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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Post comment Comments  (50 - 74 of 74)
lowenz Oct 6 2012 says:

Tell me it's coming soon!!

+2 votes     reply to comment
timmybus Oct 6 2012 says:

can we have a random button? i can't decide...

+1 vote     reply to comment
Killgunner27 Oct 6 2012 says:

I check this almost every day to see if it's done. Thanks you very much for making this mod and I look forward to its release. This must be a ton of work.

+2 votes     reply to comment
Spetsnaz_Reaper Oct 7 2012 says:

I am very glad to see that the Profiles are once again Russian, or Ukrainian. I wouldn't expect anything less. Thanks and they look epic! 8)

+1 vote     reply to comment
Drag0 Oct 7 2012 says:

Stealth is my favorite approach. Recon all the way.

+2 votes     reply to comment
SturmFalke Oct 7 2012 says:

In my opinion:

Recon class should have A+ in knife fighting, because it's the "short rage" class. Assaulter class should have the C in knife fighting..

Would love it if the sniper class starts with a ghilli suit with low condition.

Why low condition?
Because it makes sure that the sniper don't start to overpowered and keep the 3 classes on the same level at the beginning...

possible condition effcts:
low condition = keeps you a bit warm only, like the overcoat
medium condition = 100% invisible for humans up to 10 meters reach**
high condition = 100% invisible for humans up to 1 meter reach*,

*(in the "deepest sneak" mode,no fire ,no fast moves)
**(in the "deepest sneak" mode,no fire ,no fast moves,no reloading)

What do you think about this?


-1 votes     reply to comment
Deadredskittle Oct 7 2012 says:

why is it that the recon class, being the supah 1337 stealth class is the weakest with the knife? shouldn't he be at lest the second best knowing that the assault with its strength takes first and the fact that as a sniper you are going to be NO WHERE NEAR knife range.

+5 votes     reply to comment
trojanuch Creator
trojanuch Oct 8 2012 replied:

OK then - this is another comment like that regarding the knife & Recon class.

To be honest we simply haven't thought about it in this way. After all recon has least physical endurance - thus knife attacks are a little risky to him.

But I guess making him really deadly with knife will serve as a cool high risk, high reward mechanic (additionally considering his speed).

So I therebby announce that we'll make Recon grade A in knife-fighting. Assaulter (A+) and Sniper (B) will remain as they are now.

+8 votes   reply to comment
Swirekster Oct 11 2012 says:

Recon one is like Human-Bloodsucker >:)

+1 vote     reply to comment
endi.volac Oct 12 2012 says:

To the Misery team, looking fantastic, can't wait to try 2.0!

I was wondering if you will have the USS selection like in 1.1 (where you had to copy across in gamedata), or maybe making it an option in game when you start a new game?

It's really just coz so much effort has been put into making those descriptions above! Would be great to see them incorporated (maybe even as a PDA entry?). I know this is probably a complete pain to do!

Anyway, again, amazing effort guys!

+1 vote     reply to comment
N.Aaroe Author
N.Aaroe Oct 13 2012 replied:

The USS selection will be exactly as in version 1.1 as the engine has its limits.
It's a bit tedious this way I know but changing your class should not be something that you would want to do that often. Only after a full playthrough.

We do have an idea of how to enhance the display of your selected class attributes ingame but this is something that is still being worked on though. The idea is even better than a PDA intro imo but let's just see if this will even be completed or not as it is not a high priority for us.

+3 votes   reply to comment
predcon Oct 28 2012 says:

Will there be a sort of 'AI stealth assist' factor in selecting a class of character? For example, will selecting the 'Recon' class lower the awareness of AI characters and enemies, so that I might sneak up on them easier than if I chose the heavy-footed 'Assault' class?

+1 vote     reply to comment
SpectreSVK Nov 18 2012 says:

Hi when I play 1.1 I have lot of work with configs to make game even harder (movement speed,prices etc.) But I believe that 2.0 will be balanced and hard enough ;)
My problem is that Assault is most suitable for my playstyle but I dont like "low recoil ability" (I was forced play 1.1 as recon)
I see you do lot of work with this classes and its awesome so i want to use choose one :D
So can you give me advice how to remove low recoil ability for assault rifles and have highest recoil values (recon values)
Also I want to have recon carryweight values - i dont have problems with change it manualy but I expect that will crash whole weight/endurance system
Thank you for help :)

+1 vote     reply to comment
ukt420 Nov 20 2012 says:

sniper never really used it in other stalker games but perks help sweet mod keep it going

+1 vote     reply to comment
Rolfisalinas Nov 21 2012 says:

May i ask were did you found those pic?

+1 vote     reply to comment
Anarcieath Nov 26 2012 says:

I usually find myself looking trough a scope about to put a round through something but I'm thinking recon when I play Misery. Take time to sit back with binoculars and plan an attack up close with hand grenades and a suppressed smg, plus I can use a sniper rifle just as effectively as I could as a sniper so it's a win win, no more freaking out about bloodsuckers or snorks getting too close to my hide.

+1 vote     reply to comment
Lacedaemonius Jan 30 2013 says:

Assault gets an AK-10X series and Sniper is stuck with a rifle over a century old? how does that make sense?

+1 vote     reply to comment
Inferuz Feb 23 2013 says:

None of them has bonus whit shotguns? Because that is my main weapon for fighting mutants.

+1 vote     reply to comment
SonofX51 May 4 2013 says:

I'm late on reading this, but I have a few things to say:
-Thank you for making a difference with the rubles. In the vanilla games it's assumed it's just money wired to a bank account (I guess Stalkers love debit cards :P) Will make trading more interesting.

Also, what are the max carry weight limits? Specifically how high is it for the assaulter? I always hoard ammo, so I guess I'd have to go with him or Sniper (since ammo usage will be lower anyway for a sniper).

+1 vote     reply to comment
plime Jun 16 2013 says:

Hey so I know this might not be seen but...
I noticed on one of the weapon images SMGs and carbines were put in the same category.
So my question is does the recon SMG weapon training extend to carbines?

+1 vote     reply to comment
Grimhound Jun 17 2013 says:

Not a fan of the class system shown here at all. It uses arbitrary factors to limit gameplay, some of which don't even make sense. Specialization with certain weapons just closes options for players, and I find somewhat needless. I understand what is being gone for, but it's a thing where the player already has to get used to these weapons and build skill with them in the game itself. The specialization comes from the player. You don't need artificial boundaries there.

Also, a high metabolic rate means you need to eat more, and that things are processed quicker by your body. I'm 5'10, 180-ish lbs. If I take one drink, I'm staggered within minutes. Yet I'm also mostly sober again within 1-2 hours. Just throwing that out there since the Recon description clashed with the stats.

+1 vote     reply to comment
Sovietgoner Jun 18 2013 says:

I generally like the class system, it seems well balanced. Why would the sniper class be stuck with such an old rifle? Obviously, for disguise. Appearing in the zone with an outstanding sniper rifle would actually make it harder to investigate, isn't it?
I have only one little remark for the Recon class. What's the point in giving him makarov with silencer, when there is PB1s? It seem just perfect for his start set.

+1 vote     reply to comment
XandreUK Jul 17 2013 says:

Ooh, so many different reasons to pick each class...

Though what I'd like to know is why only USS classes? Surely the Ukrainians might hire the odd skilled STALKER? After all, STALKERS want money and better equipment, know the Zone better than the USS ever will and all the USS stands to lose is some equipment if things DO go south...

Just off the top of my head, for instance:

Master Stalker: One of the first STALKERS to raid the Zone. He's been there so long he knows almost all of it and his body's adapted to the harsher climes of the Zone. High-end athletics alongside reduced side-effects from artefacts and infectious or Zone-made foods but a greater need for food, and nowhere near as proficient as a USS trained soldier with his weapons. Starts out with the usual equipment, a mid-tier artefact / anomaly detector and quite a few anti-radiation meds.

Anomalous Stalker: Years of hunting dangerous artefacts have boosted his resistance to damage from anomalies and impacts whilst naturally maximising his benefits and minimising the side-effets from artefacts, but the years of exposure have left him physically weak as a consequence; he's agile, but only in short bursts and a few good hits will kill him. As such, he needs a lot more food and sleep BUT suffers almost no side-effects from Zone-produced equipment. His weapon handling skills, however, are the worst of all the classes and just carrying heavy weapons tires him. Starts out with a high-tier anomaly / artefact detector.

And finally, why not have a "cheater" class for those of us who've completed the mod and/or want a bit of fun - a class with A+ in everything and much better starting equipment? Because don't get me wrong, I think I'll enjoy playing the classes included but let's face it, there's gonna be a time when each of us is gonna want to mess about with a character capable of all the things...

+1 vote     reply to comment
JudsonJoist Aug 16 2013 says:

If that "Vz.61" is chambered for 9mm Makarov (which is technically 9.27x18mm), then it's a Vz.82. I've never seen one in a movie or video game in which the stock is used. I've read that the stocks on those are kinda chincy, have bad cheekweld, and don't have a good length-of-pull compared to the average person's build (especially in regard to arm length). I think the average length-of-pull is something like 13".

The Vz.61 is chambered for the anemic .32 ACP round and uses curved mags. The Vz.82's mags are straight. I remember thinking as far back as 2007, in vanilla ShoC, how great it would be to have a Vz.82 as a Zone weapon given the prevalence of 9x18 ammo.

FunFact: The Vz.61 was featured in the movie 'Virus' which also featured AK-74s w/GP-30s attached to them. I'm guessing they were GP-30s. They might have been GP-25s or '34s. They looked like they were duct-taped onto the rifles instead of properly mounted which means that, aside from obscuring the quadrant sights, they wouldn't have functioned because those types of launchers have both a manual safety and a failsafe mechanism that prevents functioning unless properly mounted on a host rifle (unless we're talking about the standalone version of the launcher). Also, they can mount on any AK-74, AKM, or AN-94 as per standard w/o any extra mounting accessories.

+1 vote     reply to comment
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When you install MISERY you will have 3 different "Ukranian Special Services" specializations to choose from: "Assaulter", "Recon" and "Sniper" class.

They are distinquished in several ways as you see here, so you will have to choose which USS variant you want to play.

With each attribute listed here there is a whole lot of configuration, team debating and balancing behind it. Trojanuch has spend countless hours on balancing not only the core gameplay of MISERY 2.0 but also these three distinquished soldier types to fit into the concept in their own special way.

With this we are very satisfied with the replay value that the mod offers.

- - -

Credit to Bioshocker for research and USS portraits.
These portraits depict actual operatives but the images are manipulated.

Oct 21st, 2012
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