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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On the usefulness of boost items (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : On the usefulness of boost items) Locked
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Jan 21 2015 Anchor

Hi there folks,

I'm curious about the usability of the boost items by you. In my game as a recon, I identified The following pattern:

1) Drugs and others one-time boost items are absurdly useful, almost overpowerfully so.

2) outfit boost items like Camelback, Aluminum frames and Kevlar sheets feel nicely balanced - not too powerful nor useless.

3) anomaly protection outfit items like Freon emission and anti-surge modules are terribly underpowered/almost useless.

4) artifacts strike a nice balance between 1 and 2 above in their usefulness.

Is this as intended ? I know the fact I'm a recon elicit an amplified effect of drugs and meds (pharmacofriendly) , but right now they feel a bit overpowered somehow. How are your experiences on the matter ? Please don't forget to mention your classes.

Thanks.

Edited by: lessavini

Jan 22 2015 Anchor

greetings stalker,

I also feel that the drugs are very effectfull, well coce/epinephrine and morphine for all three classes that is. I think they are not overpowered though since they are very expensive and so especially in early game you really have to make them count.

the weight limit & stamina is overall the most effective thing to get from atachments so I always get one frames and two camelbacks. Im not convinced of the kevlar plates, in the end one good shot is all it takes regardles..

totaly agree on the freon emission & anti-surge. I was playing sniper and had the csa-3 armor and I needed to plant the device in the bitumen anomaly for the scientist quests. I didn't want to buy any other envi-protect suit untill the SEVA came up for sale so I got 3 Freon emission things and tried to run for it..I know where the burners are and all but it was impossible to reach even wile taking stimpacks nonstop..
I noticed that the line on your fire resistance doesnt change a bit if you wear them or not.

I think most artefacts are suited for only certain "tasks" as most are quite heavy and can have severe negative attributes so I mostly stick to the armor attachments untill I get the compass artefact. I guess fireball ect would be worth storing for fire anamolys but then again with the right suit you can swoop in and out fast enough..

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Bonesetter - You look a touch pale, how about a little injection or two?

Jan 25 2015 Anchor

About the drugs, I never had to buy any with my recon - stashes and bandits/mercs loot kept me supplied indefinitely. Perhaps a slight decrease in these items spawn rates on hostiles inventories would be a nice solution. I still think their prices should be even higher though.

About protection gear like Freon, yeah, its as I suspected then. As their effect is a percentile of your current protection, they end up useless unless your original protection is already significative. This means Seva and up, everything below is irrelevant.

And on the artifacts usefulness, I'm convinced its one of the points that need the bigger adjusting right now, from prices to weight to effects. Right now playing a recon specially difficult because of it.

Jan 25 2015 Anchor

yes the artefacts are forced a bit into the background, its kind of hard to balance it all out, so its still MISERable enough..one nice thing is changing the radiation on the compass artefact so you can actually use it in an AAC. its relativly light and amongst others gives a great stamina boost. and you get it only after doing the detector stuff with owl so its not too early in the game.

maybe it could be possible to add some of the earlier stalker games attributes on artefacts like +armor, life rep or add something like stealth, overall speed ect..

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Bonesetter - You look a touch pale, how about a little injection or two?

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