Arsenal Overhaul is one of the best mods for Call of Pripyat in my opinion. The weapons are well done and it's almost bug free. But these bugs will be fixed as always. The other changes to the basegame are also a good addition, but somethings are maybe missing. All in all, the mod is a good piece of work and the support is great too!
Great mod, has incredible potential, one of the better ones out there. Something I've been waiting for quite a while! :)
The Red Wars Development team did a great job on pretty much everything in the mod. It's the most stable Beta build out there, in my opinion. I'm giving it 9/10 since it's still not a finished product, and there's always room for improvement! :)
Awesome mod...one of the best i ever play ! World War one games are really really rare...and this one combine perfectly Fun with a high respect of history ! Very beautiful models, uniforms, tanks, gas effects and masks EVERYTHING is just perfect .
This mod change also a lot the gameplay too, the battle is now more violent, more epic , the maps are transformed
its better to have mods that have committed developers than mods that have tbd as a status with no updates at all lol.
I played the mission where you had to hold the line as the russians, before the fight I ordered my units to accross the bridge out of curiosity, then bam the officer and his henchmen killed all of my men lol.
The no step back rule and the probability of surrender, it adds lots of realism to this mod which shows the commitment. Also the new animations and functions such as foxhole digging.
And yes I had access to 1.2. Caus I'm ninja like that. Whats good brah
For a one man venture, this game is pretty atmospheric. The sound design is probably it's best aspect besides the overall graphic design. However, while it is interesting the first time you play, this game has all of zero replay value. There are 7 Nights, each one getting progressively harder than the last. However, that's it. The animatronics just come after you faster. They don't change any scares. Once you've played night 3, there's nothing radically different for the rest of the game. Night 7 lets you customize the ai, or how fast they come after you, but that's it. Theres no extra content past that. In fact theres not even a pause feature or an options menu. If nothing else, this game reminds me of the good ole mid 90's DOS games, and for something like that it's not bad. For the sequel, I just recommend more content. 4 monsters wear thin as early as night 2. It still remains a great indie title, but other than that, I didn't really feel interested to play it after finishing it.
False Dawn is an excellent, if brief user-made campaign! Both the hub-based level design and the locational weapon system should've been part-and-parcel of Quake IV when it was released, though I'm glad somebody finally got around to implementing these features. The end result is a game that plays not entirely unlike Quake II, and I don't need to remind anybody about what a great game THAT was.
If False Dawn has a flaw, it's the Sikkmod graphics suite. Its options do a fairly poor job of concealing Quake IV's aged textures, and the fact that they suck up way too much GPU memory in the process only makes things worse. Call me spoiled, but I don't much care for the idea of playing a nine-year-old game with anything less than 60+ fps the whole way through. Unless your machine can handle the strain that Sikkmod puts on it, you'll save yourself a lot of headaches if you just all of its features off; you'll be left with a game that's graphically identical to base Quake IV, which still looks decent even in 2014.