[for version 5; updated 20.02.2017] Changes some gameplay aspects like weapon damage, penetration, flashlight range, durability, accuracy, recoil etc.
Hello,
This is my configuration for STCoP version 5. I like to tweak game a lot, decided to share. This will change gameplay great deal compared to original STCoP.
Update 20.02.2017: Minor tweaks for Vintorez and AK-74u recoil. Some upgrades wont give as much recoil reduction, but still worth getting.
Changes:
- Pistols
Rate of fire greatly increased.
Low penetration with exception of FN-57 using AP ammo.
Pistols have more recoil it will "jump around" bit more.
You will find yourself using pistol, it is perfect for its secondary weapon role. Excellent to kill unarmored targets. Mutants, poorly armored stalkers will fall with one or few shots.
- Shotguns
Powerful, however against armored stalkers may prove not be the best option.
Reduced accuracy, no more sniping. Close range weapon.
Shotguns will display low damage in game, but that is damage of each buck that goes out of barrel(it means displayed damage x40).
- SMGs
Nothing much changed except for increased damage, just like for all weapons. Killing even armored targets wont give hard time but it will take more bullets, go for headshots. Great for close to mid range.
- Assault Rifles
All weapons that use 5.45x39, 5.56x45 have their accuracy increased by 20%. Both ammo types are armor piercing. Low recoil, easy to control in long bursts. Excellent close to mid range weapons, you can also successfully build it with accuracy upgrades for long range.
All weapons that use 7.62x39 have their accuracy increased by 10%. Using FMJ or AP ammo you will feel great difference against armored targets. Recoil will make you shoot in short bursts or tap. Close to mid range weapon, however stalker in need will manage to down targets at longer distances.
All weapons that use 7.62x51 have their accuracy increased by about 30%. FMJ has some armor piercing, AP is.. well armor piercing. Very strong at any distance against anything. Strong recoil, use semi-automatic fire mode for best results.
With armor piercing ammo you can kill targets trough cars, metal sheets, wooden walls, not so big trees and even some thin concrete walls. 7.62x39 FMJ will penetrate some lighter cover, 7.62x51 FMJ will penetrate better but not as good as armor piercing variants of any ammo.
- Sniper Rifles
Accuracy greatly increased.
Increased magnification for long range.
All 7.62x54 is "armor piercing". 7.62x54mmR 7H14 will have 10% better accuracy.
Even heavy armored stalkers will fall with one or two shots.
- Flashlight range increased to 55 meters. Idea is pistol range.
- Weapons are more durable. Now you take more ammo instead of additional weapon. This takes focus off of maintaining weapons.
- All weapons use same "control_inertion_factor 1.2"(heavy weapons will not slow mause movement), that means PKM, Snipers, etc are pleasure to use.
- Tracers are thin, vanilla color and for every bullet.
- All weapon damage is greatly increased, hit with any weapon in vital spot will kill. Pistols, SMGs and buckshot will not kill armored targets easily, however you can still kill them.
Overall weapons are much more lethal, precise shots are rewarding. I recommend using this in combination with W.A.R.F.I.G.H.T.E.R. Realism Addon
How to install:
1. Unzip CoC and patch it up.
2. Unzip STCoP in your gamedata.
3. Unzip this in your gamedata and overwrite when prompted.
4. Play.
... but does it fix accuracy?
Edit: for weapons in general. STCoP has **** accuracy
No, accuracy is the same, you will need to put upgrades. I will probably change some accuracy in the future.
Hello Smarch, is you mod compatible with Increased StCoP Damage?
No. This changes weapon files, so any other mod that adds damage/accuracy/etc on weapons will not be compatible with this.
Hm, i understand... i want to try out your mod, so i have to reinstall COC :/
If I'm wrong let me know but you should be able to put the changes I have in my mod into the damages.ltx file, although this might interfere with the mod, making NPC's a bit too easy to kill, or a bit too hard to kill.
Khold
You don't have to reinstall. If you have STCoP right now, simply overwrite with this and play.
All right, i will try it :) Thank you :)
TheRealSlimShady1 Yes it will interfere, bu what will be the effects I don't know.
I don't see how...I checked the contents of both zip files. It seems the Increased StCoP Damage only really changes the damage.ltx file as of me typing this. This modifies the weapons and the upgrades. Balancing the two shouldn't be terribly hard.
Thanks for this!
hey, just letting you know that i was getting this crash
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_string
[error]File : Xr_ini.cpp
[error]Line : 531
[error]Description : fatal error
[error]Arguments : Can't find variable class in [ammo_knife]
whenever trying to loot a corpse that had a knife on it. someone pointed out it was a problem caused on your configs weapon_ammo.ltx, as seen here Imgur.com
hope you can fix it on your next upload, cheers
Oh damn, my bad. Will fix ASAP.
Thank you.
What params change bullet penetration?
Does this mean penetrating objects/brushes?
It means some types of ammo will penetrate cars, metal sheets, wooden walls, not-so-big trees and even thin concrete walls and anything that they did previously. Bullets can ricochet inside objects, so its not very effective way to combat, but still throughout the game you will kill some things trough objects. Idea is to open fire trough stuff if you see, for example, legs under car or shoulder behind object. Also it will penetrate armor.
I changed k_ap parameter, it still needs adjusting, but I really like it. k_pierce is parameter for something that I don't know, possibly maximum armor it can pierce, projectile damage after piercing object or something like that, changed it a bit but couldn't tell difference so it's a mistery for me.
k_pierce does literally nothing in CoP/CoC
from misery forum i know that k_pierce supouse to allow bullet 2 pierce thru objects but it dont work and its proven u can read more here: Moddb.com
in my setup i set it at = with k_ap that works
good work btw
k_pierce has no effect in CoC. It's a legacy stat from CS that got carried on to CoP, yet is useless. k_AP manages both armor penetration and object penetration.
I dont know if you just patched it but Fort-17 (not the fort-12) pistol's damage on the stats is way low, havent actually tested it ingame tho.
Yup, Fort-17, Nibles USP had low damage, fixed that in this update.
Thanks, I found it yesterday myself.
"hmm, this addon might be dead.."
"JAN 6? ALL HAIL SMARCH"
Updated, read changes. Great improvements, will drastically change your game and weapons you use.
Note that recoil is changed only when you are using iron sights/scopes. I play with crosshair disabled, using hipfire on rare occasion.
Hello smarch did you already implemented no zoom mod to this stcop mod, I found game breaking bug, somehow lending your companion dragunov silencer kzrzp while he using the svd guns make game crashing, and weird one it say out memory, it look like there are something spiking my memory related to that silencer
Sorry dragunov silencer thing was my problem that related to other mod, fix by removing that mod
Can we get a merge for this and its no ironsight zoom counterpart?
Can we... get a no ironsight zoom version?