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Author Topic: Stalker Series  (Read 88827 times)

Cheese

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Re: Stalker Series
« Reply #555 on: July 05, 2011, 03:23:42 pm »

Exactly, the other games don't even lay a finger on you.
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Soulwynd

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Re: Stalker Series
« Reply #556 on: July 05, 2011, 03:27:36 pm »

Good on you. Also, how many different signatures?
Not sure, probably around 20 now.

My script reads from a folder and just picks one at random, so I just go and throw stuff I like as sig there.
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Cheese

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Re: Stalker Series
« Reply #557 on: July 05, 2011, 03:33:24 pm »

Clear Sky has an awesome mod that seems to be somewhat undiscovered here. The Faction War(AKA Total faction warfare).
2.9 Download

2.9.1 patch.

Ballistics fixer
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Vherid

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Re: Stalker Series
« Reply #558 on: July 05, 2011, 03:35:08 pm »

Exactly, the other games don't even lay a finger on you.

Yeah it's a good thing you got both, because even though I think COP is better, you really have to play SOC first. The stalker series, mostly SoC, but some parts of CoP are probably the scariest things I have ever encountered in my life in a game. No other game has scared me enough to want to stop playing the game in mid day. Those labs are fucking fucked. Especially when you have no idea what's in this game, you go in the lab and just shit yourself.

I found the jupiter plant in Yanov to be pretty fucked though. Just the buildup to it, a giant ass industrial facility in stalker, a helicopter crashed into and fell into some area underneath. Stalkers all say they don't like to go there but they don't tell you why, it makes going there especially cause it's desolate there, nerveracking. The atmosphere is just amazing like that everywhere.

Clear Sky has an awesome mod that seems to be somewhat undiscovered here. The Faction War(AKA Total faction warfare).

What does it do?

Cheese

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Re: Stalker Series
« Reply #559 on: July 05, 2011, 03:47:29 pm »

Also, try Pripyat in CoP at night, the atmosphere is terrifying.

It removes the story line and replaces it with complete faction warfare. You join a faction out of Duty, Freedom, Clear Sky, Mercenaries, Bandits or Defiance or you can go loner. You get companions and go and take points. Some are just points where squads can be stationed, useful for stopping enemies from getting into an area, some are resource points providing you with better equipment, some are bases which give you more squads. You can send squads to take points, or eliminate the enemy yourself before calling in a squad. It's good, trust me.
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dragonshardz

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Re: Stalker Series
« Reply #560 on: July 05, 2011, 03:49:52 pm »

So...it's Call of Derp: Chernobyl?

Vherid

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Re: Stalker Series
« Reply #561 on: July 05, 2011, 03:54:20 pm »

Also, try Pripyat in CoP at night, the atmosphere is terrifying.

It removes the story line and replaces it with complete faction warfare. You join a faction out of Duty, Freedom, Clear Sky, Mercenaries, Bandits or Defiance or you can go loner. You get companions and go and take points. Some are just points where squads can be stationed, useful for stopping enemies from getting into an area, some are resource points providing you with better equipment, some are bases which give you more squads. You can send squads to take points, or eliminate the enemy yourself before calling in a squad. It's good, trust me.

Sounds fucking amazing thats what I loved in the beginning, taking areas and then watching clear sky get better guns and armor eventually.

Akura

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Re: Stalker Series
« Reply #562 on: July 05, 2011, 04:01:15 pm »

Clear Sky has an awesome mod that seems to be somewhat undiscovered here. The Faction War(AKA Total faction warfare).
2.9 Download

2.9.1 patch.

Ballistics fixer
Could you find a different download link for that? Zshare sucks.
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Vherid

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Re: Stalker Series
« Reply #563 on: July 05, 2011, 04:06:34 pm »

Where did you even find 2.9, the latest on filefront is like .9, 1.8 on some other sites, etc.

Cheese

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Re: Stalker Series
« Reply #564 on: July 05, 2011, 04:10:01 pm »

2.9 is the latest. Just doesn't appear on google for some reason

No other dl links.
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Trappin

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Re: Stalker Series
« Reply #565 on: July 05, 2011, 06:48:39 pm »

For people wanting something a bit different yet still within the SoC universe - Run 'n Gun Special Edition

Code: [Select]
THIS IS WHAT THIS MOD CHANGES:


"FatRapper" - A modified VLA Special Assault Rifle that you can attach a scope to that has true sniper scope magnification. Rechambered to fire all
9X19 ammunition. Magazine capacity 50 rounds. There are also 2 other versions of this rifle... one is chambered for .45 ACP and the other is chambered for 5.7x28 ammo. The .45 version has a 40 round magazine and the 5.7 version has a 20 round magazine.

"FatRap Snork Sweeper" - A modified Viper submachinegun that you can carry in your pistol slot. Rechambered to fire all 12 ga. shotgun ammunition. 25 round magazine.

"FatRap Kommander" - A fully automatic silenced Colt 1911 pistol that has been rechambered to fire all 9X18 ammunition. Magazine capacity 25 rounds. Very high rate of fire with minimal recoil due to special barrel porting.

"SAIGA-Silverpower M2" - A modified AK74 that fires 12 gauge slug ammunition. Semi-automatic fire mode only. Can be used as a sniper weapon when
equipped with the optional PSO-1 scope. Equipped with an 8 round magazine. Very accurate and powerful.

"SVD-M2 Silverpower Slugger" A modified SVD sniper rifle that fires 12 gauge slug ammunition. Equipped with improved optics and a 5 round magazine. Very accurate and powerful. One of the few SVD rifles that you can sprint with!

"Vintorez-NH M1" A improved Vintorez sniper rifle that is more accurate and powerful than the base model. Equipped with improved optics and 30 round magazine. Will only fire .50 Barrett ammo.

"Impulse" A Fort style pistol that delivers a high impulse without damage to the target. Useful for knocking things out of anomalies or off high towers, etc.

"Kruzer S14" - A modified Tunder S14 that is rechambered to fire all 5.56 and 5.45 ammunition. Will also fire both VOG and M209 grenades. Magazine capacity increased to 30 rounds and power level slightly increased. Rate of fire increased.

"FatRap Zoner" - A modified Protection suit that is suitable for all areas of the Zone. This suit enables you to carry an additional 750 kilos! Protection levels on par with the Military/ Scientific suits that currently exist in tne Zone. With the proper skills in your belt, this suit is ideal for STALKERS! This suit is equipped with the better night vision.

"FatRap Grunt" - A modified Stalker suit that allows you to transport an additional 600 kilos. This suit is equipped with the better night vision.
A true workhorse...

Ammo: "12x76 Magnum Buckshot" - A very devastating round! Approximately twice the power of the standard 12x70 buckshot round.

Ammo: ".50 Barrett Ammo" - Special ammo for the Vintorez-NH M1 sniper rifle.

"Boost Artifact" - One of only two artifacts in the Zone that will give you extra strengths. You will find it quite useful!

Two new communities have been added... the Rogues which are your friends, and the Strangers which are your deadliest enemies... Very tough enemies to kill and they have their own pwerful weapons and ammo. They are "friendly" to every mutant and NPC except for you. They are scripted in just like the cut-out mutants, so quick saves / reloads and multiple level changes will trigger multiple spawns.

A new character has been added.... Doc! You will find him at the north end of the Red Forest on the elevated platform where a Monolith sniper used to be. Doc has trader and skill trainer capabilities. Plus he can give you some very valuable information!

A new food item has been added... "Stalker Drink" which has many benefits.

The "Kill Strelok" quest has been modified a bit and you can now complete it.

Added portions of the Freestate mod... you have to purchase the powers the artifacts used to give you. Plus, by purchasing Hunter skills, you can get a chance at an additional item drop from a mutant. These skills are very expensive, so you will have to work hard to earn enough cash to but them.

Auto-save interval increased from 1 hour 5 minutes to 6 hours 5 minutes.

Game starts at Midnight instead of morning!

The modified Exo suit can carry an additional 2000 kilos!

Mutants abound in the Zone now.... don't stop running! Something might have you for lunch! And they appear in the most unexpected places....

The modified Tunder S-14 is more powerful and the grenades have a flatter trajectory. Multi-ammo and grenade chambering...

You can attach a grenade launcher to the G-36 now and you can attach silencers to most weapons.

The modified SPAS 12 is more powerful and holds 10 rounds.

Basic carry weight increased to 150 kilos....(175 max.) (To carry more use the special armors!)

Explosives can now be carried. (Very useful in tasks such as "Kill the STALKER" or "Destroy the Duty Squad")

Corpse stay time reduced from 36 hrs to 6 hrs. for humans and 3 hrs. for mutants. (Reduces game clutter, stuttering, and load times.)

Some of the mutants are your main food source... the default body parts they had before have been replaced with food items.
Almost all of the other mutants carry items like ammo, armor, or health kits. The body parts that mutants previously carried will appear in some breakable boxes OR will appear on the mutants if you have purchased Hunter Skills so you can still complete the "Find the mutant part" type quests.

Inventory of traders reduced to a minimum. Food items are no longer for sale at most traders.

Traders will offer different prices for both buying and selling.
(HINT! Yantar trader pays premium prices because he is in a location that is more remote than the other traders... and Doc is your buddy.)

Freedom trader (Skinflint) has unlimited buying power like the other traders. (You will learn how he got his name when you see his prices! But... he has the best inventory! )

You can trade most items with other STALKERS. (You can PROPERLY equip all your comrades!)

NPC's will not drop weapons when you trade them a better one.

Tasks have less rewards than previously. Just the bare essentials are given for task rewards and for treasure locations. Strangers and Military
will give you the best treasure locations!

Task time limit extended to 10 days. (Allows you to organize your jobs and enjoy the game instead of running back and forth through the levels just to meet a deadline!)

Fixed the faulty task in Yantar...Where the request was for a mutant boars leg, but the true target was a pseudodog tail!!

Box size of most ammunition adjusted to balance inventory.

"Terrible Reputation" bug fixed! (Reputation will not toggle from "Excellent" to "Terrible" as easily.)

Dialog will show the reward when you ask for a job. (Nice to know if a job is worth the effort.)

Flashlight has been modified to give better vision range with less glare.

The jumping ability has been enhanced...you can now jump further and higher.

Your sprinting ability has been enhanced... you can run further and faster.

Certain NPC's have different starting weapons. For instance Fox will now have a Snork Sweeper instead of a sawn-off shotgun and the Ecologist
faction is now better armed!

NPC's are more resistant to dying in fires.

The "reach" distance and the power of the knife is increased.

Weapons that you loot from dead bodies will be in poorer condition.

Ammo, armor, and weapon prices have increased greatly!

Mutants are much, much harder to kill.

NPC's are harder to kill. Certain NPC's like Wolf, Fox, Tolik, Nimble, Borov, Max, Bes, Serly and me (Fatrap) are extremely difficult to kill.

Marked One is not as robust as before... has less resistance to injury.

Marked One is much more likely to get hit by enemy fire.

Anomalies appear on your mini-map and your detector has greater range.

Anomalies have been changed to Electro type anomalies.

Bandages have been re-worked. They now will help stop radiation sickness.

Medkits and bandages have no food value now.

Food has no healing value.

Weapons and armor are now repairable. Repair prices are not cheap! Most traders except for Skinflint can perform repairs. The mechanic at the Freedom base (Screw) can also repair your gear (just bring him a bottle of vodka to enable his repair function.) Prices will vary at each of the repairmen!

You can sprint in the exo suits now.

Some sounds have been changed. The bar music is different andsome of the NPC's no longer say the same old annoying things.
These annoying phrases have been replaced by sounds such as laughter, whistling and throat-clearing. Still annoying, but
not as bad!

Added dunnin's ammo fix to repack all the odd amounts of ammo into full boxes.

New main menu and credits menu music. Be sure to check out the Credits option in the Main Menu!!

Intro splash screen has been reworked.

Grenades are more powerful.

All weapons have been re-balanced.

Quest item for Hunter's rifle has been changed. Now it is a weapon worth looking for!

Added xStream's AI Pack.

Changed Tuskano sounds.

Added ABC Sleeping Bag Mod.

Almost every "breakable box" will have an item in it!

Added DEXXX's Freeplay 1.2 Mod.

http://www.stalkermod.net/index.php

http://www.zsg.dk/   Zone Survival Guide  S.T.A.L.K.E.R.: Shadow of Chernobyl
« Last Edit: July 05, 2011, 07:00:49 pm by Trappin »
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dragonshardz

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Re: Stalker Series
« Reply #566 on: July 05, 2011, 07:02:20 pm »

Seems broken and/or very unrealistic to me. A sniper rifle that fires shotgun slugs? And can sniper properly? Yeah, right.

Armors giving you absurdly large carrying capacity, etc. Part of the attraction of STALKER for me has always been the dedication of the developers to realistic guns and the challenge of managing the weight of your back pack.

Jackrabbit

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Re: Stalker Series
« Reply #567 on: July 05, 2011, 07:52:31 pm »

A sniper that can fire shotgun slugs? Like, solid shot? Because if you strap optics on a shotgun that's basically what happens.
This is a shotgun that functions somewhat like a sniper.

I'm no gun... well, anything, but it seems reasonable for a sniper to be modified to shoot what is essentially just a bigger, heavier bullet. I dunno what effect this would have on the capabilities of the gun, though.
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dragonshardz

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Re: Stalker Series
« Reply #568 on: July 05, 2011, 09:08:50 pm »

The problem is that solid shot is really only accurate for antipersonnel use out to about 100 yards (91m). An SVD Dragunov's effective range, with 7.62x54mmR is 874 yards (800m). So you'd be sacrificing range for a bullet that just makes bigger holes in whatever you're lucky enough to hit at range.

That shotgun is for hunting - yes, shotguns can be scoped, but scoped shotgun != sniper rifle.

Jackrabbit

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Re: Stalker Series
« Reply #569 on: July 06, 2011, 04:06:58 am »

Ah, I see.

That said, I still don't find it too unrealistic in the context of a giant monster filled Chernobyl exclusion zone with anomalies fueling new scientific discovery. I'm willing to forgive a lot here.
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