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The elderly variants look like they are smiling compared to the younger ones. Are they?
Nice, and the forests are a neat effect but maybe not accurate given the propensity for trimming away forests near castles to lower their siegability further.
... Starsailor playing in the background? What?
Also that smoke effect is actually pretty hilarious.
A mega mod pack sounds interesting but I've long since dropped using Arsenal Overhaul myself and wasn't a fan of a few of the major mods you used even though I'm curious about the personal modifications you made.
Wow, this next update is going to be big.
Randomized survivors sounds great.
That is a lot of new names.
Wait, is that... An SG-552 Commando?? :OOO
Isn't that going to be a lot of work? But I can understand the point of doing that so you still have a complete work in some regard.
You're sure working hard! Thank you so much, the next release of STCoPwp should be fun.
Ooh, another classic.
Very experienced Loners should be especially noteworthy, and armed with highly versatile, high-quality guns... Loners come in many types and varieties, and by the time they've scratched together enough wealth for good armor and guns, they'd have an idea of what kinds of things they'd want to be in possession of, making it so at higher level they would have a strong mix of western and Russian firearms both. The only real limitation would be if the weapon seems a reliable enough pick to be using if they were all alone. Special weapons and slow-firing snipers would be more than uncommon for them.
No more SIG SG-550? I'm sad, but at least there's a plethora of new guns.
• What factions should use what weapons types?
A: Shotguns should be most ubiquitous among Loners and Ecologists. Bandits would employ them regularly too of course, due to cheapness. The rifles available to Freedom and to the Merc's should be different. A gun like the SCAR seems more likely to end up in Merc hands, while the Galil, outrageously loud and powerful, seems more like Freedom faire. Making some higher-end guns practically faction-specific would make some sense since groups would want to have a supply of relatively samey guns and ammo.
• Should high-rank stalkers also have access to low-end weapons?
A: If this can be done in a reasonable way that doesn't greatly degrade their firepower, or if it's disabled, it doesn't cause every high-rank foe to be ludicrously over-armed.
• Should high-end weapons be spawned on NPCs gradually as player ranks up?
A: Depends on how this would work, but for the most part I think players would prefer this to it not existing, so unless it takes minimal work you could probably have this as a new default.
• Should "super weapons" like the Gauss and Minigun only spawn on NPCs in certain levels?
A: Yes, pretty sure this was already in effect too.
Freedom SEVA suit has its tier-2 invulnerability upgrade not giving the full range of stats that other SEVA suits do. I checked the Merc SEVA suit at least and it's still granting its full range of stats from the same upgrade.
I'd prefer them for the CoP maps- north end of the map is so empty to run around in.
DX9 support renewed? Quite generous. I'm grateful since it's some time more until I can get a new PC.
Any changes for the 1.4.20 update? Also animations have been wonky for me since installing- is my character actually supposed to open the tourists breakfast or is pantomiming doing so the intention?
LR-300ML has the front sight still on when equipping the Trijicon ACOG scope, which would normally get completely in the scopes way. Doesn't affect gameplay, but does feel weird.
After running around a while, getting some armor, picking up way more than enough ammo, a silenced pistol, and bothering to hip-fire instead of iron sighting at short ranges, I managed to do the car park. Hooray.
Impressively, a military man found me once and downed me with one bullet. And there is an inaccessible roof in the cordon village that you have to jump to from a truck on the southeast corner. At least, I couldn't make that jump.
I'm sitting on enough cash as it is, even if I like the sound of big rewards.
Nice list of weapons, but thus far I've died 10 times in the car park while trying to be careful... Dying from other people who have makarov's and see me in this darkness and always get off the first shot, and my own gun feels like I can't possibly do the same to them is not so fun. I suppose I'm too used to other mods right now and diving right in instead of looking for items.
Wow, that's a really neat way to play sandbox-style!
... And I've noticed that a LOT of guns are using the SG-550 upgrade scheme. I've been enjoying this addon but every time I see an already light gun with a polymer stock lose another 1.4 kg's because it got the same upgrade, I feel like the weapon balance is falling apart. The UMP-45 now weighs 1.1 kg's unloaded.
The M4 and M4A1 are using each others graphics, they should be swapped.
It's a bit disappointing not being able to use the G36 grenade launcher on the G36K, especially since it says so in the guns description. Also it seems like the UMP45 is currently using the 5.56mm silencer erroneously.
OK, looks like that was my fault- I didn't noticed Weapons Pack had been updated since the last time I downloaded an update to Outfit Addon. My mistake.
There seems to be a compatibility issue with the new version of AO and the prior release of Weapon Pack. After reinstalling my mods one at a time to test it, I only start getting a crash visiting traders when I install this mod and the compatibility patch.
Sorry for the trouble.