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!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Know your ammo
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments  (0 - 50 of 86)
N.Aaroe Author
N.Aaroe - - 2,709 comments

Stalkers Journal, page 9:
- - - - - - "Choosing the right type of ammo for your mission - - - - -
- - - - - - - - is just as important as a good aim" - - - - - - - - -

Reply Good karma+9 votes
ClearVall
ClearVall - - 470 comments

It would be great if we had something like a "maximum mags count" - for example, an assaulter can hold the maximum count of 8 mags, that would be 240 bullets of any type. Sniper can hold 4 mags of heavy high-calibre bullets, that would be something like 40+ bullets. And so on. Would be just amazing...

Reply Good karma Bad karma+1 vote
N.Aaroe Author
N.Aaroe - - 2,709 comments

We made it so that it is all up to the player to choose how much metal he want's to travel with.
So the light recon class can choose to carry several kilos of ammunition if he wants
- but he will be burdened alot more than the heavier assaulter class will in such setup.
The sniper class is the golden middle way in this regard and if his 'type' is role played to perfection he will be equipped with more types of 'special' ammunition but only in small quantities.

Reply Good karma+9 votes
ExoMonolith6
ExoMonolith6 - - 125 comments

you should allow the player too choose what class to play as upon entering game if possible instead of having them to reinstall the mod everytime he wants a different person

Reply Good karma Bad karma+1 vote
harry80
harry80 - - 106 comments

I dont thik this is possible.

Reply Good karma Bad karma+1 vote
Setakat
Setakat - - 873 comments

Each class has customized configs and settings, and cannot be changed dynamically ingame, only out of game when it isn't running. So selecting the class during install is the only possible way.
Only scripts can be dynamically reloaded ingame, and then only during the loading of a game, or area transitions.

Reply Good karma Bad karma+3 votes
mark009vn
mark009vn - - 49 comments

Since combats, damages, and spawn density in Misery 2.0 has been totally changed, every class needs to carry at least several hundred rounds of ammo as a bare minimum, having a limit on how much bullets you could carry greatly diminishes the effectiveness of recons and snipers.... I think it's best to keep it's simple keep it the way it's already is....

Reply Good karma Bad karma+2 votes
Zombiestubble
Zombiestubble - - 356 comments

Several hundred? Think of how many people walking around you are going to have to kill.

Lets say you want 300 bullets. And each person somehow has only 10 bullets on them in their AK.

You would need to kill 30 people to get 300 rounds. About. And it doesn't help that either of the traders right now carry any COMMON ammo, but just obscure 7.92 stuff.

Reply Good karma Bad karma+1 vote
Zombiestubble
Zombiestubble - - 356 comments

Sorry, double post.

Reply Good karma Bad karma+1 vote
Seeker_of_Strelok
Seeker_of_Strelok - - 338 comments

Makes a good deal of sense : AP rounds for armored targets with their inner hardened penetrators, Hollowpoints, Over-pressured and FMJ's for soft ones to expel the full amount of energy the slug carries into flesh upon its expansion or flowering / mushrooming.

Such rounds are designed for a reason, to let the user take full advantage of their unique characteristics for a given target.

An older game I used to spend too much time in described AP ammo as 'Like a hot knife through butter'.

Good job on this, waiting patiently like the others.

SoS

Reply Good karma Bad karma+8 votes
Dragonlord
Dragonlord - - 1,934 comments

Could have been Jagged Alliance. Not sure though. Their item descriptions though had been seriously hilarious.

Reply Good karma Bad karma+3 votes
Seeker_of_Strelok
Seeker_of_Strelok - - 338 comments

It was Syphon Filter. One gun fired 'teflon-coated bullets', the K3G4.

Reply Good karma Bad karma+6 votes
AussieKanga
AussieKanga - - 4 comments

"As charging animals the boars and fleshes have thick skulls. Shoot them in the ***" hehe

Reply Good karma Bad karma+4 votes
N.Aaroe Author
N.Aaroe - - 2,709 comments

This applies especially for the muscular and bony boars.
Let them charge you, dodge their attack and then spray their ***** with hollow point rounds (or buckshots) from behind. They will roar and lose their strong stature on the spot.
The sniper class is profficient in mutant hunting and must pay attention and observe the personality
of every type of mutant.

Reply Good karma+2 votes
ClearVall
ClearVall - - 470 comments

Well... You could have written something like "Shoot them from behind", that would sound a lot less... funny... In my opinion.

Reply Good karma Bad karma-2 votes
Roh
Roh - - 373 comments

You are of the opinion that funny is bad?

Reply Good karma Bad karma+3 votes
ClearVall
ClearVall - - 470 comments

In MISERY - for sure. Not that type of modification, you know.

Reply Good karma Bad karma-3 votes
Semi_II
Semi_II - - 259 comments

Making the best of a bad situation with comedy sounds like something a stalker would do.

Reply Good karma Bad karma+3 votes
Dr.Goupyl
Dr.Goupyl - - 2,269 comments

Well mutants: prepare your anus.

Reply Good karma Bad karma+19 votes
JACKTE
JACKTE - - 35 comments

ha.

Reply Good karma Bad karma+4 votes
Etcetera
Etcetera - - 170 comments

when you say 0.45, you mean .45 ACP, right?

Will Misery make Slug rounds not completely useless?

Reply Good karma Bad karma+3 votes
JudsonJoist
JudsonJoist - - 24 comments

Some countries designate it 0.45. Seems that they're more likely to do that if they use metric as per standard. Caliber is an Imperial fraction-of-inch measurement.

Reply Good karma Bad karma+1 vote
superprion
superprion - - 72 comments

I know i have mentioned this before, but one thing i would really like to see is NPCs spawning with and using all the new non-unique weapons added by the mod, appropriate to faction and rank. I tried to do this myself by editing the character_desc_general xml file, but it keeps crashing, so i gave up.

Thank you all for creating this fantastic mod, i appreacite all the time you guys have spent making the mod, as well as answering everyones questions and being open to suggestions.

Reply Good karma Bad karma+3 votes
N.Aaroe Author
N.Aaroe - - 2,709 comments

That is one of the changes from version 1.1 to version 2.0 seing the a-life use the new items and weapons alot more. Trojanuch redesigned the npc system to be very lore friendly in terms of faction, ranks, availability and more (even regarding weapon attachments). So expect that we nailed this part to perfection.

Reply Good karma+6 votes
superprion
superprion - - 72 comments

Fantastic! The reason i asked this question here was because i was wondering if these new ammunition changes affect the player character, as in you would have to pay more attention to what weapons your enemies have before you engage them.

Reply Good karma Bad karma+3 votes
trojanuch Creator
trojanuch - - 679 comments

You can definately feel when you get hit by an AP round as suddenly your plated armor does no longer seem all that though as you fight with extensive bleeding.

Also the guy who fired it (usually the highest rank in a squad in best armor, who in Misery v2 also have better aim, reflexes, vision etc.) should now be your priority targed no.: 1. Complication starts when you meet a squad with only such members included...

BTW. Neither in vanilla nor in any other mod available AI never used any other ammo than default one for certain gun (it can be easly prooved buy enabling tracers only for AP ammo - suddenly you never see a single tracer fired anywhere).

Thx to custom scripting by Alundaio this no longer the case in Misery v2 - all ammo types are properly spread mong faction and ranks / proffesions withing them.


Reply Good karma+4 votes
silv
silv - - 15 comments

That sounds great!

Looks like you really have to watch out in v2!

Reply Good karma Bad karma+1 vote
Spetsnaz_Reaper
Spetsnaz_Reaper - - 738 comments

PS. Will tracers be included in Misery v2? Like you said, if you fire standard hollow point and soft tipped bullets/rounds they won't be tracer tipped, however if you fire the Armour piercing/FMJ rounds then they will be tracer tipped to help you see where your bullets land from far away.

Reply Good karma Bad karma+1 vote
N.Aaroe Author
N.Aaroe - - 2,709 comments

Bullet tracers are not featured in MISERY as they de-dramatize the firefights in my opinion.

Reply Good karma+2 votes
trojanuch Creator
trojanuch - - 679 comments

Exacly - and besides Zone is more of an 'ambush-like' envirnoment than 'warzone-like'. In such situation its better to hide your position as much as possible than to view where your bullets go / show your squad-mates where enemy is (from what I know thats what the tracers are mostly used for in rl).

For similar reason silencers are generally in common use in the Zone.

What we think is really awesome thou is that we managed to make it actually work in our gameplay: getting shoot at accurately from 150+ meters (modifed AI allows for that and modified a-life provides opportunities) without being able to easly identify the shooter's position is one of the most exiting experiences you can have.

Reply Good karma+3 votes
Wolfy17
Wolfy17 - - 223 comments

Tracers are used because they aid aiming, but mostly in MG, HMG and Autocannons.

Reply Good karma Bad karma+2 votes
Semi_II
Semi_II - - 259 comments

Well in the British army there is a type of target indication called "watch my tracer" where whoever can see the enemy will fire tracer rounds to let the rest of the section know where the enemy is.

Reply Good karma Bad karma+3 votes
harshmyth
harshmyth - - 59 comments

Thank you kind sirs, thank you.

Reply Good karma Bad karma+1 vote
alexeistukov87
alexeistukov87 - - 247 comments

Excellent concept! No too much mods are using derivation of ammo types - usually they use "universal ammo" concept. However I would add something. It needs a paragraph about expensive ammo - for example, 9x39mm SP-5 or SP-6 ammo (AS, VSS, VSK-94 rifles) have both stopping power, subsonic effect, accuracy and good AP effect but will cost you much of your credits and your reach. Shotgun slugs in another case are cheap but have extreme AP and expansive effects. However they can't be used for sharpshooting or silent storms.

Reply Good karma Bad karma+5 votes
N.Aaroe Author
N.Aaroe - - 2,709 comments

Thanks! Trojanuch is managing this aspect of damage and caliber behavior and we are in no way ignorant of constructive criticism or feedback such as yours. That is the reason why we are even here to begin with :-) Subsonic, reach, stopping power and economy is already much defined in the system

Reply Good karma+4 votes
alexeistukov87
alexeistukov87 - - 247 comments

I'm just really glad about this fact! I know how hard it is to create a balance between realism and the game even in such small-scale world like STALKER. I'm really waiting for further development! I only you had a cooperation with L.U.R.K. - they have really genious weapon modeller and sound director...

Reply Good karma Bad karma+2 votes
N.Aaroe Author
N.Aaroe - - 2,709 comments

LURK has a great weapon modeler and maybe I could coop with such a guy someday. I dare to say that we have the same level of skills in terms of sounds

Reply Good karma+5 votes
trojanuch Creator
trojanuch - - 679 comments

Shotgun slugs are designed exacly like you describe - innacurate, good AP and v. good damage rounds (among few other can be used to direct shoot the scull of a charging boar). The only difference is that for such qualities they are very usefull in Zone envirnoment - thus the price is among the higher ones.

As to 9x39mm - so you suggest that also fmj version of this ammo should have good AP? As of now the AP version of this ammo is in fact the best 'assault rifle' round available (which also ups the usability of Vintorez as an anti-human sniper rifle).

Reply Good karma+3 votes
alexeistukov87
alexeistukov87 - - 247 comments

I agree with you in case of slugs - they can become quite valuable in Zone. I still own some slugs myself - they have flat cylindric projectile, designed to reap the flesh of big animals (anti-bear slug, actually) apart. Good for hunting.
As for 9x39mm - both of them SP-5 and SP-6 were disigned to have AP effect. SP-5 has a heavy projective with hard steel core and soft jacket (penetration of up 2 armor Russian standart class (light kevlar armor vests - ~5-7kg) on full length of reach). SP-6 has a heavier proj. than SP-5, core of tungsten carbide, and smaller soft jacket (penetration of up to 3 armor class (medium vests with steel shards (~7-12 kg)) on full length of reach or 4 class on 100m (titan shards)).
Russian armor vests of 5-6 armor class usually are bomb defusal equipment - they are really heavy and withstand AP round from SVD on 10 meters.

Reply Good karma Bad karma+4 votes
dave_5430
dave_5430 - - 2,114 comments

I don't think you know how dirt cheap ammunition can be in warzones and contested areas...

... litteraly, DIRT cheap ammunition.

Most of the time, it's more begging and praying that your weapon doesn't blow up and take your eyes with it than really having to scavenge for RIFLE ROUNDS, which are, in fact, a lot easier to come by than pistol rounds, hence they are also a lot easier to produce, be it 'clean' or 'dirty' rounds.

I still don't see why you people have this 'flawed' imagination that weapons and ammo are hard to come by...

Reply Good karma Bad karma+2 votes
0rpheus
0rpheus - - 433 comments

It's because of the way the STALKER's universe is built: the Zone is technically off-limits, guarded by the army, so people have to smuggle in all the ammo and other stuff and it's not easy

Reply Good karma Bad karma+3 votes
trojanuch Creator
trojanuch - - 679 comments

Well - we imagine The Zone as a place where 'weapons and ammo flow in form one side, so that artifacts can flow out on the other'. So its not that ammo is not available - its still available but rationed as most of supplies are taken by large, organised groups like Freedom or Duty (this also applies to other commodities like imported food or drugs) who can also afford bribes for army etc.

So in our opinion situation in which a new-commer like Degtyarev does not get to buy much is perfectly justified. However if you do get recognized by your actions and gain support of one of the powers - your supply starts to grow nicely. Still thou - you need to be able to afford it.

Reply Good karma+2 votes
Spetsnaz_Reaper
Spetsnaz_Reaper - - 738 comments

And when we receive the achievement (A Wealthy Client)of 100,000 RU (which is nearly impossible in the case of Misery) will we then be treated and expect to receive ammo,weapons and equipment as the achievement suggests? As this is lore friendly BTW.

"Although you know what it's like to be short of cash, you're not doing too badly at the moment. In fact, sometimes your wealth can be considerable, and traders value a client of your stature."

Reply Good karma Bad karma+1 vote
trojanuch Creator
trojanuch - - 679 comments

No - we have disabled 'Wealthy Client' as a trigger for trader progression. So now you get it only for the sake of your personal satisfaction (and its even more difficult now).

In fact the supplies progression system (as well as the rest of trader configs) have been re-written from scratch.

To make it short: supplies increase based on your in-game progress and faction support choices. This is synchronized with a-life progression so that trade catches-up to the increased challange later on in-game.

Reply Good karma+2 votes
JACKTE
JACKTE - - 35 comments

@dave it' misery not releasim . its meant to make the zone miserably not realistic .

Reply Good karma Bad karma+1 vote
0rpheus
0rpheus - - 433 comments

Will a headshot with an AP round kill everything?

Reply Good karma Bad karma+4 votes
N.Aaroe Author
N.Aaroe - - 2,709 comments

Yeah, as a basic rule. Rules have exceptions though... but we (as few mods have) have scripts that actually lets the headgear on NPC's protect them to some extend.

Reply Good karma+5 votes
harry80
harry80 - - 106 comments

Will the Desert Eagle now have apropriate ammunition? .357 Mag. .44 Mag or .50 AE or is it still .45 acp?

Reply Good karma Bad karma+4 votes
Erik313
Erik313 - - 459 comments

So it's kind of like Metro 2033 then?

Reply Good karma Bad karma+3 votes
trojanuch Creator
trojanuch - - 679 comments

Similar to some degree but in Metro bullets only differ in damage - with 'pre-war' ones being generally much more stronger vs everything.

Our system is somewhat more complex as we have two equally important factors: 'armor penetration' which sth else that 'damage' (there are two also different 'protection' types vs them present) and we balance our ammo using the combination of these two.

Reply Good karma+4 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

In MISERY 2.0 the type of ammunition plays a bigger role.
Basically you must always pay attention to the type of round that you have chambered or packed away in your backpack.

Mutants will charge you almost unharmed if you spray them with small caliber armour piercing rounds as they tunnel right through them. But are stopped effectively with large caliber soft metal rounds that inflict severe damage in their unarmoured stature.

An armoured soldier is almost impossible to take down from afar if you land your hollow point rounds in his plated torso or other armoured areas. Use armour piercing rounds and they will cut through his bullet proof vest like darts through butter.