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The Lone Badger
Sep 24, 2007

You're almost certainly going to have to build the Better PDA yourself. Start saving capacitors.

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Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

moller posted:

Thanks thread, I thought all PDAs were the same and therefore vendor trash once you had one.

Looted PDAs are only good for selling and tearing apart for crafting materials. You want to use the workbench to upgrade your pda to higher versions that adds new bells and whistles.

OwlFancier
Aug 22, 2013

Rynoto posted:

Looted PDAs are only good for selling and tearing apart for crafting materials. You want to use the workbench to upgrade your pda to higher versions that adds new bells and whistles.

They also contain stash information if you read them, sometimes. And also occasionally radio transponder frequencies which I haven't ever investigated, but I imagine may also lead to loot?

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS
I had to get a tracker off of a lurker for the ecologists, I found it in a merc camp like this:


How do you use the artfacts that say they cant be put in a container? and any tips on what artefact to try to craft, havent seen any real useful ones yet.

Grimthwacker
Aug 7, 2014

I tried Call of Chernobyl for a little while, but it's still vanilla STALKER, and the gunplay. . . isn't the best. It's serviceable, but that's all. So I'm giving CoP with Gunslinger a try, and holy crap the difference in gunplay is night and day. No more bullet sponges, and headshots actually drop somebody right away like they should. The rest of the setup - no minimap, no crosshair, etc. will take some getting used to, but as soon as I can get enough scratch to repair the armor you start with I'll be in business. I already got lucky and found some good loot (from corpses) to use and share. I'm barely off the Skadovsk and I ready have an AK-47 and a Hi-Power! Nice!

The Cheshire Cat
Jun 10, 2008

Fun Shoe

ekuNNN posted:

I had to get a tracker off of a lurker for the ecologists, I found it in a merc camp like this:


How do you use the artfacts that say they cant be put in a container? and any tips on what artefact to try to craft, havent seen any real useful ones yet.

The ones you can't put in containers you just slap on your artifact bar as-is. The gimmick with them is that they are generally pretty common and have some kind of unique effect rather than a raw stat boost, but they will lose condition over time or as their effect is triggered, and eventually break (you can't repair them with the melter and honestly even if you could it wouldn't be worth wasting the melter charges). As for what artifacts to craft, my understanding is that the "best" loadout is 2x volat, compass, full empty, snowflake. That's very endgame though so finding stuff to fill the gaps in the meantime is also helpful and usually you can just kind of slap on whatever you have. There's also the knot which is its own special thing and can be worth going for but you probably want to make a distinct save before you equip it.

The Lone Badger
Sep 24, 2007

Put Hides on your belt instead. They offer very good bonuses for when they're available with little to no downside.

moller
Jan 10, 2007

Swan stole my music and framed me!
I’m liking the improved cooler - extra carry weight and stamina regen along with boosted fire resistance, all in one slot.

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS

The Lone Badger posted:

Put Hides on your belt instead. They offer very good bonuses for when they're available with little to no downside.

ooh thanks. i had a bunch of these and didnt know you could put them on your belt. thats a whole bunch of extra carry weight i got now :getin:

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord
im ready for Stalker 2. I think I pretty much squeezed all the possible enjoyment out of Stalker 1. Give me the stalker 2

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS
Is there a negative to using silencers? lower muzzle velocity, faster bullet drop, lower damge, anything like that?

I'm in dead city for the first time, and it's so much fun fighting heavily armoured merc in the streets and buildings, and finally having a decent supply of grenades from their corpses.

The Lone Badger
Sep 24, 2007

Make sure to use AP ammo in Dead City. Exos can be troublesome otherwise.

Mordja
Apr 26, 2014

Hell Gem

buglord posted:

im ready for Stalker 2. I think I pretty much squeezed all the possible enjoyment out of Stalker 1. Give me the stalker 2

I might replay CoP with SGM again sometime but I get it. I'm not interested in anymore of the pure sandbox/grognard mods that try to turn the game into Tarkov, so unless there's a surprise new mod with new maps and a full questline, I'm hoping STALKER 2 really does come out one of these days.

Arrath
Apr 14, 2011


ekuNNN posted:

Is there a negative to using silencers? lower muzzle velocity, faster bullet drop, lower damge, anything like that?

I'm in dead city for the first time, and it's so much fun fighting heavily armoured merc in the streets and buildings, and finally having a decent supply of grenades from their corpses.

Iirc suppressor are like, all upside. But that's based off of passing comments in the discord.

Totally agree about fighting the mercs and suddenly having grenades to have fun with.

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS

The Lone Badger posted:

Make sure to use AP ammo in Dead City. Exos can be troublesome otherwise.
yeah i noticed when i had to assassinate a merc leader and all my shots kept plinking off, luckily i had a buch of AP ammo for my Ak-105 specialist and my Thales F-90.

I'm currently sneaking around the merc base at night, planting some IEDs to shoot later as I'm planning to wipe them out so i can do the rest of my missions and pick up my stashes in peace, and its very funny to listen to all the very american mercs talking to eachother.

Grimthwacker
Aug 7, 2014

Mordja posted:

I might replay CoP with SGM again sometime but I get it. I'm not interested in anymore of the pure sandbox/grognard mods that try to turn the game into Tarkov, so unless there's a surprise new mod with new maps and a full questline, I'm hoping STALKER 2 really does come out one of these days.

What's SGM? Call of Pripyat with Gunslinger seems to be exactly what I want from STALKER 2 - STALKER's atmosphere with the greatly improved gunplay. CoP's just fun to play too.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

ekuNNN posted:

Is there a negative to using silencers? lower muzzle velocity, faster bullet drop, lower damge, anything like that?

I'm in dead city for the first time, and it's so much fun fighting heavily armoured merc in the streets and buildings, and finally having a decent supply of grenades from their corpses.

From the Discord:

+7% damage
+10% hit impulse
+3% bullet speed (unchanged)
+25% weapon degradation (unchanged)
-10% dispersion (unchanged)
-17% recoil (unchanged)
- No more accuracy debuff when moving and shooting with a silencer
- Also affects BAS suppressors (which were really bad with -10% damage etc... so BAS specific silencers received a huge buff actually, +17% damage and improved accuracy!)

So it's mostly upsides except for increased weapon degradation. I slap a silencer onto anything that can accept one without thinking twice about it.

Kharn_The_Betrayer
Nov 15, 2013


Fun Shoe
So starting a new game as the Military.

I was given a quest to get some loner patches. So since i decided to start in cordon i naturaly decided to attack the rookie village. After dying a couple of times i started to pull them back all the way to the military base just to the south of the village. I managed to kill most of them thanks to my trusty SKS. But! Hip... loving.... HIP she just kept taking round after round. She was a godamn tank. Even when the rest of the vilage raiders where dead she gets shot by the entire base and just wont go down. It almost takes all my ammo before she dies. I even ran out of ap rounds. Why was her hp so loving high?

The Lone Badger
Sep 24, 2007

She can accompany the player for a few missions and the devs don't want her to die instantly to a bandit she wandered into.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Honestly I didn't even know Hip could die at all before you finish her quest chain and recruit her as a follower.

moller
Jan 10, 2007

Swan stole my music and framed me!
Last time I went back to Cordon there were like 3 Clear Sky guys magdumping into Hip while she calmly smoked a cigarette. Occasionally she'd hit-flinch out of her smoking animation.

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS
I found a flying pig Flesh in the great marsh, it was just hanging there

Grimthwacker
Aug 7, 2014

One bad thing I can see about CoP with Gunslinger: Burers become goddamn impossible to deal with. I don't know if it's because of the new ways you character can damaged, or if they buffed burers to the point of ridiculousness. The never stop shielding, they can yank your gun out from very far away with alarming frequency, they can cause your loose guns to float around and fire wildly, and their psi attacks do crazy health and stamina damage even with high psy protection. I've never had that much trouble dealing with them in vanilla. Unless I can use a sniper rifle or something I can't do jack against them.

Arrath
Apr 14, 2011


I've always found underbarrel grenades to be an expedient solution to pesky, unsporting, psy using enemies.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

ekuNNN posted:

I found a flying pig Flesh in the great marsh, it was just hanging there



Probably a glitched out whirligig anomaly, but also feels like the aftermath of a rookie stalker making an ill-advised wish at the Wish Granter.

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS

The Cheshire Cat posted:

The ones you can't put in containers you just slap on your artifact bar as-is. The gimmick with them is that they are generally pretty common and have some kind of unique effect rather than a raw stat boost, but they will lose condition over time or as their effect is triggered, and eventually break (you can't repair them with the melter and honestly even if you could it wouldn't be worth wasting the melter charges). As for what artifacts to craft, my understanding is that the "best" loadout is 2x volat, compass, full empty, snowflake. That's very endgame though so finding stuff to fill the gaps in the meantime is also helpful and usually you can just kind of slap on whatever you have. There's also the knot which is its own special thing and can be worth going for but you probably want to make a distinct save before you equip it.

lmao, I decided to equip the "scar" artefact to heal me, but it almost immediately made me pull out my M4A1 and empty a clip full of very expensive ammo right in the face of Butcher. :stonk:
I reloaded and tried it again but I threw my guns on the ground beforehand, and this time it made me turn on some weird music on my PDA and start bobbing my head along to it haha. It does heal you very quickly though


edit: oh and I have the psy-helmet, do you need to install that in your helmet somehow or is just having it in your inventory enough?

ekuNNN fucked around with this message at 04:24 on Jul 25, 2023

Galaga Galaxian
Apr 23, 2009

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


ekuNNN posted:

edit: oh and I have the psy-helmet, do you need to install that in your helmet somehow or is just having it in your inventory enough?

Just having it on you is enough, also you can't throw it away last I checked (its also weightless).

Babe Magnet
Jun 2, 2008

also it's useless for actual psi-protection, it's just an item you have on you so the brain scorcher doesn't do the thing its name says it does

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS
I'm in X16 to turn off the wish granter for the scientists. While it was scary for like 2 minutes, now it just feels like bad game design because some burer or whatever is down an elevator shaft without me being able to see them and is just sending ghosts through the wall straight at me, killing me in three hits. Is there an actual way to deal with that or do I really just have to take a bunch of psy and damage pills and jump down the elevator shaft and sprint past it or something? they were already annoying in the open air but there i could just run away from them at least

OwlFancier
Aug 22, 2013

It used to be that after a certain point of psy protection you would become immune to the ghosts, but I don't know if that changed when they redid how resistances work. But yeah broadly you just want to really stack psy protection, a lot of low tier artifacts add it and a fairly basic steel helmet will have a good chunk of it too.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

ekuNNN posted:

I'm in X16 to turn off the wish granter for the scientists. While it was scary for like 2 minutes, now it just feels like bad game design because some burer or whatever is down an elevator shaft without me being able to see them and is just sending ghosts through the wall straight at me, killing me in three hits. Is there an actual way to deal with that or do I really just have to take a bunch of psy and damage pills and jump down the elevator shaft and sprint past it or something? they were already annoying in the open air but there i could just run away from them at least

Yeah the ghosts are just an inherent part of that area and you just have to deal with them until you turn it off. You can "kill" the ghosts by shooting them with anything (it only takes one hit) but stacking psy resist to the point where they just can't really do anything to you is better because they'll just keep spawning. They do still require a source enemy to spawn from so killing the enemies nearby usually stops them for a while but there are a few annoyingly placed snorks around weird corners that are specifically there to be hard to reach quickly.

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS
Ah, I didn't realise the ghosts are getting generated by the snorks as well. I was assuming I had to quickly find a burer or a karlik and kill it to stop the ghosts.
Okay, I'll go back to my homebase and get my autoshotgun and a bunch of psy-protection and try again. :hai:

The Lone Badger
Sep 24, 2007

I thought it was the psysuckers who generated the ghosts? They turn invisible so it can be hard to tell, but I tended to fire a burst at where the ghosts seemed to be coming from and often took one down.

There is a burer, but they don't create ghosts.

The Lone Badger fucked around with this message at 23:16 on Jul 25, 2023

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS
I thought psysuckers generally do need to see you to send ghosts at you, or thats what it seemed like in Agroprom, and these are just flying through like the walls and floors of three stories of the lab

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
ekuNNN, if we're still talking about GAMMA, then to my knowledge: yeah Psysuckers and Psydogs are some of the only mutants that will generate ghosts wherever you find them. However, in certain areas--such as the Miracle Machine lab AKA X-16--pretty much everything will generate ghosts of themselves in the area. Snorks, zombies, etc. The same thing seems to be the case in maps like Radar (at least until the Brain Scorcher is deactivated maybe?) This can be particularly nasty because, as you've observed, the mutants can start generating these ghosts before you ever confront their sources.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
GAMMA also added psy snorks to the list of mutants that can create projections and you can encounter them in the wild. In the Miracle Machine lab section that OP is in, it is a psy snork specifically that's in the bathroom to the left once you get down the elevator shaft.

This makes things arguably more tricky than in vanilla/standard Anomaly since you didn't have wallhacking phantoms to contend with it, compounded by the recent medical re-work which also nerfed the value of some of the psy drugs. My go to strat is just to pack an SMG loaded with HP, drop down the ladder, then buzz my way through the ghosts and unload the rest of my clip into the snork while he's in the shitter.

ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS
edit: ^^ ah, thanks for the tip! ^^

Yeah I'm playing GAMMA, and now that I know what's going on I'm less annoyed. I'll just prepare to go on a shotgun rampage through X16. :getin:

Cream-of-Plenty posted:

Psysuckers and Psydogs are some of the only mutants that will generate ghosts wherever you find them.
I thiiiiiink Karliks (they look kinda like midget burers) also do that. Yesterday I met one on the road during the day in Army Warehouses that sent a bunch of ghosts at me, and there were two more at night outdoors at the entrance to X16 in Yantar, sending a whole bunch of ghosts my way. I accidentally spritned into X16 actually while running away from them. I hope theyre not still at the entrance cause I would have to go past them now to go back to my base to stock up. :ohdear:

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Oh that's right, Karliks too. I come across them so infrequently that I forget they exist in between encounters.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
It is funny how quickly they can scamper up to you and attack your knees like a little kid. Doing the crouch + Chimera Hunter punt also sends them flying

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ekuNNN
Nov 27, 2004

by Jeffrey of YOSPOS

ekuNNN posted:

I'll just prepare to go on a shotgun rampage through X16. :getin:

Bringing my autoshotgun and a ton of weed and grenades worked like a charm. Now it was creepy and fun, instead of tedious.
although did it really need the sewer section with the loving pseudogiant at the end? :argh:

Now I'm all out of grenades and mostly out of ammo and first aid items, time to stock up and go north past the barrier.
I'm thinking of moving my homebase to the Freedom base in Army Warehouses now, it seems to be in a pretty good spot to explore from.

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