Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

S.T.A.L.K.E.R. 2: Heart of Chornobyl

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,841
Location
California
Far Cry 2 is easily, by a country mile, the best entry in the franchise and in the TOP10 of best FPS ever. You're just another clown who has no idea what he's talking about or what the game is about.
First thought that comes to mind to counter Far Cry 2's exaltation is the retarded system checkpoint guard system that's designed to get you off your vehicle to engage in tedious combat encounters. They almost feel like the "random battles" in JRPGs.

2 and 3 stand as the best IMO. 3 in particular w/ Ziggy's Mod to give it a bit of STALKER flavor.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,617
Codex 2013
It is not like you need it. I am more sad that whole middle and right side of map has techs that cannot modify half of the cool weapons you find and ammo for good sniper rifles are super hard to find.
Also I am always out of ammo and need to switch weapons all the times.

I haven't really found much use for sniper rifles so far, which is a bummer. Nothing spawns far enough away to justify them.

Two of the "lategame" weapons I've been using have used the same ammo as the early game AKs, which spawns abundantly, so I haven't really struggled much with ammo so far. I just switched from the Fora-221 to the Dnipro and it uses the same ammo again. Once in a while I have to restock on some buckshot for my shotgun, though.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,863
It is not like you need it. I am more sad that whole middle and right side of map has techs that cannot modify half of the cool weapons you find and ammo for good sniper rifles are super hard to find.
Also I am always out of ammo and need to switch weapons all the times.

I haven't really found much use for sniper rifles so far, which is a bummer. Nothing spawns far enough away to justify them.

Two of the "lategame" weapons I've been using have used the same ammo as the early game AKs, which spawns abundantly, so I haven't really struggled much with ammo so far. I just switched from the Fora-221 to the Dnipro and it uses the same ammo again. Once in a while I have to restock on some buckshot for my shotgun, though.
I use snipers vs humans and zombies for easy headshots ftom bigger distance.
 

Echo Mirage

Arcane
Joined
Aug 19, 2013
Messages
1,623
Location
Tirra Lirra by the River
Duty and Freedom techs are the only ones, I believe, who can upgrade everything. The one odd thing is that the Noontide tech can't upgrade the suits used by his own faction, only the groups who where his old enemies can. As for sniper rifles, I've never found a use for them even in the original games or anomaly. But things are even worse here. Either its a group spawning on top of you from behind or its a pack of shotgun fodder mutants. The one funny thing is, there is a free Dragunov in the swamps tower which I think they wanted you to use to kill the controller. But he won't spawn until you get into the goldilocks zone for stuff to exist making it pointless unless can run back to it.

Oh, and I noticed that the underslung nade launcher for the AKM74 mentions that it also fits the AKM47 as well. So unless there is another gun with that name then it's likely for a future DLC.
 
Last edited:

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,617
Codex 2013
At the range that enemies spawn in at, I find that an assault rifle with a reflex or red dot sight set to semi-automatic is better for getting headshots. Especially because enemies that spawn on your ass tend to aggro immediately and it's easier to hit moving targets with an AR.

The one funny thing is, there is a free Dragunov in the swamps tower which I think they wanted you to use to kill the controller. But he won't spawn until you get into the goldilocks zone for stuff to exist making it pointless unless can run back to it.

Things like this at least give me some hope that they didn't intend for the A-Life/enemy spawn situation to be the way that it is. I'm eagerly waiting to see what's in the next patch, because they've been pretty quiet since 1.0.3. With any luck they're cooking up some AI fixes.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,146


lol at this benny hill nonsense. But i kinda like how controller wiped them all out.

I don't like how weak NPC stalkers are against mutants in general, a 3 man squad will be easily wiped out by a bunch of fleshes. I assume this is in part due to how tanky the mutants are.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,617
Codex 2013
I'd love mutants to be slightly deadlier while not tanking as much damage. As it is now, mutants like Controllers are more of a chore than a challenge.

Bloodsuckers are one of the few mutants that I feel are deadly enough, but need a slight health nerf. I'd also like them to not be as abundant in the Zone as they currently are. I'm pretty sure I've run into more bloodsuckers than packs of blind dogs.
 

Echo Mirage

Arcane
Joined
Aug 19, 2013
Messages
1,623
Location
Tirra Lirra by the River
Well I somehow managed to save Zalissya...What a buggy, unintuitive slog. Utter garbage that I only managed to complete because of how much ammo I have for the Vector. Without spoilers for those that care. Before CIRCAA, take a weapon that can cut through armour and pack a shit ton of ammo. After CIRCAA run very fast and don’t even stop of the main mission or to repair anything or go to your stash. Just run and get ready to practise wave defence and pray that noting bugged out.

Horrible section and shit design.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,863
Well I somehow managed to save Zalissya...What a buggy, unintuitive slog. Utter garbage that I only managed to complete because of how much ammo I have for the Vector. Without spoilers for those that care. Before CIRCAA, take a weapon that can cut through armour and pack a shit ton of ammo. After CIRCAA run very fast and don’t even stop of the main mission or to repair anything or go to your stash. Just run and get ready to practise wave defence and pray that noting bugged out.

Horrible section and shit design.
For Sircaa the problem was not ammo but how fast weapon quality goes down. Both my weapons had quality drop to under 60% and started jamming a lot so I started using weapons from dead prople that had better quality. Then I went to the ship first to have shit repaired (closest place that can do it, also tried that big Ward base but it was zombified) and then to Zalisya
 

Echo Mirage

Arcane
Joined
Aug 19, 2013
Messages
1,623
Location
Tirra Lirra by the River
Well I somehow managed to save Zalissya...What a buggy, unintuitive slog. Utter garbage that I only managed to complete because of how much ammo I have for the Vector. Without spoilers for those that care. Before CIRCAA, take a weapon that can cut through armour and pack a shit ton of ammo. After CIRCAA run very fast and don’t even stop of the main mission or to repair anything or go to your stash. Just run and get ready to practise wave defence and pray that noting bugged out.

Horrible section and shit design.
For Sircaa the problem was not ammo but how fast weapon quality goes down. Both my weapons had quality drop to under 60% and started jamming a lot so I started using weapons from dead prople that had better quality. Then I went to the ship first to have shit repaired (closest place that can do it, also tried that big Ward base but it was zombified) and then to Zalisya.
I didn't even attempt going south after having to scrap most of my saves attempting to save Zalissya. I wasn't sure on how much time I had or even what the trigger actually was. I had attempted to go to Cordon but that didn’t work. So if I had to guess, leaving Zaton is the trigger?

Either way I can’t say that I enjoyed the two Psi dogs, random Bloodsuckers and a rat swarm before fighting the waves of Monolith.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
3,063
Have they patched in A-Life yet? According to reddit, it should come any day now.

giphy.gif
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,361
Location
Lusitânia

Too bad it's an outlier, and a lot of fantastic ideas from Far Cry 2 were not adopted, not even by Far Cry itself :x It feels like the first stealth game explored everything there was (Thief) and every other game just says fuck it, "crouch = stealth".

Far Cry 2 is fucking garbage that had good fire psychics and a multiplayer map creator stop trying to act like its the greatest FPS game ever made. "Fantastic Ideas" why yes I want to take daily doses of fucking malaria pills, guns falling apart after 3 shots, and African Rebels having better road security than the road to Mexico going into USA.

While the checkpoints are annoying, the malaria and gun deterioration aren't much of a problem if you aren't a total idiot that doesn't take care of his inventory between missions
Additionally, they contribute tremendously to the atmosphere, aesthetics and themes of the game - it's a kind of design we don't see much nowadays...
But I wouldn't expect a goblin to get it
 
Last edited:

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,146
Have they patched in A-Life yet? According to reddit, it should come any day now.

giphy.gif
They won't, because they correctly realized it was an irrelevant feature only autists who spend 300 in-game days observing NPCs in Cordon care about.
All they need to do is make the spawn system not dogshit.
 

The Nameless One

Educated
Joined
Sep 19, 2024
Messages
181
Location
Sigilville, CA

Too bad it's an outlier, and a lot of fantastic ideas from Far Cry 2 were not adopted, not even by Far Cry itself :x It feels like the first stealth game explored everything there was (Thief) and every other game just says fuck it, "crouch = stealth".

Far Cry 2 is fucking garbage that had good fire psychics and a multiplayer map creator stop trying to act like its the greatest FPS game ever made. "Fantastic Ideas" why yes I want to take daily doses of fucking malaria pills, guns falling apart after 3 shots, and African Rebels having better road security than the road to Mexico going into USA.

Technically true though, also sucked ass having the player falsely expect they would get a cure to popping pills which was a gameplay ruining idea. Compared to FC1 it sucks a million unshaven balls by just going brown (literally) and poorly binding the lackluster open world with a forgettable story. MP was alright but nowhere near stuff like BF:BC.
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
468
Location
Brazil
https://store.steampowered.com/news/app/1643320/view/525329871842312365

Major Patch 1.1 is here!
Over 1,800 fixes and adjustments, including the first iteration of A-Life fixes.

Happy Holidays, stalkers!​

Just before Christmas and New Year's, we are ready to present Patch 1.1. It is the first major patch for S.T.A.L.K.E.R. 2: Heart of Chornobyl, and it will address over 1,800 issues, including the first iteration of the A-Life fixes.

We understand that the size of the patch is huge and the process of downloading will take some time. We would like to thank you for your understanding, and we will work on this aspect as well. So, let’s begin.


A-Life fixes​

  • Fixed the issue with spawning NPCs behind the player's back.
  • Players can now encounter roaming NPCs across the Zone more often.
  • Greatly extended the distance at which A-Life NPCs are visible to the player.
  • Fixed the aggressive optimization issue that prevented A-Life NPCs to exist in Offline (out of player's visualization range).
    • In Offline mode, A-Life will continue to advance towards their goals over time.
    • Players may now have opportunities to encounter A-Life NPCs they've previously met by following in the same direction as the NPCs.
  • Improved A-Life NPCs navigation in Offline using GameGraph (global AI navigation map):
    • Fixed multiple issues where NPCs would fail to follow or find a path to their designated goals.
    • Fixed several issues with NPC being stuck in Online-Offline transition state,
  • Enhanced A-Life NPCs' motivation to expand territory and actively attack enemies and mutants.
  • Fixed issues that could result in fewer A-life NPCs encountered than intended.
  • Further contextual actions improvement to ensure seamless transitions between Offline and Online states for NPCs engaged in these actions.
  • The groups exploring the Zone are now more diverse regarding possible factions and group sizes.
  • Fixed issue that while roaming over the Zone, Human NPCs didn't satisfy their communication needs and talks.
And some other development related improvements.

:hmmm: Surely its fixed
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,863
https://store.steampowered.com/news/app/1643320/view/525329871842312365

Major Patch 1.1 is here!
Over 1,800 fixes and adjustments, including the first iteration of A-Life fixes.

Happy Holidays, stalkers!​

Just before Christmas and New Year's, we are ready to present Patch 1.1. It is the first major patch for S.T.A.L.K.E.R. 2: Heart of Chornobyl, and it will address over 1,800 issues, including the first iteration of the A-Life fixes.

We understand that the size of the patch is huge and the process of downloading will take some time. We would like to thank you for your understanding, and we will work on this aspect as well. So, let’s begin.


A-Life fixes​

  • Fixed the issue with spawning NPCs behind the player's back.
  • Players can now encounter roaming NPCs across the Zone more often.
  • Greatly extended the distance at which A-Life NPCs are visible to the player.
  • Fixed the aggressive optimization issue that prevented A-Life NPCs to exist in Offline (out of player's visualization range).
    • In Offline mode, A-Life will continue to advance towards their goals over time.
    • Players may now have opportunities to encounter A-Life NPCs they've previously met by following in the same direction as the NPCs.
  • Improved A-Life NPCs navigation in Offline using GameGraph (global AI navigation map):
    • Fixed multiple issues where NPCs would fail to follow or find a path to their designated goals.
    • Fixed several issues with NPC being stuck in Online-Offline transition state,
  • Enhanced A-Life NPCs' motivation to expand territory and actively attack enemies and mutants.
  • Fixed issues that could result in fewer A-life NPCs encountered than intended.
  • Further contextual actions improvement to ensure seamless transitions between Offline and Online states for NPCs engaged in these actions.
  • The groups exploring the Zone are now more diverse regarding possible factions and group sizes.
  • Fixed issue that while roaming over the Zone, Human NPCs didn't satisfy their communication needs and talks.
And some other development related improvements.

:hmmm: Surely its fixed
I see no changes to shit code that made it so enemies respawned in many areas every 5 minutes or so and if you were lucky every 10 minutes or so.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,788
Enhanced A-Life NPCs' motivation to expand territory and actively attack enemies and mutants.
The beatings will continue until motivation enhances.

Fixed issue that while roaming over the Zone, Human NPCs didn't satisfy their communication needs and talks.
"You're just not the NPC I married anymore, it's like we never even talk now!"
 

V17

Educated
Joined
Feb 24, 2022
Messages
350
https://store.steampowered.com/news/app/1643320/view/525329871842312365

Major Patch 1.1 is here!
Over 1,800 fixes and adjustments, including the first iteration of A-Life fixes.

Happy Holidays, stalkers!​

Just before Christmas and New Year's, we are ready to present Patch 1.1. It is the first major patch for S.T.A.L.K.E.R. 2: Heart of Chornobyl, and it will address over 1,800 issues, including the first iteration of the A-Life fixes.

We understand that the size of the patch is huge and the process of downloading will take some time. We would like to thank you for your understanding, and we will work on this aspect as well. So, let’s begin.


A-Life fixes​

  • Fixed the issue with spawning NPCs behind the player's back.
  • Players can now encounter roaming NPCs across the Zone more often.
  • Greatly extended the distance at which A-Life NPCs are visible to the player.
  • Fixed the aggressive optimization issue that prevented A-Life NPCs to exist in Offline (out of player's visualization range).
    • In Offline mode, A-Life will continue to advance towards their goals over time.
    • Players may now have opportunities to encounter A-Life NPCs they've previously met by following in the same direction as the NPCs.
  • Improved A-Life NPCs navigation in Offline using GameGraph (global AI navigation map):
    • Fixed multiple issues where NPCs would fail to follow or find a path to their designated goals.
    • Fixed several issues with NPC being stuck in Online-Offline transition state,
  • Enhanced A-Life NPCs' motivation to expand territory and actively attack enemies and mutants.
  • Fixed issues that could result in fewer A-life NPCs encountered than intended.
  • Further contextual actions improvement to ensure seamless transitions between Offline and Online states for NPCs engaged in these actions.
  • The groups exploring the Zone are now more diverse regarding possible factions and group sizes.
  • Fixed issue that while roaming over the Zone, Human NPCs didn't satisfy their communication needs and talks.
And some other development related improvements.

:hmmm: Surely its fixed
Honestly this seems like they're actually working pretty hard and like the game is on track to be terrific (and finally finished) a year from release. I'd probably be pissed or full of mental gymnastics if I bought it, but I'm not going to be complaining about a game that, as opposed to most crap being released these days, is likely to become actually great by the time it gets cheap enough for me to buy it.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom