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poverty goat
Feb 15, 2004



Oh hey, new thread

It might be worth adding the grass mod to the OP, modern hardware handles it well enough and it fixes one of the most bizarre visual shortcomings of the engine (why would that ever even be hardcoded :iiam:)

https://www.youtube.com/watch?v=WiS3fgqu0Po

e: bandit music stuck in my head again, thanks OP

poverty goat fucked around with this message at 16:07 on Oct 19, 2013

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poverty goat
Feb 15, 2004



poverty goat
Feb 15, 2004



Where's the misery ammo in Jupiter now? The medic doesn't sell anything violent.

poverty goat
Feb 15, 2004




I'm getting a crash whenever I try to talk to Garry about going back to Pripyat. As soon as I choose the pripyat dialog the game crashes with an access violation in the lua dll. I was using the optimized one, but I rolled it back and it makes no difference. Any suggestions?

poverty goat
Feb 15, 2004



Ddraig posted:

I suspect it has something to do with the dialogs_jupiter.script

You have two options, either copy/paste the last two functions and change the new ones to "has_5000" or "do_not_has_5000" or just change the 12000 to 5000 in the function names.

That fixed it, thanks

Also, argus photorealistic textures are available here http://kocayine.ru/photorealistic/

poverty goat
Feb 15, 2004



THF13 posted:

Is there anything else I should know before starting?

Do not ever pay a guy to repair your stuff for you. Use repair/cleaning/sewing/duct tape kits bought from Beard. Do not ever buy a new gun from a guy unless that guy is Nimble. Find a gun you want to use, and fix it with weapon repair/cleaning kits. You can fix a thing from totally hosed to good as new for like 10k using a couple of repair kits and some glue or whatever, and then a basic ~500ru cleaning/sewing kit will be sufficient to bring it back to top condition after a few runs. Cardan and Nitro will take every last penny you make just doing routine maintenance. Not figuring this out soon enough ruined my first Misery 2 run since I couldn't get together enough money for anything paying cardan for repairs. Also, different vendors pay different amounts for certain items, sometimes by a huge margin, so price check with beard and owl before you sell anything or you might get screwed. Anything related to vice, murder, or the military generally gets much more money from Owl. Beard buys busted weapons but be sure to unload them and remove silencers and sell that poo poo to owl.

Psy monsters and poultergeists have an aura that will murder you in a few seconds from range without LoS. Even sneaking past them is pretty much impossible until you get some serious psy protection and pills aren't going to cut it alone. The disembodied SEVA suit helmet was a great early investment for me, it makes you pretty much immune to radiation/psy aura damage and even the endgame helmets fully upgraded have poo poo radiation/psy protection in comparison so it was useful throughout (doesn't count for the underpass, though).

poverty goat fucked around with this message at 01:29 on Nov 6, 2013

poverty goat
Feb 15, 2004



With the SEVA hood (just the hood, worn with proper body armor) I never had to worry about radiation ever. The psy/radiation protection was so much better than an upgraded Sphere helmet that I went back to Zaton from Pripyat just to sell the Sphere and buy a new SEVA hood (since I'd sold the first one to finance the suit for the underpass). It was like night and day, and well worth the tradeoff between class III and IV/V armor on the helmet. The hood alone was enough to nullify all psy auras up to the kindergarten without needing pills.

Also, X-8 was almost up to SoC levels of :gonk:. If only it was 3 levels deeper.

poverty goat fucked around with this message at 02:09 on Nov 6, 2013

poverty goat
Feb 15, 2004



THF13 posted:

I'm crashing as soon as the game finishes loading and tries to actually start the game.

I installed pripyat, launched it once, installed misery 2.0, installed 2.02, installed 2.02 QF, applied Ddraig's unofficial fix with marked by the zone and logical black road optional applied.

I updated videocard drivers, tried with DX11 and DX10, and not sure what to try next outside of deleting everything and starting completely over.

I had the same thing, use DX9 :v:

poverty goat
Feb 15, 2004



Any suggestions for finding Veles detectors in Misery? On my sniper playthrough I found 2 total, I think 1 from a stash and one from a quest reward. I searched corpses, traded every random stalker, checked every vendor every time I went to town, and never saw another one.

poverty goat
Feb 15, 2004



The black road mod seems to do that, it's only 2 files so it's easy enough to roll them back from the base mod.

Speaking of which, I did that, started a new black road as recon, got to the Skadovsk, and it crashes if I talk to beard

poverty goat
Feb 15, 2004



I just played OGSE again because I was in the mood and it was already installed

The only really awful design decisions are the laser accurate infinite range autoturrets and the permanent chimeras. I ended up keeping the RPG 6-shooter thing this time around just because in the endgame you can't cross the street without 2 chimeras attacking you. I managed to catch the edge of an emission on my way out of red forest and get zombiefied accidentally so I just walked past all of the monolith in pripyat without firing a shot and joined c-consciousness :effort:

might take faction commander for a spin next

poverty goat
Feb 15, 2004



I just started lost alpha, Sidorovich sent me to rescue Fox but I heard a gunshot and failed the mission as soon as I passed the overpass, the Sin guys in the house all just let me shoot them in the face without resistance, and now I'm not sure how I can advance the plot. Did I miss something or what? I installed the AI patch.

poverty goat
Feb 15, 2004



Fish Fry Andy posted:

Replacing xr_combat_ignore.script with the original version fixed that issue with me.

is this a thing I can swap out mid-save or do I need to start over

poverty goat
Feb 15, 2004



Misery 2.0 introduces a lot of new gameplay mechanics and it is hard but a lot of my complaints went away after I hosed up and gave up and bitched about it in this thread and then went back and figured out what I was doing wrong a few weeks later after a patch and reading this thread. You basically have to put aside most of what you know about CoP and play it like a different game.

It is hard, and you start with no armor and poo poo guns and you'll die a lot and have to get a lot of headshots and stand on rocks to avoid dogs until you get that sorted. Economics really aren't too bad once you realize that while you can't run 20 feet without stopping to wheeze, you can carry an infinite stack of half-busted rifles 20 feet at a time back to the skadovsk. Different vendors buy different things for vastly different amounts aand you'll waste tons of money selling poo poo to the wrong vendor (military trash, drugs, guns and ammo to owl; artifacts, repair kits, food, day to day survival poo poo to beard). Never pay a vendor to repair anything, and don't buy weapons except from nimble, because you'll get ripped off every time you come back to camp if you do; a halfway ruined gun can be repaired to full with repair kits plus oil/rags for a few grand from beard, and after that you can patch everything up for a few hundred every time you come back to town with the cheapest repair kits, which is great and makes more sense than the repair kits that consume other guns in other mods. Stalkers, mercs and bandits can look pretty much the same so don't approach anyone (or get crept up on, for that matter) without scouting with binoculars and trying to listen in on them since the voices will give away bandits. You pretty much have to spend the first couple of hours gearing up before you can even think about advancing the plot and a lot of the shortcuts are going to be impossible (freebie weapons/armor are gone or inaccessible, anomalies will kill you until you get armor and a gas mask, and anything psy will kill you before you see it without a bunch of psy resistance). Don't expect to go straight to a sunrise/clear sky suit like normal, as you'll be endlessly frustrated getting to that point, but owl is selling these fine leather jackets...

That, and beyond quicksaving all the time you should get in the habit of saving every time you leave camp, every time you arrive at camp, every time you're in your last safe cover before you assault the jerks...

Once it clicks it's worth it. Misery 1.x is a fairly generic CoP mod in comparison. If you're having trouble I recommend rolling sniper and focusing your very existence on not interacting with anyone or anything unless you're initiating combat by shooting it in the head from behind a rock, uphill, with a bolt action rifle. Stay off the top of the ridge, move from cover to cover and scout ahead, turn up your sound, and if you realize you're in combat when you hear the gun that kills you right out in the open you're not paying attention like you should be. Sniper starts with a bolt action rifle and those are really powerful in the early game as they're accurate at range and they can punch through lovely body armor. I've cleared the merc base for owl with the starter rifle and a mosin and they're hilariously armed and armored for the start of the game. Assault is also solid but it's a slow start until you get an accurate assault rifle like an abakan with enough ammo and a scope to play sniper. Recon is hard.

poverty goat fucked around with this message at 07:20 on Sep 2, 2014

poverty goat
Feb 15, 2004



I agree that it seems like everyone who still hates misery 2.0 gave up before they got anywhere, the initial hurdle is pretty ridiculous but once you get some momentum you're all set and in the endgame you're still zeus hurling lightning bolts from on high

It's not perfect but it's a hardcore STALKER mod by mad spergs who know the base game better than anyone should and wanted it to be hard again, so idk what people were expecting

e: judging from my mods folder the last time I touched it was 2.0.2 plus some ddraig hotfixes so idk about anything that happened or changed after that

poverty goat fucked around with this message at 07:42 on Sep 2, 2014

poverty goat
Feb 15, 2004



Being unable to tell stalkers from bandits and getting attacked by random stalkers featured prominently in my first Misery 2.0 bitch post but in the end I just treated all NPCs like alpha squads unless I knew better, except that unlike alpha squads they're easy to kill when you have the jump on them

e: back on the general topic, is there anything new expanding on lost alpha yet? I played it for a while and the new maps are awesome but I got bored in yantar because everything was so empty and it was really a chore to do all the running around for Sin

poverty goat fucked around with this message at 07:48 on Sep 2, 2014

poverty goat
Feb 15, 2004



Just started a game of the latest misery patch as assault, not dark mode, not black road. It started me at the ranger station, which was clear, and the basic tools were there where misery always put them. On the way out I spotted 4 well-dressed bandits on the low road heading to the dock cranes so I crept up behind them and easily took them all out from uphill crouching behind one of the metal guards on the side of the road with half a mag from my starter Stg 44 (most of which missed at that range, firing in 2 shot bursts). Two pseudodogs got the drop on me, one bit me a couple of times, I killed them both easily with the Stg 44 and survived with 75% of my health and no bleeding. The bandits' guns were beyond saving/selling/repairing but I got an AK scope, ammo and grenades along with some vendor trash. Went to the skadovsk, sold some junk, bought some ammo and a scope with 10k to spare.

If anything this is a lot easier than it was ~9 months ago, nothing seems bullet spongy, pseudodogs don't drop you in one shot, bandits aren't aimbots.

poverty goat fucked around with this message at 21:12 on Sep 3, 2014

poverty goat
Feb 15, 2004



I'm still playing the latest misery 2.1, a lot of the half-implemented features are working now and if anything the difficulty is toned down and the economics are easy. I'm swimming in ruples. Man up :getin:.

Also, favorite bug so far: when tremor killed himself his gun wasn't loaded, so it just clicked, but he still fell over dead. I think he's faking! Never trust a vampire.

poverty goat fucked around with this message at 22:03 on Sep 4, 2014

poverty goat
Feb 15, 2004



Ddraig posted:

You may be able to buy a new gun with that money. The rest will go to maintaining it :v:

It's not nearly this bad anymore, I've even been paying for minor repairs because for 5-10% damage after a small excursion it costs like 500ru less just to do it yourself :effort:

I bought an AK-74 from owl, repaired a saiga from 27% with repair kits, bought a sunrise suit and a SEVA hat and upgraded all of them a little, then got indecisive and sold my upgraded AK-74 and repaired a broken Stg-58 instead, and fully upgraded it. I just went to Yanov the first time and I'm practically set for the underground with 40k ru in the bank as I smoke weed with Uncle Yar in the zombie village. It was slow until I had armored up and got the ak-74, but then I made the rounds clearing the two camps of mercs and those were both huge paydays. I had to go back to the pump station or whatever for a thing I forgot and it'd been taken over by bandits, and killing them all was a big payday again.

Keep in mind that there's no reason not to haul every busted rear end gun you find back and sell it to beard. Beard will buy every gun regardless of condition, not for much, but it adds up (owl pays much better but only buys well-maintained guns, which you won't find just laying around). In the early game you might need to cook your own food and it's good practice to do most repairs yourself but it's not soul-crushing like it used to be.

My only problem was that getting started was still pretty slow, but not because it was a slog, because it seems like they really dialed back the spawn rates in the beginning. I kept going out to clear the ranger station, making my rounds of the little camps around the swamp, expecting to find some bandits/mercs to murder and coming up empty. I ended up killing the first few squads of stalkers I encountered because I needed the money which caused some problems with those drama queens on the shevchenko who were loaded with loot, holy poo poo. Forget about bandits and mercs, stalkers are loving loot piņatas.

I'm pretty sure black road makes the economics worse in addition to starting you naked with a pistol at the sawmill in the middle of the night so probably skip that.

e: oh also, I haven't tested it but the quick release things are in game now, which for ~1000ru and a keybinding you need to set up will theoretically let you instantly drop everything but your ammo and poo poo in a pack on the ground to pick up later if you are about to get eaten or turned into a zombie on account of the 150kg of busted guns you're carrying on your back.

poverty goat fucked around with this message at 00:12 on Sep 5, 2014

poverty goat
Feb 15, 2004



Saint Sputnik posted:

Not pictured: the dozen other bloodsuckers, another few dogs and a handful of pseudos. Thank the wish granter for 1) a box to jump on top of, and 2) the fact that I just killed a bunch of dudes and took their guns and had just enough rounds to clear a swath around me.

I wish I'd gotten a screenshot of the poor fucker who got mobbed later by a pack of squealing fleshes till he had to run away. Truly the cliffracers of the Zone.

In misery today I quicksaved out in the concrete area outside the jupiter plant where the bandits hang out near the crates and truck, totally oblivious to the giant, 9 pseudodogs, 2 psy-dogs and some regular dogs that were coming over the top of the nearest hill. It must have been 2 or 3 groups that merged together, plus the giant.

All I can say is thank god for rifle grenades and a saiga full of buckshot.

Also, I had to go back to the back of the jupiter plant twice, and each time the 2 controllers and 4-6 bloodsuckers resparned (the first time there was a giant as well). This was all still hilariously easy compared to the chimera cocktail misery 2.0.1 threw at you. I haven't seen a chimera outside of the hunting quests, I don't think, but I haven't been out a whole lot at night and I just got to pripyat.

poverty goat fucked around with this message at 22:57 on Sep 5, 2014

poverty goat
Feb 15, 2004



Missing Name posted:

Did you do all of trapper's quests?

No, I haven't done the swamp bloodsuckers, and not for lack of trying

Saint Sputnik posted:

I cleared the controllers out of the iron forest but didn't have psy-gear to get near the chopper (didn't realize there's a ghost there you have to kill to end the brain drain), and when I came back a bit later it was full of hooded whats-their-names and chimera.

That's weird, I had to go back for tools and not even the zombies had respawned. I'm close to getting the broken gauss rifle so we'll see.

poverty goat
Feb 15, 2004



A burer pro-tip is to carry a .45 pistol with hydrashock ammo. Nimble's handguns are relatively cheap and I normally go for March, the unique USP, since it's really light and it can be upgraded for low recoil auto fire. Burers' ability to pull guns out of your hands is based on the gun's weight so they won't be able to steal your pistol and you can empty it right in their big dumb faces (a really light rifle like tide or a smg might also be enough)

It's possible that this has changed in misery but I've got March and I'll find out soon enough, I guess

staberind posted:

beware the alpha team that likes to chill by the train engine nearby.

Alpha squads are SGM, not misery :derp:

I remember not being able to do the scientists' escort quest to take readings at the swamp because the alpha squad was always there.

I might try that arch. Normally I just snipe them from the tower by the cement factory but the fuckers are cloaked

poverty goat fucked around with this message at 23:47 on Sep 5, 2014

poverty goat
Feb 15, 2004



Man, what a loving letdown. It's time for X-8 and I'm rich, I've got an exoskeleton, sphere-12, saiga and stg-58, all fully upgraded, so I decided to have some fun and upgrade zulu's machinegun to clear the monolith out of the upper levels of the building.

I get up to the third floor, killing half a dozen or so zombies along the way quietly, when I duck into a room and in comes a cat, and another cat, one after another; 8 or 9 cats in total, easily dispatched. As soon as the cats were done, here come 3 bloodsuckers. So I dealt with that, went upstairs, and there's no loving monolith. Their guns are laying around on the floor, but no corpses. I guess the cats loving ate them. Cats :argh:

I guess I'll just have to use the mg on the breakout :smith:

poverty goat
Feb 15, 2004



Some things seem a little buggy in pripyat. I don't think I've seen any NPCs, zombies, or mutants at all that weren't scripted, ie the zulu rescue, except for the huge pack of cats plus bloodsuckers that were in the upper floors of that building for some reason. Even the pack of dogs that's always in front of the grocery store was nowhere in sight. I haven't been up north yet to look for monolith, though.

My only big mechanical gripe came up in pripyat as well. There are two areas where it forces you to be in close quarters with a psy aura, and it's pretty much impossible to progress without specialized psy armor which has been maxed out for psy protection with upgrades. Drugs do almost nothing, and drugs plus a combat helmet which has the psy upgrades doesn't put you anywhere near what you need. You can cheese it in the kindergarten with a rifle grenade, but in X-8 if you collect all the papers it spawns a controller in the room by the exit. Regardless of which approach you take you have to spend several seconds in the aura climbing stairs in the vincinity before you can possibly even put a rifle grenade on the controller, and it will kill you long before. My only option when I realized I was hosed would have been to go back to my autosave and redo the lab, either skipping some documents or going all the way back to jupiter to buy the standalone SEVA helmet and upgrade it, so I just edited my helmet's stats temporarily. If you've got a full bar of psy protection on the inventory screen or close to it with drugs you can probably manage.

poverty goat
Feb 15, 2004



Ddraig posted:

My initial one was to damage the outfits heavily if you loot them off a corpse (the rational being the suit must be pretty hosed up, as they're dead and presumably were killed by something).

OGSE or something did this and it was just a matter of finding 2 sets of the same armor when the military raided the stalker camp in the cordon to patch together with a repair kit to get it to where I could afford to pay the rest of the repairs. It seems like I got a bulat or berill suit right off the bat. Of course, not sending the whole military to die 15 minutes in would solve this problem :v:.

On another note, is there a reason no CoP mod lets you use another closed cycle suit for the pripyat underground? Lots of mods add the other scientific suits or the disembodied SEVA hat but you always have to buy a full SEVA suit.

poverty goat
Feb 15, 2004



I'm getting the itch again. Is there anything cool and awesome built on lost alpha yet?

Ddraig posted:

Cardan is an alcoholic. I've had many friends with substance abuse problems and the alcoholics don't tend to be particularly discerning with what they drink, only that they can get it.

There's a reason they denature ethanol, after all.

I recently met a dude in his 30s who used to drink rubbing alcohol. Apparently it makes you sick as hell but when you're already sick as hell from your alcoholism it's better than nothing :gonk:

poverty goat
Feb 15, 2004



I ended up playing around with Misery with Les Miserables. This poo poo is too easy, I got march and tide fully upgraded plus a sunrise suit and the bubble helmet and I haven't even finished Zaton or gone to Yanov yet.

Anyway, here's my STALKER moment for the day, brought to you by the 15 dogs, 3 pseudodogs, 2 bloodsuckers and eventually a pseudogiant that all materialized around me during the swamp helicopter cutscene



:argh:

e: the last time I tried SGM the whole mid-game became pretty much about surviving and killing alpha squads; eventually I got the freedom exoskeleton and the most powerful anti-materiel rifle and I was aghast to discover that the alpha squad heavies could still take 2-3 shots to the face from it. Then the game broke irreparably in the jupiter underpass so i took it out back and shot it

poverty goat fucked around with this message at 09:06 on Dec 11, 2014

poverty goat
Feb 15, 2004



staberind posted:

It looks like they make helmets less obtrusive as well, much better execution.

i hadn't gotten the helmet yet, they're still the same

e: nevermind I looked closer :derp:

the bubble helmet is probably the least intrusive helmet I've tried, though. SEVA is worse and the Sphere helmets are worse than that.

poverty goat fucked around with this message at 18:04 on Dec 13, 2014

poverty goat
Feb 15, 2004



*stops halfway to cover during an emission to do more coke*
*stops in the middle of an anomaly field to do more coke*
*stops halfway to the helicopters to do more coke*

Major "Cokehead" Degtyarev

poverty goat
Feb 15, 2004



Harminoff posted:

May I ask why? Reading the op, it seems like that is just fixing bugs and issues that would be annoying playing vanilla. I was also looking at graphic mods which I don't think could really effect gameplay...

I've been playing with Autumn Aurora and it's really solid. It combines Zone Reclamation Project, Absolute Nature, Atmosfear, some new models, sounds, guns, etc. with a great installer that takes care of the grass fix, fov fix, 4gb patch, and ENB so that you're all set to go after installing it on a fresh SoC and it looks really nice. It's a really good vanilla+ experience imo without adding a bunch of broken new poo poo for difficulty (which means it does feel really easy after a misery playthrough). What it does add mechanically (new artifact/detector mechanics and blowouts) is done intuitively enough that I'd feel comfortable recommending it for a first playthrough even.

poverty goat fucked around with this message at 04:43 on Dec 16, 2014

poverty goat
Feb 15, 2004



Missing Name posted:

Definitely don't do MISERY then. One of their ways of making the game harder seems to be "OK, mutantdog.spawn... It says spawn 5. Eh, make it 15. Ctrl+C. Ctrl+V, Ctrl+V, Ctrl+V."

I found an old screenshot:


It's from SGM though. IIRC there's an alpha squad dying at ground zero :laugh:

poverty goat
Feb 15, 2004



SocketWrench posted:

Packs of dogs are a motherfucker at times. Trust me, you don't suck, those shits are just murder in numbers when you don't have some distance to pick'em off as they charge you.
When I played vanilla the game seemed to spawn huge swarms of them when you'd do certain missions to gently caress you over getting back.
Oblivion Lost, on the other hand, just dumps those fuckers all over the place along with those damned bobcats to mangle your rear end at the worst possible times.
Sneaking up on an enemy? Pack of dogs from out of nowhere
Caught in a firefight? Herd of dogs to maul everything but they only focus on you
Coming back from red Forest? You're hosed, run like a bitch
Did a job in Yantar for Barkeep? Take the overhead pipes to the sniper tower cause those fuckers are gonna be swarmed in the garage area
Doing anything in cordon? Just put a bullet in your head now cause here they come
Hanging out in the Agropom? Get on a roof.

hear a dog bark in the distance? climb the nearest rock and switch to rifle grenades

which mod is it that spawns 2 chimeras every time you try to come or go in rostok because that poo poo is truly obnoxious

poverty goat fucked around with this message at 04:31 on Jan 12, 2015

poverty goat
Feb 15, 2004



SocketWrench posted:

OL normally always has two roaming the bloodsucker village the first go through along with a couple pseudogiants and a few extra bloodsuckers. If you knock out the mercs on the far side and hang around more than ten minutes new mercs start to file in from the Bar end of the map.

This reminds me of SGM 2.1 I think with alpha squads. I cleared the mercs from the substation workshops but I guess this immediately makes it the new alpha squad base, and they started showing up in waves of 5+ immediately before I was able to loot. In the end I made a really messy escape over the wall and toward iron forest.

poverty goat
Feb 15, 2004



deployable autoturrets sounds more like SGM kitchen sink excess than anything to do with misery

with all these changes hopefully they remember that the chimeras outside the bar all the time are stupid and remove them

e: also, misery 2.0 did nothing wrong. man up

poverty goat
Feb 15, 2004



up to this point in the history of STALKER mods, autoturrets have never been cool

poverty goat
Feb 15, 2004



Ddraig posted:

Clear Sky is a very bleak game.

really its totally in character for the zone to break the third wall and make the game crash through the ether to keep you from unlocking its secrets

poverty goat
Feb 15, 2004



OregonDonor posted:

I love the whole angle of secret labs and experiments and the military being engaged in an ongoing cover-up that you get to thwart; also the noosphere stuff. You are given just enough suggestive detail about the whole enterprise that you get to fill in the details for yourself as you lead up to, say, X-16 (the one near Yantar? It's been a while).

SoC is just a fantastically plotted game. Pripyat? Not so much, but it's so fun that it doesn't really matter.

I always preferred SoC to CoP. Cop is all laid out like WoW quest hubs. Soc is constantly sending you on missions 2 maps away without telling you it's the beginning of an arc that'll send you back and forth across 8 maps before you have another opportunity to repair or resupply, or that nobody past red forest is ever going to drop 5.45x39mm ammo. You really have to manage your inventory because guns and ammo are heavy and you've got a long way to go at the brink of exhaustion. It's a game full of painful lessons that you have to learn the hard way. In CoP you're always just a short walk away from swapping junk for bullets and repairing your gear and it really lends itself to makeing the same circular route around each map every time you play without any pressure to budget your ammo or be selective about what loot you pick up

The only thing that ever really elevated CoP gameplay beyond a slightly harder flavor of the same poo poo were alpha squads. They forced me to be super paranoid, always watching the horizon with binoculars, mapping long routes around my elbow to get to my objective while avoiding them, often through additional mutants I'd have preferred to avoid and with not enough ammo. Then the game became mostly about tracking/avoiding alpha squads as I geared up to exact my revenge against them though

poverty goat fucked around with this message at 15:19 on May 14, 2016

poverty goat
Feb 15, 2004



Is there a new hotness for hardcore vanilla SoC? I've got the itch, but not for freeplay.q

poverty goat
Feb 15, 2004



Filthy Monkey posted:

I really miss these games, and wish we could have gotten some more sequels. I loved creeping around in abandoned factories with a vintorez and a shotgun, ready to face and mutants or bandits that reared their heads.

The vintorez was for sure my favorite weapon throughout the games. It just feels so thematic The Tide in CoP was a monster, and was often my weapon of choice.

Tide was always my choice in CoP so I bought it asap on my first big CoC playthrough where I went through the SoC story as a loner but it turned out to be really terrible and tedious for clearing the hallways full of heavily armored monolith in the NPP due to excessive zoom/no ironsignts, tiny magazine and low ROF so as soon as I got out of there I sold it and bought an avalanche and a thermal scope and never looked back

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poverty goat
Feb 15, 2004



In the grand scheme of hardcore STALKER mods misery 2 was pretty reasonably balanced imo once you figured out how to repair weapons and cook food and that you have to sell the trash to the right vendor at the base to get your money's worth. Then again, I have fond memories of alpha squads

With these mods you need to use your advance slowly and use your binoculars to make sure you never stumble into a fight, and control the terms of every fight you start (ie start every fight with a headshot or rifle grenade from behind cover up a hill)

poverty goat fucked around with this message at 15:09 on Jun 26, 2017

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