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This location was just as difficult in Call of Pripyat so I don't see that it's anything that Team Epic did. This is a good example of an artifact that simply may not be worth recovering depending on it's location inside the anomaly. If you factor in the damage to your suit ( including your death ) and the recovery of a low end artifact that may not sell for much or be useful to be used in an artifact slot, it simply may not be a cost effective risk.
Call of Chernobyl mod (Official Thread)
Even though I'm a week away from 4 months in the Zone, here's an
update on my Tool Kits situation. As shown I have 105 Basic Tool kits.
I gave 1 to the Loner Tech in the Cordon, 1 to the Clear Sky Tech, 1 to
the Duty armor wearing Loner in Rostok, 1 to the Freedom Tech in the
Army Warehouses and 1 to the Mercenary Tech in Dead City. Add those
5 and the 3 I left in the Agroprom I need to recover and that's 113 total:
I also have 4 Advanced Tool Kits ( 2 recently gotten in the Marshes just
a few days ago where the first 2 stashes I checked had them in a row )
which added to the 1 I gave the Loner Tech in the Cordon and 1 to the
Tech in Rostok makes 6 total Advanced Tools kit. At this point I still have
not recovered a single Expert Tool kit ever. I also have not seen a single
Bubble artifact which explains why I have 3 Wrenched artifacts equipped.
I know how you feel. I have one companion in a SEVA suit carrying a PKM that I've had for over two months. I've taken him to every level I've been in which at the moment is 14 levels ( I don't count underground levels ) in my current game.
Why don't you disable the helicopters in the Game Menu? It's a lot more fun when the Military doesn't have this unfair advantage and calls in air support every time a soldier stubs his toe. Plus without air support, the Military will actually work harder to get at you by sending 10 to 20 men some times. You can't get any loot from downing helicopters.
I had that happen too in Dead City. Generally you make other Factions friendly by doing assassin tasks and fetch supplies tasks for them. The Mercenaries are harder since they don't have mutant hunting or mutant body parts tasks like most of the other Factions do.
Call of Chernobyl: Pseudogiant attacks Freedom Base
I can't imagine the Basic Tool sets being made more available. I have found over 100 of them.
Are you sure? The old Mercenaries ( single names ) from CoP that were assigned to the Mobile Lab in earlier versions of CoC had their faction changed to Scientists.
I had been wanting to attack the Dark Valley Bandit Base in my
new 1.3 Game and when a Loner at the Freedom Base gave me
a Search & Rescue job at the same location, I knew it was time.
I left my two companions in the safety of the checkpoint trailer
in Garbage and went to the Dark Valley alone. I decided to attack
from the rear again as I did in my 1.2 Game and once I secured
the main courtyard I called my companions and rescued the Loner.
Notes: Only one companion showed up so I have no idea what
happened to the missing one. Leaving with all my loot I was too
overloaded and short of time to look for him. Watch for two funny
incidents back in Rostok and outside the Freedom Base where I
was cycling the keyboard commands for my companions and my
PKM wielding companion shot the Loner we rescued by accident.
Luckily I had recent Manual Saves to reload from both incidents.
Call of Chernobyl: Search & Rescue - Dark Valley Bandit Base
Try installing updates/patches manually. The Auto-Updater frequently fails.
I took a Search & Rescue mission from a Loner to get his friend that was
captured by the Garbage Bandits and held at their Hangar Base. I started
my attack alone and called my companions when it was time to face the last
few Bandits left. Companions are good to watch your back while looting
too. We rescued the Loner and then returned to Rostok for my reward.
Notes: There was a Game crash after taking cover behind the Bus Stop
in the initial attack. I re-launched my Game from my last Manual Save
before that so you have to be paying attention to catch that. Additionally,
when I returned to Rostok to get my reward, the NPC that gave the
mission had changed from a Squad Leader to a Squad follower meaning
I couldn't talk to him. That is why I made a Manual Save and loaded it
which made him revert back to a Squad Leader so I could get my reward.
I also made a Manual Save at getting my reward and reloaded that
several times at the end to see if I could get a stash activation. It seemed
like all I was being offered was a monetary reward so I gave up on that.
Call of Chernobyl: Search & Rescue - Garbage Bandit Base
Since I can't access your picture, I'm going to assume it is of the Monolith transmitters that stopped working once Strelok attacked the facilities at the end of SoC.
There's two more in Pripyat in CoP. One at the library where the Monolith made an altar and another at the Kindergarten. Supposedly this is how the Monolith communicated with their forces far from their home territory of the CNPP. Their lack of working is why you meet Strider and his troops in Jupiter and can recruit him for your team to go through the Pripyat Underground.
Choose the weapon that holds the most ammo and causes the most damage.
The downside to buying expensive and unique weapons is that they cost more to repair and maintain, and rarely offer stats that are above and beyond the regular ones, that you can actually see and tell the difference.
No doubt his Bandits ate some undercooked Bloodsucker meat.
You mean after loading the last round, the sound of pump-action before being ready to shoot? Since I've never owned an Eliminator in real life, I couldn't tell you if that's wrong or not. I guess I could search on Youtube to find the accurate and correct sounds but I've never been a Player who gets upset over the sound of guns, the look of my hands or other minute details. I just want to play.
Call of Chernobyl. My path from the Mobile Lab to the X-16 Lab entrance
with activated stashes to clear out and Zombies to kill. Once inside I
made sure to get the weapon and armor and check on un-activated
stashes for loot. No point in checking on wooden crates and capsules
since they're all empty which is just as well since it would require a
second and third trip to haul out all the stuff that could be in them.
Call of Chernobyl: X-16
This stash activation doesn't look like a place the Player can go:
At this stage in my Game, I only have a single Faction that is still neutral: Mercenaries.
I do a lot of tasks ( hunt mutants, kill this target, fetch these supplies ) for neutral and friendly Factions, including my own to get stash activations. I'm of the understanding that reward stash activations have an increased chance of better objects in them over surrender related stash activations if you have the right Achievements. One thing I've noticed that you don't always get a stash activation with the reward money so I've made it a habit to make a Manual Save right before receiving my reward so I can reload it until I get the stash activation.
Last night when asking a Loner for the typical "fetch these supplies" I got the very rare rescue mission for another NPC. The Loner who gave it was in Rostok and the NPC to rescue is inside the Bandit Hangar in Garbage. I was wondering just how rare these are and are they generally only given by your same Faction? This is the first one I've seen in my current game.
What did you expect clearing out an area to be? If it is an enemy of the Faction that gave you the task, then you can expect those enemies to be there regardless if they are enemy, neutral or friendly to the Player. In the case of neutral or friendly targets, you can usually hang out with them until enemy NPCs or mutants kill them doing the dirty work for you.
Go to Dead City. You will find less mutants and almost no high end mutants. Less enemy NPC Factions too.
What if the Loner cheated him, killed other Loners or was a bad person for other deeds? This is no different than SoC.
One of the things I really enjoy about the Stalker Games is having a problem and then figuring out a way to solve it without Modding or adjusting the Game Files. In other words, use the game behavior or idiosyncrasies to the Player's advantage when presented with an obstacle to overcome.
I had recently complained about a situation where I had taken an assassin task from Lukash to kill a Dutyer who was originally in the Truck Cemetery. Since I won't actually kill a Dutyer for Freedom or kill a Freedomer for Duty ( moral reason since both are allies ) I rely on the enemies of my assassin target to do the dirty work for me, be it men or mutants. I just have to be near the target for that to happen.
However as I said earlier, my assassin target left the Truck Cemetery and moved to Rostok where he's been a barfly at the 100 Rads Bar for over a month. I had lamented about SoC's feature where you could go back to the person that gave the task, discuss it with them and decide to cancel it as needed. Of course that solution would require a lot of work from Team Epic so I continued to try to figure out another solution.
I had noticed in the Game from my frequent practice of making Manual Saves ( that sometimes crashed ) that if I made a Manual Save right as an Emission or Psi Storm hit, if I reloaded it that NPCs that were in a safe location would often leave it and seek another. I've seen this at the Rookie Village where an NPC with me in the cellar would run out into the storm and find another building. If my save was made right as it first hits, of course there is usually enough time to relocate without harm. A Manual Save made slightly later or reloaded would sometimes accelerate the time it hit.
Even unrelated to an Emission or Psi Storm, I noticed the occupants of the 100 Rads Bar would all run out into the courtyard and then return slowly if I reloaded a Manual Save I just made there. Add to that situation, the Emission or Psi Storm and they may get caught between the buildings. Now an Emission produces Zombies so that's less than ideal. A Psi Storm is the perfect vehicle for my plan.
I was at the northern checkpoint fighting 3 Bloodsuckers when the Psi Storm hit. I ran back to the nearest hanger and made a Manual Save. Then I purposely reloaded it which made my 100 Rads Bar occupants all vacate ( except Barkeep and his guards ) and as the Psi Storm hit, 4 of the Dutyers got zapped running between the buildings including my assassin target. My task was finally completed and I didn't have to kill anyone, Mod my Game or adjust any Game Files.
I thought I would share this solution for anyone with a similar problem.
You're missing the whole point of CoC. Lots of levels, lots of travel. Guaranteed random and unpredictable action where roving Factions and Mutants can pop up anywhere. You have to plan and be ready for that.
Watch the time of your last Emission or Psi Storm. Be wary of traveling at night where some Mutants are more active. It's not suppose to be easy. It's not supposed to be convenient where you can skip the path of travel and magically appear unharmed at other locations.
Call of Pripyat had guides to facilitate travel between levels and NOT to skip levels since there were only 3. While Clear Sky had fast travel, it was often buggy and did not work well. Call of Chernobyl features multiple paths to go from one point to another so there are plenty of choices depending on your Faction as a Player.
While on the same subject, a Player who chooses to be a Bandit should be able to hang out with and get support with the Bandits at the Jupiter Container Yard and other places. They shouldn't be treated like a non-Bandit Faction. It's a long way from the Dark Valley to be in Jupiter or Zaton and have the game still act like you're in CoP as Degtyarev.
You're not getting any gunsmith tools ( to repair weapons ) or sewing kits ( to repair armor ) off the dead you are killing on the trip there? Since there is no time constraint, you should slowly gather and stash supplies as you make progress through the levels. That way when the time comes for a long trip, you have the means to sustain your operation. You can't just start a new game and expect to travel halfway across the Zone with ease.
You can enter the Cordon from the western level changer coming from Garbage. No one guards that way and if you approach the Loner Base there's a good chance it's manned by either Loners or Bandits. Before you get in range, use your binoculars to spot the sentry on the roof at the rear of the building. If it's a Bandit you are safe, if it's a Loner you don't have to get closer. You can generally go south through the tunnel but avoid the passage under the railroad bridge as the Military usually guards it. If the two stashes are north of the railroad line this is the way to go. If the stashes are south, use this way and go through the tunnel or try Darkscape which comes out in the southern Cordon.
My screenshot from 2008 shows the precise distance and angle you must meet to get the screen prompt. It's a very narrow window of access: