Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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how to turn on grenade warning indicator? (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : how to turn on grenade warning indicator?) Locked
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Jun 21 2016 Anchor

i think to get unrealistic precisely bombard is destroy immersion more than have some cursor on screen. so yeah, how to turn that back on?

Edited by: bercerus

jasper34
jasper34 MISERY PR Lead
Jun 21 2016 Anchor

Just like IRL if your position is known and you are behind cover the enemy will lob a grenade at you. Stick and Move. If you can move when the indicator pops up, you can move without it because it is the smart thing to do. Enemy fixation on your last known location is a significant advantage to you, their being able to hit the spot they aim at is small compensation. Half the time you can hear them pull the pin anyway.

Jun 21 2016 Anchor

there is a different about have or didnt have indicator. i prefer mid-long engagement (as assaulter).

but thing is,

if further enough you cant hear the sound of pin being pull. and my eye is on scope, focus on tracking one enemy at the time. a bandit/merc who in my scope have no way to lob nade at me. but the rest 2-3 guys of his squad? if they spread out enough , blend in behind bush. then no way to foreseen it. and next thing happen is - KABOOM!!! "lost to the zone"

im disagree about force player to switch cover back and forth. with MISERY difficulty. next thing that might happen when you get out of cover is get AP round into stomach. and while you moving around you will lose track of enemy's position and movement behind bush. while enemy didnt have this human limitation, they always know where you are.

if i see enemy gonna throw nade at me, he's not gonna succeed.

but issue is. grenade from 'out-of-sight' is unnoticeable. with very short fuse (its not 5sec. surely) when it land , always at your feet and will explode almost instantly. make this kind of attack unavoidable. unless, yes like you said. adapt to this issue beforehand and try not to stay in one place more than 5sec. but that is not immersive play in my book. really. in real life or pvp shooter game. we can still bet that human enemy is not gonna throw accurate enough to land grenade behind our cover at further range. and thus this make positioning/cover being effective and smart thing to do. unlike this issue.

we cant alter nade accuracy separate from firearm, but to turn that off or nerf it. i think its not the right solution either. my idea is give player a fair warning like vanilla is meet the half way solution.


and..... well. cant you just tell me how to turn indicator back on? lol

Let's meet halfway
Let's meet halfway
Let's meet halfway
Let's meet halfway
Let's meet halfway
Let's meet halfway
Let's meet halfway



Edited by: bercerus

jasper34
jasper34 MISERY PR Lead
Jun 21 2016 Anchor

I looked, but was unable to ferret it out myself LOL. I'm no programmer. Someone will figure out how to do it, like adding the mini-map back. The AI in STALKER is better than average, but they are unable to predict where you will go next. In other words, if you dash past an opening from out of view and then pass into view for a second and back out they can't figure out to look for you at the next sequential opening. Grenades and flanking moves will be based upon that last position. The thing they are best at is attacking a position you remain in. You simply can't do it. Focusing on any single thing for more than a second or two will get you killed easily too. There is always another squad or mutant ready to take you from behind.

I actually would prefer the option to turn on/off the taunt they used to make when sending a grenade your way. It was something like 'here's a lemon for ya' in Ukrainian. I like as little information as possible on the HUD.

The new and improved camouflage system in 2.2 improves your ability to initially recon the surroundings and plan your assault before giving your presence away.

If I stumble across the way to re-enable the pineapple warning icon I will post it here. I like people to have options. IMHO it never helped me much. It's been so long, I can't remember if you could see that at all while looking though a scope. That's why I prefer subtle auditory clues and have concentrated so much on building quieter rigs my last several builds. I don't prefer to wear headphones and my wife doesn't want to listen to machine gun fire over her TV audio ;)

Jul 22 2016 Anchor

It is for this reason I am on the fence on nerfing AI grenades. On the one hand, they are stupidly accurate. On the other, if you sit in one place, you are asking for it. On the subject of realism though, is a cursor going to make things more realistic? Maybe increasing the loudness of the sounds of grenades landing etc would give a more immersive warning to duck and cover or get the hell out.

As for the taunts, I'm pretty sure they are turned off in misery but maybe a "granata" from mercs or duty or something less formal from freedom or bandits could be incorporated.

Personally my ideal solution would be to reduce grenade accuracy for NPCs, but I understand this is hard to do because it would also affect the accuracy of player's grenades, which are already subject to the player's skills. Or maybe even make grenades slightly less powerful so they severely wound you rather than one hit kill.

Edited by: neilbreach240

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