Ol' Willy
Arcane
I don't think so, the numbers match upAren't those killcounts busted? Like at some point they add more to random line (or it's mostly stalkers)?
I don't think so, the numbers match upAren't those killcounts busted? Like at some point they add more to random line (or it's mostly stalkers)?
What's your take on Call of Pripyat?So I replayed Clear Sky to remember why I (like many other people) didn't like it much.Almost all maps in CS are from SoC. And even on bigger maps the fights always take place at distances of like 50-100 meters max in most games. This is also why all those mods that make "realistic" weapon accuracy and aimbot AI are made by people who don't understand game design.This is really a negative feature as it makes NPCs stick at one point for far longer that without it, turning otherwise good combat into popamoleThe actual cover system (smart cover) the AI uses, that allows them doing things like shooting through a hole in a wall or blind firing, only exists in Clear Sky, I don't know if it even still exists as a function in the CoP version of the engine. CoC modders planned on adding it into their mod, but no idea if it was ever implemented, it would require making these cover tags for all non-CS maps.
And obviously, not really sound decision for bigger maps. Clear Sky is the most straightforward game of the series with fairly small combat zones, which are often scripted
My point stands - the combat in CS takes place in far smaller combat zones which are sublocations like forposts, farms, etc. Most of the time they are enclosed and have just a couple of entrance points.
By Jove, I forgot how terribly AI was butchered in Clear Sky.
Firstly, AI movement was capped. Bots simply don't move as much as they do in SoC. This was done because lots of combat is group on group and takes place on smaller combat zones. Vanilla SoC AI would move too much for devs liking
But on the other hand, AI now has zero reaction time. They see you, they shoot, no delay. And they now have pinpoint accuracy.
I thought my game was broken, you know, like it happened with older games without V-sync, but no. The weapon type now only deals with bot's damage, the accuracy is the same. As an example, I had Abakan fully upgraded through sniper line, I was hitting the bot like half of my shots. The bot had AKS-74U and was hitting my with every burst. I could clearly see his bursts coming to me in a straight line, no dispersion.
Bot's routine with grenades is a total clownshow. Bots have a dead-on on your location and throw grenade right in your face if you don't move, regardless of the range or line of sight. It was amusing to sit behind a cover and seeing a grenade land right on top of it.
The best part is lategame if you start jumping teleports and game spawns monoliths on you. Because bots like to open with a grenade, let's say, three monoliths are getting spawned and all three of them are throwing grenades at you. If you don't move, you will be killed by three near simultaneous grenade blasts.
AI also bugs a lot. If you sit behind shoulder level cover (it covers the lower part of your screen) AI won't see you! You can take them at ease without getting any return fire. Especially noticeable at southern blockpost at Kordon
We know that Clear Sky was made in a haste and was a cash grab, but how they managed to butcher the AI like that - simply remarkable. Clear Sky has some replayability, but even back then I finished it only once or twice
In terms of quest design, exploration and storyline it is the best in the trilogy. But in terms of combat it is kinda lackluster, way less combat than in previous two games.What's your take on Call of Pripyat?
Same.In terms of quest design, exploration and storyline it is the best in the trilogy. But in terms of combat it is kinda lackluster, way less combat than in previous two games.What's your take on Call of Pripyat?
My favorite is SoC, and CoP would be a second place
This was definitely not the case in 3.0. If you fail the quest you either brickwall the future quests from this character or take a hit to reputation, that's allI've read somewhere they restored (in NLC) that old feature where NPCs could finish quests if you weren't fast enough.
Good job immediately proving me right.You get reload speed penalties if your load bearing equipment forces you to do multiple mags in one pouch. Done. That's a soft limit of ~four spare mags ready for common web gear options, with option to double it if you are willing to take slower reloading.
The first obvious advantage is to enable the use of different types of mags.Magazines is a great example of a feature that adds nothing to the gameplay. Unless you:
- restrict the number of mags a player can have ready to an unreasonable, unrealistically low number
- make loading mags extra tedious
- add some other dumbfuck idea like losing all remaining ammo in a mag when reloading
it's meaningless.
And if you do the above, you weren't beaten enough as a child.
As I said, this is done well in Hideous Destructor:- make loading mags extra tedious
- add some other dumbfuck idea like losing all remaining ammo in a mag when reloading
As I write stuff over here, I will also say few things about NLC although I played it a while ago. Very interesting mod, well made, but I had mixed feelings about it.
The amount of new mechanics in it is impressive. The inventory autism is top notch; I liked the reworked, barter oriented economy; the manipulations with artifacts; etc, in regards to survival FPS features NLC is very rich. There are features that filter away many new players but nothing impossible once you know tactics or hacks to overcome them. Damage model in the mod is awesome by the way, the head alone is divided in several damage zones for each creature.
And the writing too. Usually, muh hardcore mods have barely writing at all, but not NLC. NLC has reworked main plot which I like and consider to be very decent, dialogues could be overly verbose but nothing to scare us (still far cry from Planescape levels). Different factions have different styles of talking which is quite remarkable.
But the gameplay itself... The amount of fetching in NLC is insane. You do fetch quests to finish fetch quests to finish fetch quests... You want equipment, you fetch, you want progress, you got it, you had to fetch more, a true courier simulator.
Because of this, the amount of running around the Zone is absolutely bonkers. My playthrough was around 200 hours, and of them, maybe 40 were of actual gameplay and dialogues. The rest was walking, grinding artifacts and trophies. And mind you, I was playing 3.0 which is considered to be easier, with guides and edited ACTOR file for speed so without it you can easily clock closer to 300 hours.
The main enemies in the game are low tier critters that are spawned non-stop in mindboggling amounts which reminds me of some oldest Stalker mods where spawns were simply broken. Of course, critter spawn zones are well defined so if you know the routes you may walk around without getting ever close to them. But sometimes (read - often) you will need trophies, so you would have to kill them. I think I fragged over a thousand of dogs, rodents, hogs, pigs and other shit over my run. Top tier critters, though, are victims of the mighty knife. You can kill anything at all with one knife attack, even pseudogiant. Just save nearby.
A-Life is absent. Aside from relentless critter spawns, nothing really happens in the Zone and the only change happens as you disable the brain scorcher.
Another problem is that NLC is very linear. When you do quests, it's the right way or highway. Either you farm the best outcome, or end up with very subpar rewards and brickwalled questlines. Add right here that key characters could be killed or disappear from the game because of some bugs. Regarding the amount of new stuff put into the game and amount of crutches needed to enable it, the stability is generally fine, but far from being perfect.
Now a point of criticism you want see very often. Despite muh hardcore approach, NLC still (as far as 3.0 goes) lacks the mag mechanics. Not a revelation that many muh hardcore FPSes and milsims don't draw ammo from a general pool but instead simulate mags (ArmA is good example), so you reload mags instead of just some abstract ammo. Some games, like Hideous Destructor for Doom, have proper mag manager where you can unload and reload mags you have in your inventory. Not sure if Anomaly or Misery have such mechanics, but not having it in muh hardcore mod is simply not right.
Because NLC is such a mixed bag, I sometimes have the urge to replay it, but then remember about endless walking and waves of trash mobs and decide not to. I know that lite version of NLC exists, but it feels self defeating
The weapon upgrade system itself was due for a rework, I was honestly surprised it hasn't been done in base Anomaly. It should work with weapon parts, the same way that attachments currently do, that you could add and remove at will (at a workbench), instead of the current one that upon closer inspection seems to be quite hacked together.The first obvious advantage is to enable the use of different types of mags.Magazines is a great example of a feature that adds nothing to the gameplay. Unless you:
- restrict the number of mags a player can have ready to an unreasonable, unrealistically low number
- make loading mags extra tedious
- add some other dumbfuck idea like losing all remaining ammo in a mag when reloading
it's meaningless.
And if you do the above, you weren't beaten enough as a child.
The "ammo capacity increased" type of upgrade in maтy games annoys me to no end. How can you "upgrade" a mag, it's a fucking replaceable part!
The old trusty AKM can take 30 and 45 mags plus 75 drums
The weapon upgrade system itself was due for a rework, I was honestly surprised it hasn't been done in base Anomaly. It should work with weapon parts, the same way that attachments currently do, that you could add and remove at will (at a workbench), instead of the current one that upon closer inspection seems to be quite hacked together.The first obvious advantage is to enable the use of different types of mags.Magazines is a great example of a feature that adds nothing to the gameplay. Unless you:
- restrict the number of mags a player can have ready to an unreasonable, unrealistically low number
- make loading mags extra tedious
- add some other dumbfuck idea like losing all remaining ammo in a mag when reloading
it's meaningless.
And if you do the above, you weren't beaten enough as a child.
The "ammo capacity increased" type of upgrade in maтy games annoys me to no end. How can you "upgrade" a mag, it's a fucking replaceable part!
The old trusty AKM can take 30 and 45 mags plus 75 drums
The general idea is to drastically limit your mobility so you won't just sprint through locations but think carefully about the route and possible dangers.especially hate the plethora of quests that involve transporting something ridiculously heavy. Apparently russians love this sort of shit and think its a braniac exercise on efficient use of labor or something, when in reality its just tedium that involves either repeatedly sprinting to max exertion and then dropping your backpack over and over, or dropping the item on the ground and attempting to literally push it and hoping like hell it doesn't encounter a physics bug somewhere along the way. Either way will turn a completely uninteresting section of gameplay into something that takes up the better part of an hour.
How many mags do you think people can carry without sacrificing speed of access to some degree? Once you go beyond tactical tacos you need multiple mags to a pouch, which makes them much harder to access. The standard infantry loadout now is ~7 (3 double pouches, one in rifle).Good job immediately proving me right.You get reload speed penalties if your load bearing equipment forces you to do multiple mags in one pouch. Done. That's a soft limit of ~four spare mags ready for common web gear options, with option to double it if you are willing to take slower reloading.