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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Oct 8 2014 Anchor | ||
Please post the most basic and essential tactics and gaming guide for Misery here. For these who are veteran Misery stalkers only share the tips are the most essential for new players such as how to obtain first weapon and armor, what to do to survive ect. 1. Misery is designed for these who have been playing stalker for a while, it requires knowledge of vanilla game story line, quest line, map knowledge and above all, FPS gaming skill. If you are brand new to Stalker COP I highly recommend play vanilla game before try Misery mod, or else Misery will be true it's name and bring only pain and misery to stalker gaming. 2. Assume you already familiar with the maps. Each class will Enter the zone (Basically start the game with minimum gears) at different location. You should not get lost, only keep in mind go slow since all starting locations are not far from mutant spawns. You will find company very soon, and they are not always walk on 2 legs. Players will have some unlucky spawns where they will not survive the first 2 mins of the game, which is fairly common to the most skilled gamers, in that case just restart all together, better luck next time. 3. Enter the zone Black road will only spawn in Saw Mill for all classes. With only knife and no gear at all. Again players are expected to know which way to run (normally toward the ship). Again if players can not survive the first 2 mins either restart or choose enter zone with basic gears. Black road is designed for real hardcore survivalists, even the most hardcore and skilled players dies often within secs enter the zone. Don't be discouraged, the extreme difficulty was intentional by the designer, just find playing style most comfortable to you. 4. A lot of players are discouraged when they first arrive to the base, with next to nothing in bag and saw these 5 digits price tags at merchant window. Do not lose your hope here. It is again intentional by design. Players can and did survive long in the zone with almost no gears at all. All you have to know is which quest to do first and how to complete them with just shirt on your back. There are few quests can be done that way with no expense at all, each of them has good tactic posted by many other seasoned stalkers. 5. Do not be discouraged by the weapon and armor conditions in game. Player are not expected to have perfect condition equipment with in first couple of hours in game. A broken Ak74 will continue to fire even at 0 condition, they will jam as if they are at 50% condition. So always stay close to cover and expect weapon jam, they don't happen as often as ppl think. With broken armor and weapon some skilled players can last for a very long time, it is doable, only require caution and some luck. So bottom line is, expect your weapon stop working in the middle of gun fight, and don't get shot. Even in fully upgraded exosuit player dies from couple of hits at extreme range, luck is major factor after players are skilled enough to get behind covers. Expert Stalker gamers: Please only post your tactic for the quest (The Hit) and (The transaction) here with no gears. At the end of these quest players should have enough to get started for rest of the game. Edited by: DesertEagleV |
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Oct 8 2014 Anchor | ||
Bombs. Visit Shevchenko and raid the three stashes there. One on top of an engine, one at the bow, and one inside at the campfire. You now have enough money for an RPG based IED and a chemical IED from Owl. Buy them. Place an RPG IED in the ditch at Shevchenko. Then place a chemical IED in the ranger station. If you stand looking in the big doors of the ranger station, you'll see a wooden crate. You want to place it a few metres back and a few meters to the left of that crate, almost at the pipes. This is important. If it's too close to the centre of the room, everyone WILL die and you will part-fail the mission. You have to actually shoot someone to fully succeed. Placing it there will allow Morgan to survive. Start The Hit. Bandits will creep into the ditch and die. If they are spaced out a bit and any survive which you can't take out, try experimenting with jerrycans to make sure all the bandits die without you having to shoot them. When all are dead, speak to Sparticus and then return to beard. Start The Transaction. Note large explosion in the distance. Approach the ranger station, observing the body count, and seek out Morgan. Shoot him once and flee to cover, let Sparticus finish him. Gather the loot and speak to Sparticus (this will fail if everyone dies without you shooting anyone) than return to Beard. Done. Now go clear the waste processing plant |
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Oct 8 2014 Anchor | ||
But I am talking about players with nothing in hand, had to do these mission with just knife. |
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Oct 8 2014 Anchor | ||
1. If you're doing a mission that involves an artifact or are hunting for an artifact to sell, be sure to have a Lead-Lined Metal Container (LLMC) to store it in. If an artifact is in your inventory its radiation affects you whether you've equipped it or not, unless it's in a container. 2. If you're stuck for money, talk to Grouse on the Skadovsk and do the Bloodsucker Lair mission. Just buy a couple of cheapo grenades to kill the bloodsuckers on the first two floors. You can also stock up on ammo if you can afford it, then snipe the sleeping bloodsuckers from up on one of the machine cabinets in their room. 3. Another way to get money is to scavenge. The stalkers at the Shevchenko (the wrecked boat closest to the Skadovsk) and stalkers in the area to the north often kill large numbers of mutants. You can ninja some stuff here if you're quick. The stalkers don't seem to mind. Just watch out for dogs, snorks and bandits. They're not super common here but they do appear often enough to keep on your guard. 4. If you're looking for a cheap decent shotgun, a SPAS-12 (worn) is a bargain. The accuracy loss for being of 'worn' quality doesn't matter for buckshot that you'll be using at close range anyway. It only costs about 15000 RU (it will be less with discounts) and is way better than the sawn-off the sniper starts with. My Assaulters like shotties too. The ammo is cheap and it hurts mutants a lot. A nice budget weapon until you find something really good. 5. Related to my Assaulter comment: don't worry too much about class proficiencies. Medium proficiency in a weapon or armour is fine. Even low proficiency is workable. Obviously high proficiency is the best and is nice to have, but it's not vital and you should consider it a bonus rather than seeing Medium proficiency as a nerf. Low proficiency is a nerf but not a crippling one. 6. It's always tempting to replace that tattered shitty Light Overcoat as soon as humanly possible, but be patient and save your money for good armour. I find high quality armour makes more of a difference than high quality weaponry so this is what I recommend saving up for. The Heavy Overcoat and Sunrise Suit are both quite good, the more expensive Berill-5M and CS-3a 'Clear Sky' armour (available from Nimble) give even stronger protection. The Skat-9M 'Bulat' is very solid but isn't so easily available. The same advice goes for helmets - if you're going to wear one then save up for a Sphere M9 or M12. I sometimes get the helmet first because it comes with night vision. 7. Don't try going deep into fire or acid anomaly fields without a scientist suit or a SEVA. This includes getting to the plateau with Noah. You'll roast/melt in seconds. 8. Bandits and/or mercs can ambush you nearly anywhere, but the places they are most likely to be found in Zaton are in the southern and eastern parts of the map, from the Ranger Station down to the ruined bridge, Scar anomaly and waste processing plant, then across to the Fuelling Station (the gas station). Always be extra alert anywhere near here. 9. Learn to read the environment. Burning campfires are a sign that stalkers are there, and if it's in the southern part of the map (see point 8 above) it's usually bandits or mercenaries. If you see dead mutants and/or stalkers, that means something killed them and may still be around nearby. If you see fleshes and boars running around, take a look to see if you can see what they're running away from. These mutant piggies are like an early warning system or a danger barometer. 10. Learn the areas where neutral stalkers can most often be found. Use these as waypoints for journeys. Neutral stalkers are hostile to most of your enemies and often clear areas of danger for you.
The Hit: your low-cost friend here is the once more the low-cost grenade. You only need one for this. Let the bandits go ahead into the little gully and toss a grenade after them. It may not kill them all - if it doesn't, either quickly gun down the survivors or run away back around the ship and let the Shevchenko stalkers finish them off. Be sure to loot the dead bandit bodies quick before the Loners get to them. The Transaction: Again it's time for the grenade to shine. As soon as Spartacus gives the order to attack, throw one through the large entrance where the deal was taking place. If you've got more than one grenade, toss those too. After that it's just a matter of using cover, clearing rooms smartly and shooting anything hostile as soon as you see it. It's worth hanging back a little bit so you're not the first through the door (I usually check to see if I can kill anyone through the window to the right of the main entrance). Be careful not to kill your own guys.
If I was going to do those with just a knife then I'd take one swipe at a bandit and then leg it, and hope the friendly stalkers killed the rest. As long as you hit a bandit you count as contributing to the mission. A recon might have more luck since they can pierce the thick armour that Morgan and the mercenaries usually wear. You could try some crazy ninja stuff sneaking around the ranger station, but that's above my pay grade. In both cases, if I just had a knife then I'd rather be out in the swamps wrasslin' with fleshes for profit, or on the prowl for dead stalkers to loot from. Edited by: Lomlom |
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Oct 9 2014 Anchor | ||
Even as recon with a spetznaz switchblade, I have never killed an enemy without dancing round him slashing madly and taking shots to the face for 30 secs. There is no way I'd advise a new player to try it, that's a shortcut to the uninstall folder. By looting the Shevchenko as the first thing you do ingame, you can go from having a knife to having bombs and the means of completing both missions with minimum interaction and thus risk, and as you point out, it leaves you able to comfortably explore the rest if the game. You asked what one does to complete both missions with no gear, my answer is: you don't. And even if you could, the tactic should not be in a thread for new players. Instead I gave new players a tactic on completing both missions at gamestart. Edited by: htkblazer |
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Oct 9 2014 Anchor | ||
Yes it would be challenging, but completely doable. It will encourage new players that there are options at beginning of the game, rather than complete stuck and dies of starvation. |
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Oct 9 2014 Anchor | ||
Think stash raiding is more viable than expert mode engaged knife fighting... |
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Feb 4 2015 Anchor | |
This is only for Dark Road, starting off a normal playthrough, you won't even need half of the stuff I'm about to say. I honestly got lucky. Few things to note about Looting and Selling : For the Hit, if you have only a pistol and not the Shotgun I just took from the stash, just let them walk a bit, shoot one in the back of the head and run back where you came from. Save often and you might get both sides to kill each other off. Loot. For Transaction, since you got a decent gun from the Hit, let Spartacus or whoever is leading them go first. I'm not sure if it was me but Morgan just stood still while I shot him but inch your way into the front big doors. Stay in cover and, again, save often. The stalkers should finish up the bandits and mercs quite fast as they have the superior weaponry. Loot and loot fast. Follow some stalkers if they seem to be running off into some random direction. If you feel like you need more cash, Head to the Shevchenko and look towards the open plain hills. Usually there will be either Loners, Duty or Freedom members shooting fleshes and boars. If you are lucky, one of them might die and you can loot them. If anything you should have gotten yourself a decent firearm and some ammo. You should have enough now to buy a UPD, Headlamp, a Gas powered Stove and the 9L Jerrycan (Best price for 9). |
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Mar 9 2015 Anchor | ||
Here's a quick one. Let's say you've got your crappy early game gear and you're tramping through the swamps, looking for an easy score, when you're ambushed by hostile NPCs. In vanilla CoP most players would crouch down right there, raise their weapon, take careful aim and drop the bad guys one by one like in a shooting gallery. Some try this in Misery and find it doesn't work, instead they're very quickly killed. Then they complain about it on a forum somewhere, saying how cheap Misery is and how the bandits have crazy perfect aimbot accuracy, and are impossible to kill even though the player totally shot them like a million times right in the head. What you really should do in this situation in Misery is the following: These tactics work because NPCs are quite aggressive and will try to push in on where they think you are. They will focus on the last spot that they saw you or where they heard you making a noise (obviously gunfire in particular because the sound travels a long way). They don't have good vision to their sides or rear so they are vulnerable to being flanked. Using this behaviour against NPCs is the key to defeating them. They do have good aim and some of them are very well armed and armoured, but even these can be flanked and then killed at point blank with a long burst or a half-dozen buckshot blasts. If you're a bit better equipped you can combine these tactics with laying mines or IEDs, or with throwing grenades.
They do protect against pistols, submachine guns and the odd bit of buckshot, which can leave an unprotected stalker wounded and heavily bleeding. Rifles though, especially AP ammo, cut through them pretty hard still. Overall I find that mid-tier armour is worthwhile and will help a stalker survive a firefight, and that goes double if you stack some extra kevlar or carbon steel on top. |
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Mar 10 2015 Anchor | ||
Regarding the prices of owl & bonesetter and beard & Hawaiian, they do make a huge difference. I feel like you can get sometimes more then 50% better prices for different items on the traders, so if you are not sure take the time and double check its very much worth it especially in the early game: owl & bonesetter pays more for: beard & Hawaiian pays most for: What to take what to leave: - when you need desperatly some cash and are roaming close to base then you might as well take damages guns and boar/flesh pelts..after looting 1-2 squads they can give you around 5k for the damages guns easy...this is not a very profitable tactic if you have to move further distances since your stamina suffers severly. the next step is to loose heavy repair stuff which doesnt bring a lot of cash...this includes all kinds of ropes, hammer/crowbar, boots Personally I suggest as Assaulter & Recon the very first thing you safe up to is "March" or with slightly bigger mag "Alpine" handgun from Nimble which should be only ~20k Next is to get a good suit, which can again be bought from nimble. If you play assaulter or sniper I suggest getting the CSa-3 armor which has very decent protection and upgrades...I think its around 70k or so?! personally I always get a suit before ever repairing the one you start with, a good suit is very important to me! -- Bonesetter - You look a touch pale, how about a little injection or two? |
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Mar 10 2015 Anchor | ||
This is a list of Misery's mutants and their key traits. This is something I made for myself originally, to help me remember differences from vanilla and what the new monsters can do. My danger ratings take into account how difficult this mutant is to avoid and not only how dangerous they are in a straight fight. For example a pack of fleshes can do a lot of damage if they all attack at once but because they're so lazy, cowardly, noisy and easy to spot they aren't much danger to an alert stalker. Bear in mind also that the specific situation you're fighting in can make a big difference - gunning down snorks across the quarry in broad daylight with long range machine gun fire is much less dangerous than fighting them in caves at nighttime with a worn sawn-off shotgun. Mutants prefer to attack things on their 'Primarily attacks' list over things in their 'Also attacks' list. This information is taken from the table in game_relations.ltx; mutants have their reaction to enemies set as either -1 or -2, preferring to fight those rated as -2. For less aggressive mutants like fleshes it doesn't make a lot of difference. However if more aggressive mutants become aware of one of their preferred enemies nearby while they are fighting a less-hated enemy they will often break off to attack the newcomer. This is why, for example, you may notice that snorks will come after you even if fat tasty fleshes are nearby too. This also works the other way around - mutants attacking a primary enemy will generally ignore lesser enemies until their current prey is dead and they can't detect any other primary enemies. For example, you may notice dogs hunting fleshes and boars will attack them until these prey are all dead, and then move on to attack nearby stalkers (including you). This is useful information because knowing which mutants can be distracted by other mutants, and which mutants will make killing you their priority, helps a lot with judging how dangerous a situation is. If you want to know what an individual mutant looks like, check them out on the Stalker wiki : Stalker.wikia.com Tushkano: Flesh: Boar: Blind Dog: Pseudodog: Cat: Snork: Izlom: Bloodsucker: Pseudogiant: Psy-Dog: Controller: Poltergeist: Pyrogeist: Dwarf: Chimera: Edited by: Lomlom |
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Mar 11 2015 Anchor | ||
Great job there Lomlom. Very simple and informative. I guess the only thing I can add to that is adding a factor to the danger rating. The narrow and tight space will have at least 2 to 10 times multiplication to the danger rating depends on the mutants. For example dwarfs in tight space is far more annoying than the ones in the open area. 2 cats in a basement is far worse than 10 cats in the open. If you got caught in the basement facing a pseudogiant (oh yes they can get in) like I did, let's just hope you saved the game not too long ago. Open area always offer more safety since there are far more areas to move around. Generally speaking the best time and place to actively hunt mutant is during day light in open and well scouted areas. The worst time and place to actively hunt is during night and tight narrow places with few option to escape, at this point the player isn't the hunter anymore. So for these who are not familiar with Misery night hunting, just don't. Stalkers in misery often facing tough choices when it comes to mutant combats. What weapon/equipment player carrying at time, distance to safe house, distance to possible enemy patrols, number of mutants and their possible profit, which area player is in, weather, time of the day etc. These are all the factors player will have to consider before pulling the trigger. Generally all the noob stalker like myself once upon a time, will pull trigger as soon as something is moving in front of the gun. Often result in reload the last save. The seasoned stalker in misery mod will think twice about engage the enemy/hostile mutants. |
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Mar 18 2016 Anchor | ||
-- Bonesetter - You look a touch pale, how about a little injection or two? |
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Mar 18 2016 Anchor | |
Nice protected spots like that are a great place to use those grenades you find. Save your bullets for things that shoot back Smart use of the terrain is your primary advantage over mutants. They are tougher, many are faster, and highly outnumber you. If you are unprepared, avoiding drawing their attention is your safest bet. Gigants inside buildings can be a nightmare. I was trapped by a pair inside the Jupiter Admin building once. That was the only time I ran out of ammunition completely and crawled back to base. They can effect you two stories above and below them when you can't even shoot back. Mines are your friends then, hope you still have some in your pack ... I didn't. |
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Mar 24 2016 Anchor | ||
I've tried luring chimeras into anomalies but I had no luck with it. If the chimera is close it just jumps over the anomaly. If the chimera is far away then it usually runs around the anomaly. |
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Mar 30 2016 Anchor | ||
I took out the Chimera for Trapper's quest, just by using one tree and keeping it between us, then each time it leaps, put two barrels of buckshot into it and get back behind the tree. Kinda felt like exploiting the AI, I'm sure a chimera would have been able to rip that tree to shreds, or at least be smart enough to clock on to what I was doing. Another time I just put an RPG into it lol. Also, is it just me but I prefer the double barrel shotguns (Specifically side by side I think TOZ34 as it does slightly more damage) up to pretty much anything but the Saiga. I find being able to unload 2 rounds almost instantaneously gives you a much better chance of putting down a bloodsucker or snork when it takes a swipe at you, or any NPC for that matter. Yes, with SPAS 12 you get more rounds in mag but I find you can only get one shot off at faster moving mutants due to the fire rate. |
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Mar 30 2016 Anchor | ||
Don't feel bad for the mutants, bro! Exploiting AI is Misery bread and butter. Chimeras can kill you in one hit, so any advantage you can leverage is fair game. It can potentially go bad for you too, like if some dogs decide to show up and harass you out of your hidey spot. Similar story for NPCs - the biggest advantage you have over them is brains. They have numbers on their side, the high level ones take and and shoot about as quickly and accurately as a human player, so outsmarting them is your best weapon. Well, that and a sniper rifle. The SPAS 12 and Maverick 88 are nice when fighting a larger group of mutants. You can blast down cats and dogs in quicker order than using an old breech loader. The unique pump-action shotguns are pretty nice, especially the Maverick 88 "Predator" from Trapper. You can upgrade their rate of fire with a mechanic too. |
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Mar 31 2016 Anchor | ||
Why would you want to play with fair Chimeras. After you reach Pripyat free play stage, they always in pair of 2 and you don't want to dance with them. Their leap distance is surprisingly high and far, damage so high that no gear in game can protect you from single leap attack. There are remote chance some have survive the first leap, but the beast will land right in front of you and next claw attack will not be possible to dodge. The only down side (advantage for us in fact) is that their leap isn't accurate for the first couple of times, they always circle around and leap a few times away from players before the kill leap happens. Trust me, use anything you have got and around you would be smart. Trees, rocks, buildings, crates, pipes, pillars, fences and sometimes anomoly fields, all can be used to keep yourself alive. |
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Mar 31 2016 Anchor | |
Their aim should be slightly improved with change in that process factor. |
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Dec 10 2017 Anchor | ||
The fastest way I found so far to make money is looting dead Edited by: misterkat |
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Jan 10 2018 Anchor | ||
Yeah definitely do some quests before doing TOO much scavenging - I knew the ropes from 2.1.1 and my first playthrough of 2.2 I scavenged for about fifteen expeditions and eventually I noticed that knuckles had stopped calling on me as I entered the Shadovsk and owl had "something to ask me" . Turns out I missed the 'attack on the Shevchenko' mission and now had to go straight to the 'trade' mission at the rangers station - on Morgans team! No chance. Edited by: htkblazer |
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Oct 9 2022 Anchor | ||
cool thread |
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