Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Arrath
Apr 14, 2011


Galaga Galaxian posted:

I am also fine with the increased weapon wear, it just caught me off guard. Speaking of repairs, how low does everyone tend to let their weapons and/or armor get before doing repairs?

As long as my weapon isn't malfunctioning I'll roll with it.

Conversely, since armor protection starts degrading at 99%, I'm anal about keeping it topped off. Duct tape and glues for daaaays.

Adbot
ADBOT LOVES YOU

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Yeah I’ve typically been using the >90 glue and duct tape to fix up my armor after it gets below 95. However despite the cheapness of the materials I suspect it is, ultimately, not the most cost effective repair option.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Cream-of-Plenty posted:

As far as I can tell there's not a huge reason to prioritize them, but I kind of prefer smaller stuff like the SIG-552 (versus the SIG-550) and the AK-74U or RD-74 (versus a full-sized 5.45 rifle) simply because they're lighter, I'm a packrat trying to obsessively shave every excess gram for additional storage space, and I don't often find myself wanting an underbarrel grenade launcher. Maybe if inventory was restricted by both weight AND volume they'd have more purpose, but I think people might riot at something like that.

My very smart and balanced design proposal to incentivize using the lighter carbines?

Let us one-hand them in either hand like a Terminator blasting through a police station.

https://www.youtube.com/watch?v=FX4t1lLNl-o

Fall Dog
Feb 24, 2009
I do kinda wish the repair mechanic was tweaked just a little. I like the idea that the ramrod instead of having a limited number of uses instead contributes a fixed increased % to a barrel's condition when used as part of a cleaning kit. The cleaning kit could just be topped up with tags and oils/solvents and maybe a toothbrush or whatever.

Same as the multi-tool. I'm not fond with the idea that it breaks, because those things are built to last. It should offer a diminishing increase to a repair % the worse its condition becomes as a way of encouraging players to keep it maintained. Or increase the chance of trashing a weapon component if the tool has too low a condition.

I think Rust or Day Z or something had an interesting mechanic for canned goods where you could use a rock to smash open a can, but would lose most of the food in the process. A combat knife would allow you more food, a can opener or multi-tool would give you 100% of the contents. That's probably leaning more toward a Misery style of gameplay, but the concept seems interesting to me.

I swear there's something going on with the Shrapnel and Barrikada ammo, because it was causing all sorts of jams in a weapon that was 100% condition across the board. I found myself having to clear a stoppage every few shots. I'm pretty sure it was also causing the weapon to become worn and dirty at a much faster rate, but I couldn't see anything in the stats to support this.

As an aside, it looks like old/worn ammo functions differently in that it no longer fouls a weapon faster but instead is just more inaccurate?

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

moot the hopple posted:

My very smart and balanced design proposal to incentivize using the lighter carbines?

Let us one-hand them in either hand like a Terminator blasting through a police station.

https://www.youtube.com/watch?v=FX4t1lLNl-o

Well now I want an AR-18 in the game.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Arnie would actually fit in in the Zone, keeps a shotgun handy for the pigs :acab:

Bohemian Nights
Jul 14, 2006

When I wake up,
I look into the mirror
I can see a clearer, vision
I should start living today
Clapping Larry
Found a basic repair kit and a pistol repair kit yesterday and now I've finally got a stable sidearm to use with my mosin, which makes the low level human enemies so much easier to deal with, now I just need to find some kind of shotgun that isn't completely busted like the trash I've been using so far. I went into the agroprom underground to find Strelok's hideout yesterday, and I did NOT have a good time with the mutants down there until I found a mossberg that was only falling apart at the seams instead of being completely broken- the AP slugs really seem to be the way to deal with the bloodsuckers, because a pistol and mosin sure as hell isn't

I'm really enjoying the progression in gamma so far- even several hours into the game I'm still on the verge of poverty every time I buy a minor upgrade or need to stock up on ammo, food and medicine, and scrounging up enough workable gun parts to restore a weapon to working order is really satisfying

Bohemian Nights fucked around with this message at 08:50 on Apr 28, 2023

Methylethylaldehyde
Oct 23, 2004

BAKA BAKA

moot the hopple posted:

Arnie would actually fit in in the Zone, keeps a shotgun handy for the pigs :acab:

He would make a good random zone setpiece, buff dude in leathers walking towards you blasting. You finally kill him with a grenade and he vanishes, leaving a box of roses smashed by a boot.

aniviron
Sep 11, 2014


moot the hopple posted:

My very smart and balanced design proposal to incentivize using the lighter carbines?

Let us one-hand them in either hand like a Terminator blasting through a police station.


Would like this kind of thing with Exos. You'd think a major benefit of having powered limbs and stiffened joints would be vastly superior recoil control. Maybe make the upgrade path choose between sprinting and stiffening for control.

Arghy
Nov 15, 2012

Galaga Galaxian posted:

Yeah I know, and I know to some extent the tool kits are based on "realism" but you think they could've made an exception for one of the worst assault rifles lol. Oh well.


While I'm grumbling, I wish you could remove barrels for repairs without having a replacement barrel to slot in their place. Kind of annoying to see a gun with useful parts and think "Oh I can use these to repair that one I've got at home" and then you remember that while the barrel was servicable, you need to be able to pull it out of the gun to fix it in the first place, which means you need a trashed barrel to sub in cause...?

I know in the early days they either made sure you had to have parts to swap or the gun would just always work without parts because the AI would try to shoot the broken guns and cause crashes. There's still a crash where a gun gets degraded to 0 and basically will stay perma jammed and the AI will try to use it. This normally doesn't happen because theres a script that ensures no AI drops a gun at 0% BUT if a gun is dropped on the ground and say a grenade goes off on it you can get the gun being basically destroyed. This happens a ton in jupiter where you get non stop spawns on the cause way and a stalker will pick up a gun that gets repeatedly blasted by explosives.

There used to be a mod that allowed you to shoot guns out of hands, basically destroying guns which would revert AI to the sprinting mode which was hilarious when you didn't know what happened. You'd be having a great firefight then all of the sudden the other stalker would just loving zoom off into the wilds. It was also bullshit taking a random rear end birdshot blast and having your expensive gun get utterly wrecked.

OwlFancier
Aug 22, 2013

Galaga Galaxian posted:

Yeah I’ve typically been using the >90 glue and duct tape to fix up my armor after it gets below 95. However despite the cheapness of the materials I suspect it is, ultimately, not the most cost effective repair option.

I generally find the emergency repair kits to be better because while they cost a bit more, they also repair a lot more than the glue.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Bohemian Nights posted:

Found a basic repair kit and a pistol repair kit yesterday and now I've finally got a stable sidearm to use with my mosin, which makes the low level human enemies so much easier to deal with, now I just need to find some kind of shotgun that isn't completely busted like the trash I've been using so far. I went into the agroprom underground to find Strelok's hideout yesterday, and I did NOT have a good time with the mutants down there until I found a mossberg that was only falling apart at the seams instead of being completely broken- the AP slugs really seem to be the way to deal with the bloodsuckers, because a pistol and mosin sure as hell isn't

I'm really enjoying the progression in gamma so far- even several hours into the game I'm still on the verge of poverty every time I buy a minor upgrade or need to stock up on ammo, food and medicine, and scrounging up enough workable gun parts to restore a weapon to working order is really satisfying

I've never really considered using AP Slugs on things like Bloodsuckers; do you find that to be more effective than regular buckshot? I figured it'd just be punching clean little holes in them without putting them down.

And yeah the gradual progression, step by step, from constant starvation/radiation poisoning into the boots of a competent, fully-kitted STALKER is my favorite thing about the game and one of the main reasons I've gone in and further reduced the rates at which skills level-up, dropped the loot chances, slowed down goodwill accumulation, etc.--just to drag it out a bit longer.

OwlFancier
Aug 22, 2013

I don't think AP slugs are required for mutants, except maybe pseudogiants possibly? But regular slugs can be worth using. I think buckshot works about as well on even big tough mutants, but slugs give you extra range for picking them off on the approach.

AP slugs are for if you have a shotgun and want to kill a person wearing body armour. And they are very effective at that, but they're also very expensive, so you generally want to save them.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


It’s extremely satisfying to drop a Merc with a single slug to the chest at mid range though. :black101:

Namnesor
Jun 29, 2005

Dante's allowance - $100
Speaking of satisfying, if you activate the optional Death Animations mod, sometimes a shotgun kill will knock an enemy clean off of their feet.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

OwlFancier posted:

AP slugs are for if you have a shotgun and want to kill a person wearing body armour. And they are very effective at that, but they're also very expensive, so you generally want to save them.

Yup typically what happens for me is that I've accrued a decent stockpile of AP Slugs by the time I get to the brain scorcher, and it becomes my primary tool for dispatching the nastier Monolith troops on my exit because I don't usually don't have a ton of 5.45/5.56 AP (and 9mm AP just tickles the heavier NPCs).

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Cripes I hate the Red Forest. Finally got the psi helmet from Doc, so I thought I'd head up there to collect the tantalizing three green stashes I had in there. In and Out, 20 minute Quick Adventure, as the saying goes... well, the results were similar. Didn't have too much trouble till I got near Forester's place and ran into a handful of SIN, 3-4. Didn't have too much trouble taking them down thanks to the element of surprise and the hyperburst on my newly refurbished Abakan. However as I move in and begin poking through the bodies of them and the Loner group they massacred, I suddenly get near blasted by a grenade as more SIN approach, shooting. What follows is me falling back from cover to cover towards Forester's tower, chugging meds and snapping off shots as a steady stream of angry SIN come out to play. I think I took down at least a dozen of them, spent a ton of ammo, meds, and armor repair mats, and the two green stashes I could get to were kinda crap, and the third was apparently inside that one SIN tunnel base, which apparently was not emptied of SIN like I thought it would be after gunning down so many coming over to fight me at Foresters.

Red Forest is never fun.

OwlFancier
Aug 22, 2013

Namnesor posted:

Speaking of satisfying, if you activate the optional Death Animations mod, sometimes a shotgun kill will knock an enemy clean off of their feet.

Even without it, the chimera hunter can achieve that I think :v:

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Red Forest is always a clusterfuck and coincidentally I'm dragging a trio of NPCs out there to assault some Monolith/Sin positions as we speak and it's going swimmingly. Just swimmingly.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I've never really used companions before, maybe I should.

At the same time though... we're called Loners for a reason?

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Look at this scrub, not using loot mules who'll also helpfully bump you into anomalies and push you out of cover during combat.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
I generally avoid bringing NPCs most of the time (outside of stuff like escorting NPCs somewhere, or freeing a hostage and then dragging them around for days afterward). That being said, every now and then I'll be asked to do something like assault an enemy faction's position, and I think it's only fair to grab a couple of their men to help me and possibly sacrifice themselves for that noble task.

aniviron
Sep 11, 2014


I enjoy the option to have friends. Usually STALKER is a lonely experience and it's good, but sometimes it's nice to bring someone along - when that last survivor of a gunfight you saved with a medkit might need help getting back to the bar while you're on your way home, when you link up with someone you've done a dozen quests with, when you're going somewhere that has guys your faction wants to kill anyway. Maybe they don't stay with you forever whether you part ways or someone dies, but they can make great stories.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Are missions from Stalkers to find/refurbish a specific gun for them worth doing? Moneywise or repwise? Mutant Part and various sundries are decent cause they seem to pay about the base value, but I'm not sure a gun would be worth it since you're spending materials on fixing it up. Might be worth it early on if the rep is worth more than most missions (which seem to be +50). It'd suck if fixing up a gun for a major faction member was the same amount of rep as giving some random member a porn mag or caffeine pills or whatever.

Gobblecoque
Sep 6, 2011
Whew, this series of missions for the Clear Sky leader to retake parts of the swamp escalates very quickly. First one is a bunch of bandit trash, no big deal. Second is better armed bandits but there's a got dang army of em. I really only won because I retreated to the old church where there was some friendlies and better fighting terrain. Third one I'm just gonna have to come back to later. The swarm of military stalkers is a bit much when I've only just upgraded to a pump action shotgun.

Arrath
Apr 14, 2011


Galaga Galaxian posted:

Are missions from Stalkers to find/refurbish a specific gun for them worth doing? Moneywise or repwise? Mutant Part and various sundries are decent cause they seem to pay about the base value, but I'm not sure a gun would be worth it since you're spending materials on fixing it up. Might be worth it early on if the rep is worth more than most missions (which seem to be +50). It'd suck if fixing up a gun for a major faction member was the same amount of rep as giving some random member a porn mag or caffeine pills or whatever.

Unfortunately yes, as far as I know the quests all pull from the same rewards pool. It does mean a chance for more stash locations, so I take the quest. I also play pokemon with guns, trying to have one of each in my stash just because, which comes in handy when random loner wants a tommy gun

OwlFancier
Aug 22, 2013

Gobblecoque posted:

Whew, this series of missions for the Clear Sky leader to retake parts of the swamp escalates very quickly. First one is a bunch of bandit trash, no big deal. Second is better armed bandits but there's a got dang army of em. I really only won because I retreated to the old church where there was some friendlies and better fighting terrain. Third one I'm just gonna have to come back to later. The swarm of military stalkers is a bit much when I've only just upgraded to a pump action shotgun.

The northeast compound is quite tough yeah, especially as they do have a PKM set up overlooking the vehicle yard side of things. I generally find it most helpful to circle around from the right to avoid that, keep the building to one side, then try and fight your way into it and murder everyone as quickly as possible, then use the building entrances to control their avenues of approach.

Trying to fight in from the southwest is suicidal I think because they have the whole vehicle yard to fight from, and the PKM will shred you if you alert them and try to approach, and the exterior of the compound is all lovely trees and bushes and water so it's hard to find good cover. The northwestern approach is probably worse because there's the big anomaly field on one side and the bridge side is all open terrain with a clear LOS to the machine gun nest.

Close the distance from the east to neutralize their range advantage and use the building to confine them and block off avenues of attack.

OwlFancier fucked around with this message at 16:56 on Apr 30, 2023

Junk
Dec 20, 2003

Listen to reason, man. Why make your job difficult?
What mod is this that you're all playing?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


The GAMMA mod pack for Stalker Anomaly (which itself is a mod/remade engine).

https://anomalymod.com/repacks/stalker-gamma/

Arghy
Nov 15, 2012

In EFP if the stalkers you brought with you die you'd lose faction rep so i never bothered because they'd always go down to grenades or stand in the open instead of taking cover. Do you lose rep in gamma for having companions die?

Arrath
Apr 14, 2011


No, no rep loss when they die in GAMMA

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Yeah I think you lose some rep if the hostage dies in a rescue mission, but it's presumably because you failed the mission, not specifically because the hostage died.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Another neat change that GAMMA does is that members in you party will share your faction standing when it comes to other NPCs. In other words, you can for instance take a Freedom member through Rostok and every Duty member won't jump him on sight.

It's nice for those rescue missions when you need to cut through territory that's traditionally hostile to your rescuee. I mean, I had some fun, fraught moments in normal Anomaly where I had to make circuitous paths around enemy territory to bring a guy home but I'm now happy with the GAMMA way.

OwlFancier
Aug 22, 2013

There must be a challenge category for accepting the tourist safari mission and taking them to CNPP.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
It's an unwritten law that if you're some yokel paying me to take you on a "Safari", it will take 3 days, the animals you're asking to hunt will already be dead, you will help me rescue a hostage, and I will give you a lot of useless junk to carry around in the interim. Hope you don't skip leg day, Ivan.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Cream-of-Plenty posted:

It's an unwritten law that if you're some yokel paying me to take you on a "Safari", it will take 3 days, the animals you're asking to hunt will already be dead, you will help me rescue a hostage, and I will give you a lot of useless junk to carry around in the interim. Hope you don't skip leg day, Ivan.

"Ok thats those Flesh that Wolf hired me to babysit you two hunting taken care of. Now, we can go back to the rookie village or... you two wanna see some REAL stalker poo poo? :getin:"


"Welcome to Rostok! Now then, carry these bags of stuff, I'm moving up to Zaton." :v:

OwlFancier
Aug 22, 2013

Man the new, I assume gunslinger based P90 is garbo. No ability to mount sights or a LAM as far as I can see. So I'm stuck with the horrible integrated sight.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


The P90 is lame anyways, who wants a gun that looks like a power tool? :colbert:

Arghy
Nov 15, 2012

Damnit see i'd always bring friends just to share extra loot with esp when traveling through an area like red forest or outskirts. Do you still lose rep for failing the personal quests? I still remember having the entire merc faction in dead city go hostile because 2 mercs died before i could turn in their quests haha--why the gently caress is it my fault they died?!

Adbot
ADBOT LOVES YOU

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


The worst thing you can hear after spending a while finding a package.

:haw: "A Package can be found somewhere in the [anywhere ] region of Darkscape."

I just slam the quickload key in those instances. Speaking of reloads, does anyone else have issues where a lot of ambient sounds cut out and stop working after a load?

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply