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Author Topic: Stalker Series  (Read 88710 times)

Sir Pseudonymous

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Re: Stalker:Call of Pripyat
« Reply #45 on: February 14, 2010, 09:52:38 am »

Actually, yeah, I was primarily thinking about that. Also, the regular assault rifles you get right before that are pretty awesome for the fifteen minutes it takes to get to the stash from Agropom (I think it actually took me much longer, due to the difficulty of dealing with the bandits in the first room (wound up just luring them into the starting tunnel, and hiding in the shadows on the far end, with them all clustered in so tight a space you can take them out with a couple of bursts from the assault rifle; after dying a few times, that is ::)), and flipping shit on encountering the bloodsucker).

Some of the late game guns were just all around awesome, like the TRS 301 (actually more mid-game, but it beat out some later guns too, since you could remove the scope for close in fighting, damage and accuracy was about the same as... what was it called? GP something, I think) and Dragunov. Everyone loved the vintorez, but you have to aim so high above your target, unless it's right on top of you, that it's almost impossible to hit something on the first try beyond the range where a TRS 301 would be the better choice. The dragunov, on the other hand, provided pinpoint accuracy as far as you could ever see in a straight line. The longest shot I ever had a chance to take was only a couple hundred meters, and I only had to aim at the top of the target's head to take him out.

The ammo was absurdly expensive though, several thousand roubles for ten rounds. I think you had to side with freedom to get one, too, though you could only purchase the ammo from duty... Or maybe you could only buy the dragunov from duty after turning in the bulldog grenade launcher, one of the most useless weapons in the game.
« Last Edit: February 14, 2010, 10:07:40 am by Sir Pseudonymous »
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Asehujiko

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Re: Stalker:Call of Pripyat
« Reply #46 on: February 14, 2010, 05:19:54 pm »

I just noticed that clear sky has Tages listed as 3rd party drm on steam, wtf? Tages works by making disks unreadable except for a certain method that pirates supposedly don't posses(they do), something completely irrelevant with digital distribution and something I want to keep away from my HD.
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Cthulhu

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Re: Stalker:Call of Pripyat
« Reply #47 on: February 14, 2010, 06:25:08 pm »

It was the other way around for me.  I could hit anyone within 100+ yards with the Vintorez, but I had to aim really weird to hit with the Dragunov.

I loev Vintorez.
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Redd

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Re: Stalker:Call of Pripyat
« Reply #48 on: February 17, 2010, 11:02:24 am »

This game is something special. Massively immersive and, at times, pretty creepy.
On that note:

Spoiler (click to show/hide)
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Sinistar

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Re: Stalker:Call of Pripyat
« Reply #49 on: February 17, 2010, 12:15:32 pm »

I just dislike Oblivion Lost on principle of the modder stealing everything from other mods and acting like a jackass as if he's God's gift to modding.

Hmmmmm, THAT I did not know.


Also: huh whait what Call of Pripyat released?
*checks the internet*
Well I be a Bloodsucker's lunch. How come I did not hear of this earlier?
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KaelGotDwarves

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Re: Stalker:Call of Pripyat
« Reply #50 on: February 17, 2010, 02:15:25 pm »

Besides Steam, I can't really say it's been advertised at all. The game is really going around on word of mouth. It's also already been released in Russia for awhile already, essentially Ruskies have been playing the game while developers did bugfixes/translation for the rest of the world release.

Do yourself a favor and don't rush through the main storyline. Go exploring. This is the most open Stalker and my favourite so far unmodded. Can't wait for mods though.

LeoLeonardoIII

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Re: Stalker:Call of Pripyat
« Reply #51 on: February 17, 2010, 04:46:07 pm »

I bought the first STALKER and I was irritated that (1) It ran slow as all hell while looking like ass in small zones ???, (2) Player aiming was a huge pain while enemy goons would ping my retina three times with a three-round burst through a bush at 300 yards, (3) Inventory management combined with limited carrying capacity was idiotic and you would spend several hours hauling your stash from one Green Ice Chest of Holding to the next, multiple times during the game, and (4) Grunt enemies seemed to respawn endlessly as if the entire Red Army was camped out just over the knee-high fences you couldn't jump over.

So are any of these things fixed in the new one?
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KaelGotDwarves

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Re: Stalker:Call of Pripyat
« Reply #52 on: February 17, 2010, 05:35:11 pm »

1. Depends on your computer. The game has higher requirements and on mine, especially with mods, can look better than crysis (atmosphere, not pure pixel/polygon counts) with no slowdown.

2. Haven't had too much problem with this, but I've played ArmA and Operation Flashpoint so I actually stalk in game rather than running around in the open getting shot by unseen enemies. :P However, I have heard mods like LURK and AMK address all-seeing-AI, but I don't notice too much of a difference, except I'm able to knife bandits in the back in LURK.

3. This is part of what makes the game a slightly more strategic game with aspects of realism than a run everywhere, jump around corners & while shooting everything in the face in midair game. If you don't like it you can easily change weight limits in the ini with modifications to .txt files.

4. Every so often new enemies will spawn from offscreen sectors of the map, so that the place isn't emptied out by you, or when they fight each other.

Realize that the game is Stalker, you're not Master Chief-with-power-suit, you're not Ramierez-do-everything with regenning health, you're a crazy motherfucker who has been dropped into a post-apocalyptic wasteland and left to fend for himself. You're supposed to be shitting your pants... a lot.

Sir Pseudonymous

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Re: Stalker:Call of Pripyat
« Reply #53 on: February 17, 2010, 05:36:49 pm »

I bought the first STALKER and I was irritated that (1) It ran slow as all hell while looking like ass in small zones ???, (2) Player aiming was a huge pain while enemy goons would ping my retina three times with a three-round burst through a bush at 300 yards, (3) Inventory management combined with limited carrying capacity was idiotic and you would spend several hours hauling your stash from one Green Ice Chest of Holding to the next, multiple times during the game, and (4) Grunt enemies seemed to respawn endlessly as if the entire Red Army was camped out just over the knee-high fences you couldn't jump over.

So are any of these things fixed in the new one?
1)"Small zones"? You mean the shadow-filled chambers, or just that the areas themselves are small? In any case, that's a machine issue (if I'm understanding you right), I had the same problem till I messed around with the graphics settings, ending up with something nearly identical to what I started with, albeit at a much higher framerate.

2)Until you get to the midgame, all guns are pretty fucking inaccurate. Enemies just hit you because you tend to be outnumbered, with every one of them dumping clip after clip at you. The sheer volume of fire insures you're hit frequently if you're not under good enough cover/don't kill them from outside their effective range.

It occurred to me, after barreling through a mission in clear sky that had killed me a few times before, that in most shooters you tend to rely on your gun, in STALKER, your gun is a worthless bastard and you have to rely on yourself. Once you stop trying to make your gun do all the work, and just do it yourself, you start slaughtering everything. This is abstract bullshit, and I'm sure unless you happen upon it yourself you'll have no clue what the fuck I'm saying, but that's the only way I can put it.

3)Sell everything you don't need. Which is almost everything. Once you get an smg your pistol is worthless until you can get a Kora UDP compact, koras are fucking terrible (which is fucking awesome, and show up once you get to the duty base), shotgun ammo is worthless and heavy, sell all all of it if you only have a sawed off, and you only need a few dozen rounds even if you have a decent shotgun (chaser 13 or SPAS), which doesn't show up till late game. Once you get an assault rifle, smgs are useless, once you get nato guns (TRS 301 or GP 37(is that the right number?) are the ones, IL 86s are ok, but the worst of those three), warsaw pact rifles become useless. Once you have a sniper rifle the only other main gun you need is something for close in/medium range fighting, like a TRS 301.

Vodka is worthless if you have money, since antirads are both lighter and more effective, grenades you don't need too many of, probably, and both medkits and bandages can be kept to a fairly low number (keep the rest in a stash central to where you're operating), so can food, just a few cans of tourist's delight will last you through just about any mission. Not really anything else to carry, aside from artifacts, of which there are few useful ones (a heal over time one is good, as well as a rad detox one; later resistance ones too). Energy drinks can be useful, but if you need a burst of energy to keep running, rooting around in your inventory is often the worst thing you can do.

4)Admittedly true, but if they didn't respawn it would be a very empty world after a few days of random fighting and mutant attacks. And the "knee-high fences" are barbwire fences taller than you are (although in some cases it is possible to jump over them, if the area past them is otherwise accessible, like the one around the tracks in cordon (which can be walked around to the east of the checkpoint, by the way)). :|


All those things still hold true for Clear Sky, and some are sort of central to the STALKER franchise, so I assume Call of Pripyat didn't just throw out all of its predecessors' conventions.


On clear sky: is there any point to food? I haven't gotten any "eat now or die, fucker" messages, and there's no indication of hunger anywhere, unlike in SoC.

Edit: it's the UDP compact that's awesome, not the kora. The Kora is horrible.
« Last Edit: February 17, 2010, 09:27:26 pm by Sir Pseudonymous »
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Akura

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Re: Stalker:Call of Pripyat
« Reply #54 on: March 03, 2010, 09:50:48 pm »

I've got Clear Sky. In the beginning, it's cool trudging through the swamps with nothing but a Chaser 13 and a flashlight.
*hears bushes rustling*
Me: "OH F%#K!!" *BLAM* (at nothing)
*rustling behind*
Me: "Boar!!" *BLAM BLAM*
*walks into a nearly invisible anomaly*

It does get kind of annoying getting into a one-on-many gunfight, and all of them decide to use grenades at the same time, none of them taunting you about it beforehand, which they usually do. Raiding the military base is fun, and profitable to boot if you cram everything into a single corpse and drag it to Sidorovich.
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ToonyMan

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Re: Stalker:Call of Pripyat
« Reply #55 on: June 19, 2010, 12:27:32 pm »

I'll be bumping this STALKER thread because it looks to be the most recent.
I'm going to recount my first Blood Sucker run in, this is SoC btw.

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Cthulhu

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Re: Stalker:Call of Pripyat
« Reply #56 on: June 19, 2010, 12:30:43 pm »

Was the screen turning sepia and stuff during this?  Because that's a controller, not a blowout.

And yeah, Oblivion Lost kicks ass.  When I played it there was a whole nest of bloodsuckers in the Agroprom Tunnels (Where I assume you are).  They killed all the bandits and military and were running around the tunnels trying to lure me farther in.
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Phantom

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Re: Stalker:Call of Pripyat
« Reply #57 on: June 19, 2010, 12:54:56 pm »

Oh man this game is scary as hell with a really eerie atmosphere.
I can't vouch anything for SoC, but I can vouch for Clear Sky.

My first bloodsucker encounter was jesus hell scary. After helping some faction squad in the swamps I pull up the PDA, and the squad disappears from my PDA, I pull down my PDA to see A GODDAMN GREEN BLOODSUCKER BITING AND CLAWING MY FACE OFF. I ran and it almost killed me and after several minutes later bashing it with my knife it finally dies, and I limp back to the nearest faction base. And goddammit Yar, I am never doing another mission for you again. NEVER.

Meanwhile, killing the whole Spetsnaz platoon at the military outpost did turn out quite a lot of coin and my signature AN-94 Sniper Analogue got about 1000 extra bullets. And those Army Medkits helped in saving those rookies also. Here is summary of the event.
Me: Runs up tower and beats the goddamn machine gunner to death. Hides where he was.
Spetsnaz #1: Runs up with AK-74 while yelling in Ukrainian.
Me: Shoots him in the head with a 2 shot burst. Rinse and repeat.
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ToonyMan

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Re: Stalker:Call of Pripyat
« Reply #58 on: June 19, 2010, 01:03:42 pm »

Was the screen turning sepia and stuff during this?  Because that's a controller, not a blowout.

It had to be a controller, because after killing the Bloodsucker I ran into some ugly freak that kept pulling my screen.
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Phantom

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Re: Stalker:Call of Pripyat
« Reply #59 on: June 19, 2010, 01:10:46 pm »


'Cause that ugly bastard is definitely a controller.
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