This mod intends to add various weapons from all around the globe to Misery mod, weapons of every stalker's dream. Suggestions, Feedbacks and points of view are very welcomed ! Have fun with these new toys !
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What are the chances of being one shot? | Locked | |
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Jul 7 2019 Anchor | ||
Hello, everyone. With all the new weapons and ammunition that the non-player characters are able to use. I would like to know if the chances of being one-shot, by guns while wearing high tier armor and being under the effects of morphine, are higher or lower than with vanilla Misery 2.2.1? I am asking this, because I only like to play ironman and getting one shot, always, breaks my heart. This is my first thread. With this, in mind, I would like to apologize if I have done something against the rules, asked a rude question or have wasted the time of anyone. Thank you. |
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Jul 13 2019 Anchor | ||
Hello, apologies for the delay. Getting one shot highly depends on your gear and the gun you were shot at by. If you're at point blank rang against an NPC with a good gun than you probably have no chance. All meds won't stop a bullet from rupturing your armor, only Kevlar plates can, and by high tier I hope you mean something like Berill and better. I use Berill all the time mixed with two Kevlar plates, this saves me most of the time even from high calibers like 7.62. Know this, even Ironman was gunned down |
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Jul 13 2019 Anchor | ||
Player's armor, kevlar, steel plates, artifacts and morphine's effects stay unchanged. What was changed so far is ammo stats and NPC's resilience. They however offset one another, so the TTK is somewhat similar to vanilla when it comes to most weapons. Greatest changes are for full-size rifle ammo, which is much more powerful than it was in vanilla. These rifles apart from high damage also have much higher recoil, but NPCs usually can control recoil very well, so this might be a problem sometimes. If you see that enemy has a sniper or battle rifle (FAL, G3, SCAR-H etc) then there's a chance you'll get one-shot, especially if he has AP ammo (usually mostly in equipment of high-ranking NPCs or Mercenaries). So I'd say it's very important to remember that in battles recon is probably the most important asset of all. When you spot enemy patrol, instead of rushing them try to look them up with binoculars or rifle scope, try to see what weapons they sport and if they look high-ranked to you (enemies in heavy armor, bandits in trenchcoats and plate carriers) - if you see an enemy with a FAL or LMG who wears a fancy outfit then you know you should be very, very careful. Most NPCs however carry intermediate caliber rifles like AKM, AK-74 or similar, and their one-shot potential is much lower. Currently on my playthrough I use a light trenchcoat and carry one kevlar plate when going stalking or two when I know I'll be in a firefight (I think I'll switch those two for one steel plate though) and I have never been one shot by anyone so far. When using a high-tier armored suit with steel plate inserts you should be able to withstand several hits, even more with morphine. Edited by: czwarty_ |
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Jul 14 2019 Anchor | ||
Thank you both for the replies.
Edited by: BankruptPhantom |
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Jul 14 2019 Anchor | ||
I see, faction armors aren't really meant for heavy fighting, and Exo is definitely not for fighting either, it's for heavy loads. I can't comment on the CS since I've never used it, never liked it really. Berill proved itself to be super effective in almost all fights I went through, hell it kept me alive from being ripped apart by more than 10 blind dogs xD, literally! they all were surrounding me biting my ass, the armor took all the damage and lost 70% of its durability while I only lost about 30% health. Remember to use kevlar and steel plates, they're very handy when stacked together. Edited by: mp5lng |
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Jul 16 2019 Anchor | ||
I too can attest to the Berill's effectiveness, but considering I go straight to that from the torn-up Light Overcoat we start with, naturally it feels like a wonder in comparison. I still go for the Bulat once I get into Yanov with enough cash, but the Berill can keep you afloat. The CS armor is also a decent option if you want a solid compromise of medium armor & anomaly protection, but the trade-off is an upgrade tree that I find a bit lacking. I commend anyone willing to try out Ironman mode, but it's just not for me, and that isn't just because I like a good skirmish - Misery is no stranger to ambushing you with high threats, sometimes unescapable. Recon is definitely important, but eventually you'll get those hostiles that spot you but don't open fire because you didn't see them yet, so they follow until they catch up......and then open up in full auto right at your back. Or maybe it's a variety of mutants that smell you from a mile off and get hungry - plenty of them are capable of this. Starting out in fact is more dangerous than ever with many NPCs making use of hollow/soft point ammo. If it weren't for the one Kevlar Plate Assaulters start out with for that reason, one/two shots would be -way- more common. That's why one of my highest & first priorities in Misery is to acquire a 2nd Kevlar Plate (or upgrade suit for more artifact slots first if necessary), and swap them out for Carbon Plates ASAP. Gotta be able to live before you can get better. I've dropped down to one Carbon now that I'm in an Exo, but I'm still seeing medium & large caliber AP ammo being used against me with regular occurrence, so I still keep one on. But it's not just about taking individual hits better, but maintaining suits for longer. Without plates, even managing to survive a surprise heavy gunfight or mutant mosh pit could leave your suit in tatters further than you can fix in the field, like poor mp5lng up there. I'm not aware of a method to patch up suits bit by bit like with weapons & spare parts, and once a suit drops below 30%, I'm not sure there's any worthwhile way to save it yourself. Not to mention the obvious side effect of suits in bad condition offering much less protection. Consider keeping at least one Field Outfit Repair Kit on you at all times - they're remarkably lightweight for being able to repair suits as low as 40%. Plates only help with the majority, obviously - I'm certain they do nothing to lessen head/neckshot damage. From there, its up to you, a solid helmet you can trust, and some luck. And that's just the human threat: Exos might as well still be trenchcoats against Controller snipes, Pseudogiant slams at close range, & Chimera swipes. The first two can be avoided from afar, but good luck outrunning the third. I feel like I don't have that option, so I must be ready for whatever comes. Just last night, I was passing by a sole loner sifting for artefacts at the gassy swamp between the Sawmill & Krug. Within moments, we were blitzed by seven pseudodogs with a pair of chimeras in close pursuit. Poor bastard didn't last 4 seconds. I did, but it took an MP5SD5, enough 9mm +P+ to outfit a police department, and in Bonesetter's words, "an injection or two". Exo w/single Carbon Plate held up at 77% in the end, but I ran that SMG ragged down to 53%. I can't imagine that going any better in a lesser suit, personally. Hostile combat is inevitable, and it won't always wait for you to find it first. |
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Jul 16 2019 Anchor | ||
I want to apologise in advance for posting what is is very large and I am uncertain if I should post anything on this board as my answer has been answered, but I wanted to say something. If this is incorrect of me please tell me. I got both the Berlil and CS-3a, today, and yea the Berilil appears to be better. Higher rupture protection, armour protection, and better ergonomics. I would go as far as to say that the CS-3a would be an actual rip off if not for the 3 armour attachment modules. That one more armour attachment module upgrade is the only reason I am still torn which is better when fully upgraded. I personally just do not care ergonomics that much. Never helped me not to get one shot and you can just use epinephrine and still sprint none stop for half a day. Unless you are a very greedy or over-prepared stalker. I will go with the Berlil though. That story with the vicious tickling dogs pushed me hard. Dogs are my number one enemy those guys are responsible for killing me more than anything before I realised the beast ai would start hunting at 200 range when they are in large packs. I assume. Either way that line of thinking stopped me dying to dogs, but god help me if I have not wished I would not need to cower from dogs. Not that I am going to find out if I can fight a pack of dogs, wearing Berlil, in an open field, on purpose that is. God knows those sly cowards will find a way to get me and 50 of them in an open field. Plates are ridiculously good, especially against mutants. I think, from personal experience. I remember surviving one chimera pounce wearing a heavy overcoat with 2 steel plates, while under the effects of morphine. After that, I always just outfitted whatever armour I had with plates rather than rushing the next tier armour. I just wish I could use plates with my helmet. I have a feeling that if I could become a stalker known as the duct-taped steel head, I would be the mightiest of all stalkers, but alas. Ambushes by mutants and humans used to be a problem for me, but I found out that the issue was not my recon skill. Rather the limited switch life distance, with enemies spawning in after I was done scouting and moved forward. So, I just set the Switch a life distance to 5k to fight that issue, now I can see some mercs from the waste processing plant even while on the Shevchenko ship, only 1 dude on one of the higher balconies. But it counts. I must apologise for the next part as I will be discussing me doing something naughty with the mod, which is setting the A life distance to 5k. I know it was recommended to change a life distance to 150, but I did not want to go back to getting run over by packs of dogs. Which simply were not spawned while I was scouting. It has been bugging me, so I want to ask. So, on the subject of hostile combat being inevitable. I feel I must ask if the TAZ team did something weird with mercs? Like making them omnipresent. With their vision radiuses being buffed to a thousand meters (Not exaggerating, this is the serious distance I am suspicious of) and being able to see through walls, I assume. It is just that I have been fighting mercs on Skadovsk. Today I have literally opened the doors of the boat, not even taking a step out of the door. Only to be fired at by a lone merc. This was not a lone occurrence but has happened to me 3 times, 1 lone merc and 2 squads. I have killed 6-7 mercs on skadovsk, thus far and this is without me leaving for Yanov. They have not shot at me above the distance of 100 meters as far as I can tell though, not that I tried to see if they could shoot me at a distance above that. Also, these specific mercs I assume are from the waste processing plant, because I found ridges PDA on one of them. Point being those villainous bastards seem so determined to kill me that they are sending their squads from the processing station to Skadovsk, just to kill me and it has been seriously scaring me. adding a sense of impending doom to whichever location I now go. Knowing somewhere someone is going to find me, who is equipped with the best armour and weaponry and that they will try to kill me when they find me. I was even shot by one while wearing nothing but an overcoat and a steel helmet, by the gas station, I had no choice but to run in the opposite direction knowing that I scouted 2 packs of dogs where I was forced to run to. Although I must admit those cross-eyed pricks have landed 0 shots on me thus far, not for a lack of trying. As the Skadovsk ship, I feel, might start resembling cheese more than any boat. The look and smell of the rusted metal did not help in the first place, but the holes are sealing the deal. Please send help, before the cheese boat becomes a reality. |
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Jul 17 2019 Anchor | ||
Oh jeez, you never dealt with the Waste plant mercs? Those dudes are the worst in Zaton, and they're a large group too. I knew they'd hunt you down when provoked, but I've never heard of it going that far. It's not like Vanilla, either - in Misery they're hostile from the start, and come baying for blood from half a mile away. I've never not dealt with them once it was go time, so I've never seen a situation like this. At least at the Waste plant you know where they're coming from (although maybe not how many), but now you've given them time to spread out to god knows where. Now Mercs by the gas station is nothing new. The Gas station is regularly occupied, and not often with good company. Sometimes mutants, but its usually Mercs, Bandits or Zombies. Even if the former two are only neutral, I make a keen effort to wipe them out before they surely open fire on some Loners. If they're not hostile, that makes it easier - Misery allows setting up mines or explosives with their detonation not being immediately traced back to you, unlike many mods. The loud ruckus might draw attention though: Activities at the Gas Station regularly alert whomever is at the Oakpine Anomaly, Substation Workshop, & Iron Pine Transformers, so you might have to act quick there before more come down the hills with guns drawn. As for Mercs in general, Mercs in Misery are just genuinely that good. Lore-wise, they're supposed to be next-level foes, and probably at least on par with Monolith. In fact, for the first time ever, they might be, since TAZ gave them weaponry superior even to most Monolith. TAZ didn't do anything to Mercs beyond giving some of them premium loadouts, but it might be enough. Even the initial Waste plant group should have some noteworthy hardware among them, especially Hook & Ridge. Oh wait, sounds like you dealt with most of them already. Might be hard to tell though, since Mercs will spawn with regular occurrence in Zaton afterwards anyways. The only good news is that Mercs are only chummy with Bandits so all other groups will help fight against them. Merc presence is surprisingly low in Yanov compared to Zaton, although I'm not sure if that might change somewhat after Black's team ambush at Jupiter. I'm quite honestly amazed that you dared to turn on A-Life to such an extreme degree. That sounds like CPU hell. Guess you've got a great rig. However I've seen bad stuff happen with certain mods that allow this setting. Quest/Game breaking stuff. Stuff like NPCs or bodies spawning (because of A-Life being everywhere, of course they will), and then getting killed by things that weren't supposed to find them in the first place, and then their bodies vanishing by the time you get around to them. Misery even at recommended switch distances is notorious for this in all 3 Zones. Grouse gets buggy or MIA if you start his quest and don't get to the next step in a timely fashion, and Noah's almost guaranteed to vanish at some point - He and his doggy disappeared almost immediately after my first run-in with him, and I had to spawn a Compass later to wrap Beard up. Topol & his crew are severely vulnerable from the moment you set foot in Yanov, as they get directly attacked by Pseudodogs on a regular basis. Its recommended to help them and the scientists out ASAP. I hesitated even a little last playthrough, and half his crew were already gone on my first visit. Strider and his stranded squad aren't as quite as likely to get attacked, but if even one of them is gone by the time you try to recruit them into Duty/Freedom, it'll be too late - they'll glitch out into regular Monolith and gun down your unwitting recruiters, then leave you alone and sit back down like nothing happened. Hilarious, but f#%ked nonetheless. By now I'm sure you get the picture. I understand the threat of multiple dogs. I really do. They wouldn't be so bad if they just ate what they killed to sate their hunger, but they just relentlessly kill and immediately move on to the next target. Same as most mutants, really. But at least you hear Dogs coming, so there's a chance to run. Maybe not Pseudodogs, since they tend to get quiet until they reach you. IMHO, though, the real danger are Cats. Dogs band together in packs, and come at you from one direction. Pseudodogs are harder hitting and more constant, and can close the gap faster with semi-predictable lunging attacks, but like dogs often come from one direction. But Cats can come from multiple directions at once and are entirely silent - if they don't come at you from the front, they WILL hit you first before you notice them. Its often just a few at a time, and many dance around you before they get down to business so they don't all come at once, but there can be as many as 5-6 at once. They also strike as quickly as Pseudodogs, but whereas Pseudodogs go for raw damage, Cats major in tearing your $#!t up. In other words, they shred your armor apart like few mutants can, while making you bleed over and over and over and over. Heavy bleeding in a tight spot can be an easy killer, and even Morphine might not work fast enough if your health is also low. Small survival kits may be the only immediate answer - keep at least a couple handy to stop bleeding the quickest coupled with healing, while also providing calories to compensate for any recently used stimpacks & blood loss prevention. As for your armor.....well, hope they don't get you too bad. Multiple clawings can make quick work of lighter suits, and if they manage to spring their attack on you just as you get stuck smoking or something else that stops you for a moment.....hoo boy. If you want, I can tell you how I deal with the Waste plant dudes on a regular basis. |
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Jul 17 2019 Anchor | ||
Yes, Servalion is right. It is NOT recommended to increase switch_distance to too high values, unless you are doing only freeplay. Scripts, quests and missions were optimised in vanilla to even lower disstances, at 100-150, so increasing this causes a lot of problems, some might even be impossible to fix. Grouse bugging out is one of most common. Misery, apart from having MSO added and huge number of mutant and NPC patrol spawns, also increases the aggression level of them and the fights are often so fierce that NPCs end up moving to areas where they should not be at all, like your example with Waste Processing Plant Mercenaries at Skadovsk. Apart from being a bug-fest it also somewhat ruins the story and realism - Mercs stay at their outposts for a reason. BTW about Mercs, we didn't change their accuracy or aggression level, the only changes are in weaponry, but they have now *less* AP ammo than they did in vanilla. Edited by: czwarty_ |
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Jul 17 2019 Anchor | ||
He's right, a good SMG can make all the difference. Strangely enough I've never bothered with the Skorpion vz61. Too many bad memories of the "Klobb", I guess? Odder still is that there's only a couple of variants of it and relatively often carried as a backup by NPCs, so coming across the Camo version should be an easy goal. Thing is, if you avoid combat when you can, you might not see a lot of the ones he mentioned. Of the ones he mentioned, I've only ever seen the PPSH, Uzi, Mini-Uzi, and MP7 for sale at traders. Maybe a P90, but probably not. Most of the rest I've found from other NPCs, and I'm still not seen a Micro Uzi or Kedr. Cool to know that a Micro is in the mod, although you'd think a Kedr would be more common in the Zone. I've also only seen one KAC this playthrough on a Merc, but the bastard didn't drop it - One of those cases where their equipped primary magically vanishes the moment they die. It may be Misery, but that's effing stupid beyond belief - I know he had it because he had its exclusive ammo. Grrr, it's such a good PDW, too. Just really hard to come by. |
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Jul 17 2019 Anchor | ||
From personal experience. I did not notice that many bugs from playing with a fully loaded map. Certain things were better from my experience even. |
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Jul 17 2019 Anchor | ||
Micro UZI is not on the mod. Captain flies away |
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Jul 18 2019 Anchor | ||
I wouldn't advise Saiga vs dogs. Shotguns now have realistic spread which is very small, unless you're over 15-20m from target there's basically no spread at all, it's something most people are probably not accustomed to, using their experience from other games that tend to portray shotguns as accuracy equivalent of hairspray-lighter combo. Using buckshot #4 can somewhat increase the spread, but only by small margin. Sawn-off shotguns are slightly better at that but again at close range the spread is very small. BTW for mutants you should always load soft-point rounds. They even feel somewhat too powerful right now and it's possible they will get some kind of nerf in one of next patches, so use them till you can;) |
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