A compilation mod for the STALKER enthusiast, delivering top-quality visuals, mind-blowing audio, useful innovation, more fulfilling gunplay, and enhanced gameplay. What's M.I.N.E. Is Yours.

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Add media Report RSS M.I.N.E. Sneak Peak - Garbage Fight
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BurningSky93
BurningSky93 - - 122 comments

I have to admit, Ive never been a fan of tougher mutants in mods. In fact I feel they should be weaker (or the weapons made stronger).
My logic being that in reaf life, I imagine if you shoot a dog, even once, it will at least be wounded enough to leave you alone, but in STALKER it can take several shots to make it limp. Snorks should be as weak as humans because thats essentially all they are, same for zombies, controllers and bloodsuckers. Of course, there are some canonical reasons why the mutants are as tough as they are (thicker skin, higher pain threshold etc etc brought on by mutation) but I still feel the toughness is too high even taking these explanations into account. IMO, mutants should be relatively weak in terms of toughness and health, but be very quick and do tonnes of damage.

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Setakat Creator
Setakat - - 873 comments

True. Tushkano's are the best example of this. They'll die in 1 or 2 rifle or pistol rounds, but they are hard to hit because of their size and speed. A single pellet from a shotgun loaded with shot will get one limping, but that doesn't happen that often.
Some mutants like the Psuedogiant have dense muscle and bone structure, and can take multiple hits without being impaired.
Chimera's and Bloodsuckers also have reinforced bone and muscle structure to support their strength, so they are slightly more bullet resistant.
Controllers are just fat, so the bullet impact is cushioned. Same story with Boars and Fleshes, so they can take a fair bit of a beating.
So really the only fragile mutants should be the Tushkano's, and the Dogs. Snorks should be as strong (or weak) as a human, and their jumps should either be long and low, or medium range and medium height, else their corroded muscles around their spine couldn't handle the impact force of landing during the roll.
I'm going to stop rambling on about how the mutants should be in RL. Its a computer game after all, and the reality of the game is as real as Separation | Anxiety decides it is.

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ClearVall
ClearVall - - 470 comments

Yeah, but in S.T.A.L.K.E.R. we can see realistic laws of nature with mutants. For example, snorks got their muscles more stringy, so they can jump for long distances, and their pain threshold was strongly raise, that's why they can take a lot more shots before die, compared to blind dogs.

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Setakat Creator
Setakat - - 873 comments

Well, a 9mm slug to the head of a human will most likely kill them, and I'm sure a 9mm slug to the head of a Snork will most likely kill them too. They might be stringy, and have increased pain thresholds due to a partial nervous system burnout, but other than that, they are as well armoured as a Leather Jacketed Stalker, albeit much faster and stronger. They'll both take the same amount of damage, its just that Snorks can tolerate it better.

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ClearVall
ClearVall - - 470 comments

Of course, the RPG-7 rocket will blame them to the hell, what's wrong about that?) Everytime I met snorks, one shot from Winchester 1300 to the head was pretty enough for them, yep. But they will take a lot more 9x19 mm bullets to the torso then, for example, a bandit in the jacket (don't like to say something like that about stalkers =) ) because of the reasons we named already. So everything is realistic)

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DrBlizzard Author
DrBlizzard - - 387 comments

On the subject of mutants, I accidentally made them powerful enough that bigger mutants will give you problems if you try to down them with regular weapons.

The smaller mutants (boar, flesh, snork, dog, cat, for example) are still relatively easy to defeat, but the ones you need to watch out for are the Zombies (high pain threshold), Burers (as you can clearly see from the Garbage Fight video; they can easily rip your armor to shreds in a few hits, chimeras, and the pseudogiants.

A perfect example is the pseudogiant, who I thought was kind of a whimp. Now, trying to take him down with an AKS-74U or another assault rifle will use a lot of ammo. However, using the RIGHT gun will make the job a lot easier.

For example, Zombies are now taking a LOT of punishment, and it feels a lot more satisfying and it gives you a lot more trigger time. If you really want to take them out fast, get a shotgun - these weapons do tremendous damage to offset their slower firing speed (but not slower as compared to vanilla).

This makes it so that, much like CoP, you're advised to take a shotgun with you to help deal with mutants. Shotguns work best on mutants, and you've got a wide variety of weapons for everything else.

I think these changes in general bring a lot to the table are far as mutants are concerned. Instead of being nuisances (things you can safely ignore), they are now real threats and the first fight you have with some will make you think twice the next time (despite the fact that they all drop parts which you can trade for cash).

As can be expected, the biggest mutants have parts that will pay you rather well.

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Lito.LV
Lito.LV - - 528 comments

Looks fine to me. I dont think mutants must be a 2shot target. If they can live in radiation (in which a guy would die in a matter of seconds), they should take at least 10 shots to take down.

They feel no pain, only thing what could be weaker is head, because disabling brain would stop anyone.

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OnlySolus
OnlySolus - - 732 comments

I can asume the arsenal is going to be f***ing huge in M.I.N.E. right? :)

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DrBlizzard Author
DrBlizzard - - 387 comments

If you include the stock weaponry from the original game (30 guns approximately), then there are over 100 guns now. There may be more as development continues.

Fortunately, the vast majority will be new weapons, versus same-mesh skin swaps. We do re-use the same meshes (models) for a few guns, but we try to make sure that every gun added is as unique and prized as the next.

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ClearVall
ClearVall - - 470 comments

Hmmm, looks pretty good, and I have a suggestion for you =) In my opinion, this would be great for Monolith Suit)
Screenshots.filesnetwork.com
Screenshots.filesnetwork.com

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DrBlizzard Author
DrBlizzard - - 387 comments

Hmm. Desert-looking camo - it's not bad. I just wish I could find an actor hud that MATCHED. :)

Still, not bad.

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ClearVall
ClearVall - - 470 comments

Oh no, my brother. That's not desert camo) That the most beautiful and awesome - Urban! :D
And it fits perfectly with Monolith suit =)

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DrBlizzard Author
DrBlizzard - - 387 comments

I suppose there's only one way to find out. :D

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ClearVall
ClearVall - - 470 comments

Yep =)
To make one in real world ;D
But I'm sure that it will look great to kill some damn maradeurs in Garbage with OTS-33 Pernach in these Monolith gloves and sleeves, helping your stalker brothers =D
Wanted to ask - are you goind to add Mercenary Outfit for Scar? I know, that SEVA in clear sky is mersenary one, so you have to wear it for style, but I want so bad to see this awesome suit... Images4.wikia.nocookie.net With good characteristics, of course)
This gonna be an awesome visual for this suit! Wizard.gamebanana.com
Wizard.gamebanana.com

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Setakat Creator
Setakat - - 873 comments

Ugh. I'm goning to have to disagree with you on those arms - the look like something straight from CoD, and don't fit at all.

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ClearVall
ClearVall - - 470 comments

Why? Their camo is perfectly fited with Mercenary style, and gloves are great for their job, for using knife, for example...

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ClearVall
ClearVall - - 470 comments

But of course, if you have something better to offer - that would be great!)

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Setakat Creator
Setakat - - 873 comments

I have a redone Clear Sky arm shaded to be more like the Mercenary colors, which suits better IMO.
Its just the way the arm and the gloves look, it just doesn't fit at all.
Then there is the blue mercenary arm from OGSM which matches their suit quite well.

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ClearVall
ClearVall - - 470 comments

OGSM for Clear Sky? Never tried it =/ Only for Shadow of Chernobyl.
Hmmm, sounds quiet interesting. Some photos would be nice)

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DrBlizzard Author
DrBlizzard - - 387 comments

I'd have to say I am not fond of the gloves / arms, either. We DO have a working Mercenary Suit, though, and it is a mid-level suit, slightly BELOW the Military Berill-5M suit (I believe it was similarly powered in SHoC).

The good news is I am using the zippered jacket arms from the SEVA so that it somewhat matches in the Actor HUD. :)

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ClearVall
ClearVall - - 470 comments

Ooooh <=/
I want to have Mercenary Suit with good behaviours <=(

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DrBlizzard Author
DrBlizzard - - 387 comments

Upgrades my friend. Upgrades. That'll get you through until you get the Monolith suit. :D

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ClearVall
ClearVall - - 470 comments

Nah, you didn't get it. I want Mercenary suit that will be useful even when you will be in Limansk =)
Not the best, but pretty good one ;)

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Description

We have been tweaking monster spawn rates and some other "interesting" parameters, including beefing each mutant up considerably.

The result is that mutants now swarm the Zone with renewed zeal and are ferocious enemies.

The player is armed with a UMP-45 and the OTs-33 Pernach automatic pistol, and is wearing the Monolith suit previously demoed.

It should be noted that the player would not normally have access to as many full-heal medpaks as were used during the video.