pipka
Savant
Well, almost... and modded to be more precise.
Remember those hard-to-kill niggers(and white niggers) who reproduced at the speed of light on the checkpoints?! Their relentless and unyielding will to drive you by(and over)?! The time of this travesty is almost over!
Dylan from USA has fixed it.
The link:
http://www.moddb.com/mods/dylans-far-cry-2-realism-mod
The description:
The changelog:
Bonus: it-began-in-africa tint-remover : http://www.moddb.com/mods/far-cry-2-graphical-enhancement-suite
P.S. MetalCraze is not welcome ITT. I mean it!
Remember those hard-to-kill niggers(and white niggers) who reproduced at the speed of light on the checkpoints?! Their relentless and unyielding will to drive you by(and over)?! The time of this travesty is almost over!
Dylan from USA has fixed it.
The link:
http://www.moddb.com/mods/dylans-far-cry-2-realism-mod
The description:
This mod fixes what Ubisoft left unfixed. Dylan's Realism Mod changes Far Cry 2 from an Africa-based sedan and pickup truck simulator into a true African conflict simulator. Realistic weapon damage, recoil, realistic ammo loads and weapon reliability have been added, along with a more effective stealth suit, and revamped AI weapons. (No more SPAS12s and AR15s for tinpot African militiamen). Checkpoint AI has been tweaked as well. Checkpoint guards now have a 60% chance to chase you after passing through, as opposed to 90%-100% in vanilla. Militiamen also communicate more frequently in combat, and use suppressing fire more often. However, you are now as vulnerable as the AI. A single burst of rifle fire can kill you, so you are probably going to need that extra ammo and stealth suit.
The changelog:
Stay put for the next version(which is imminent).Version 1.3
I changed the AI weapon probability to give the militiamen more Africa-like weapons like the AK47 and FAL Para, and remove the harder-to-get (for an African tinpot warlord) weapons, like the AR16 and SPAS12. I also edited the companion probability to give them some better weapons as well. (More rifles, less shotguns). The enemy AI are now less likely to chase you with vehicles.
Regular distance chase AI has been decreased, while long distance (ex. blowing through a checkpoint) probability has been decreased from around 80-100% to 60% at the maximum level. The AI are also more likely to shoot at "interesting" objects, like your past location, explosions, etc.
They also communicate more often when in combat.
I also decreased the players durability on all difficulties, in order to keep some sense of difficulty, since enemies drop like flies now.
Most weapons also have more recoil, in the form of a longer "rezeroing" time. Weapons won't exactly jump up as much, but your player will have to wait a while before his sights come back down.
Short bursts mean a lot more when firing 15 rounds leaves you unable to get your weapon back down on target in time due to decreased mouse sensitivity that increases as you fire more rounds on full auto.
Decreased weapon manual reliability bonus from 200% to 100% so that weapons still go kaboom, but not after 30 rounds.
Bonus: it-began-in-africa tint-remover : http://www.moddb.com/mods/far-cry-2-graphical-enhancement-suite
P.S. MetalCraze is not welcome ITT. I mean it!