Makes the psy-dog's phantoms (clones) no longer deal damage and not slow you down.
More in description.
Self explanatory. Idk what modding genius decided to make fake psychic projections deal physical damage and slow the player down, but with this add-on they no longer will. They still look like they are attacking, but deal zero damage. Install like any other add-on, should be compatible with everything.
Use this anywhere you wish, but please credit me if you do :)
My other add-on ICBM, which balances some other mutants.
Alternative Pseudodogs and PsyDogs for nice new doggy models.
Why not just make this a part of ICBM?
It would make it hard for people hard to find this specific add-on, which i consider more important than other ICBM modules. Probably will just add it into ICBM too.
Enjoy.
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.
Plz do psy damage from this phantom dogs
Idk how. But i'll test it out. They didn't do damage in SoC, and SoC is peak game design.
I totally agree, it would be logical
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.
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.
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.
It had its moments :D CoP was ultra fun as it was.
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.
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.
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.
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.
Those things were still a force to be reckoned with in CoP. Especially the Oasis one.