapon with the laser sight?
I have a question.
Have laser sights been removed from the game? I just started a new game and my starting weapons are supposed to have laser sights (the pistol and smg). However, they don't. Is this intentional?
Released right at the end of summer.... Well, I didn't need to study anyway.
I thought it would be a great idea to allow fire weapons and acid weapons to clear garrisons, but on second thought, that would render garrisons far less useful. It worked in generals because units were generally slower/less maneuverable and had far less hp.