1.0 CoP original.
But Misery catch you in the begining and until the end!
1.0 CoP original.
But Misery catch you in the begining and until the end!
You have a weapon - but not so mach bullets )))) Thats challenge.
Yes! In the 1.0 version, I watched that 3-4 zombie stalker kill 5-10 NPC stalkers near the station without any problems when it comes to close range. At the same time, at long range shooting zombies is much worse, but stalkers spend 10 times more ammunition to kill zombies from a distance, so the zombies just close the distance and kill stalkers, it looks pretty silly.
Need to reduce health zombie stalkers beginners and thus for all the zombies to reduce the rate of recharge weapons and increase the damage on them when hit in the head! They do not have helmets, but not always enough even a couple of shots in the head to kill them immediately.
In close combat, they will still be dangerous for stalkers, but when they get into his head, no longer such terminators.
Noah and also the Forester the oldschool stalkers who have learned on the experience anomaly and mysticism of a zone, partly accepted it as it is.
They learned to use anomalies and artifacts, as tools.
Also the Doctor is a peculiar example of the stalker being in peace existence with a zone.
no. but strategy of surviving is not a simple "kill them all".
Alternative reputation and alternative skills can help to create new stalker in game.
As i said - only shaman can use artefacts as a weapon. On close or medium range.
Cool mod ever!
Waiting for 2.0 :)
And why 3 class of player? May be use some one like an engenier or technic! Crafting perks, more effective repaire, more options in modifications of armor and weapons, modding of detectors, scopes, nigth visions and so on, but low in combat.
Or new class like shaman who dont use normal weapons, only knifes, crossbows and so on )) But use crafting of drugs, can use artifact for some new effect... as weapon!
T_R
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