Description

Makes the psy-dog's phantoms (clones) no longer deal damage and not slow you down. More in description.

Preview
[DLTX] Izperehoda's psy dog no damage from phantoms
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izperehoda Author
izperehoda - - 485 comments

Probably won't update this. (it is already perfect)

Compressed to 380 bytes for fellow UNIVAC gamers.

Preview made by me.

The NBC suit stays on during sex.

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Gangst3r
Gangst3r - - 32 comments

Plz do psy damage from this phantom dogs

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izperehoda Author
izperehoda - - 485 comments

Idk how. But i'll test it out. They didn't do damage in SoC, and SoC is peak game design.

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JonySnowball
JonySnowball - - 53 comments

I totally agree, it would be logical

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izperehoda Author
izperehoda - - 485 comments

I have looked into configs, and found something interesting. The psy-dog phantom's damage type is already classified as "telepatic", unlike other mutants, which have the damage type of "wound". Yet, in-game the phantoms still deal physical dmg and no psy-dmg.
I guess even the original author of the pseudodog.ltx config couldn't make it work the way you want. Which means that likely, i too, cannot do it.

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ElCaz4dor
ElCaz4dor - - 193 comments

In CoP and Misery, they do very little damage compared to the main one. Or it feels like this. I use this to identify the main one in Misery when in SEVA and packed with Steel plates.

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izperehoda Author
izperehoda - - 485 comments

I don't consider misery a good mod. Pretty much everything Anomaly inherited from Misery is poor quality, and they would probably be better off just taking things straight from CoP.

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ElCaz4dor
ElCaz4dor - - 193 comments

It had its moments :D CoP was ultra fun as it was.

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Guest
Guest - - 690,355 comments

The reasoning should be that it distracts you from the real attack, not doing real attack on top of real attack. This is just stupid reasoning to me, this addon is perfect.

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RamseySparrow
RamseySparrow - - 833 comments

Yep. There's always been quite a big share of poor design sensibility in the game modding spheres in general, with the prevalent sentiment being 'more "realism"' 'more quantity' 'more punish', all steeped in lack of experience, confusing the notions of quantity with quality and lack of understanding of the reductive principles of good design.

By making the phantoms deal damage you show yourself to have missed the point of the idea of phantoms and what makes the mechanic exciting in the first place.

I recall packs of dogs having had a similarly well-conceived gimmick idea to them in some past mod, possibly Autumn Aurora: you could scatter the attacking pack temporarily by hitting one of them, startling the others. Not much of this in Anomaly, sadly.

The team would be wise to bring similar mechanical cleverness in place of pure damage and grind - that mentioned quality vs quantity mentality.

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izperehoda Author
izperehoda - - 485 comments

I totally agree. It seems that a lot of people who mod stalker simply don't understand what makes stalker a good game. Cutting down on quests, unique mechanics and art direction, and then "compensating" for it by adding a bajillion tacticool guns and """realistic""" mechanics which just increase progression difficulty to a comical amount is not good game design.
Honestly, SoC is more realistic than gamma despite being much more dated.

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RamseySparrow
RamseySparrow - - 833 comments

There are objective and subjective aspects to this of course, and going beyond just stalker or even games.

Subjective you can discuss, but hardly argue.

But certain things are objectively verifiable, and can be discussed and argued beyond mere opinions.

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ElCaz4dor
ElCaz4dor - - 193 comments

Those things were still a force to be reckoned with in CoP. Especially the Oasis one.

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