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post #2431 of 5964
Quote:
Originally Posted by MoonStruckHorrors View Post

Mutants in SGM are unbearable, three shotgun rounds at point blank to kill a boar. Any known fix?
Other than that, it's fun.

Rookies don't stand a chance!
I don't know what would be easier, looking in the mod files to increase weapon damage, or lowering mutant health.

Actually can you point me at the SGM download / how to install? I'm not sure what I need to get this mod, I have not tried it yet.
Edited by Aparition - 6/11/12 at 6:51am
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post #2432 of 5964
This guy uploads some really, really detailed Let's play videos of SGM 2.1, Misery & People soup. Subscribe to him NOW : http://www.youtube.com/user/OCedMyToaster/

Here's his video on how to install SGM 2.1 with Atmosfear 3:
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post #2433 of 5964
Quote:
Originally Posted by MoonStruckHorrors View Post

Mutants in SGM are unbearable, three shotgun rounds at point blank to kill a boar. Any known fix?
Other than that, it's fun.

That is easy to check. In order to do that, try to kill humans with the same shotgun, to see if its as hard or if its easier. If its as hard, you just need to alter some damage values (you can do it at the weapon level, or at the ammo level... in any case, beware because some ammo make different damage and, in the case of a shotty, its not that obvious because some ammo have pellets (who would have thought? biggrin.gif ) and it actually works as a damage multiplier (low base damage * number of pellets), which means that a small increase in base damage hugely increases the whole damage thingy.

Or, if its only boars... you could just lower their fire_wound_inmunities and be done with it... or the health of the mutant... or... well, there are a ton of ways to alter things in Stalker. So much that is easy to get lost and make some weapons god like.

PS: like in Stalkersoup... a mod in which I've been complaining for more than a month about how uber awesome shotguns are and they seem to realise it now, oh dear rolleyes.gif
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post #2434 of 5964
Quote:
Originally Posted by MoonStruckHorrors View Post

This guy uploads some really, really detailed Let's play videos of SGM 2.1,Here's his video on how to install SGM 2.1 with Atmosfear 3:
http://www.youtube.com/watch?v=P-qJhRH4YLk

cheers!
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post #2435 of 5964
Quote:
Originally Posted by prava View Post

That is easy to check. In order to do that, try to kill humans with the same shotgun, to see if its as hard or if its easier. If its as hard, you just need to alter some damage values (you can do it at the weapon level, or at the ammo level... in any case, beware because some ammo make different damage and, in the case of a shotty, its not that obvious because some ammo have pellets (who would have thought? biggrin.gif ) and it actually works as a damage multiplier (low base damage * number of pellets), which means that a small increase in base damage hugely increases the whole damage thingy.
Or, if its only boars... you could just lower their fire_wound_inmunities and be done with it... or the health of the mutant... or... well, there are a ton of ways to alter things in Stalker. So much that is easy to get lost and make some weapons god like.
PS: like in Stalkersoup... a mod in which I've been complaining for more than a month about how uber awesome shotguns are and they seem to realise it now, oh dear rolleyes.gif

It's not just the shotguns. Even Assault rifles struggle to kill the mutants without emptying a whole mag. I'm gonna look into the fire_wound_immunities.

And yes, Shotguns in Stalkersoup are OP. I have a Benelli(or something like that) shotgun with a scope which I found early in the game in cordon. It's basically a sniper rifle, one shot kills even at significant distance. Too bad my save got messed up(garbage CTD, no day-night cycles) & don't wanna play through it again.
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post #2436 of 5964
Man subbed to that guy coz of the amount of modded stalker playthroughs he has done

I was thinking the i work alone mod would make the guns stupidly under powered but thankfully it doesnt, Really its what i wanted as it has less drops and stuff like that
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post #2437 of 5964
Quote:
Originally Posted by MaxFTW View Post

Man subbed to that guy coz of the amount of modded stalker playthroughs he has done

I was thinking the i work alone mod would make the guns stupidly under powered but thankfully it doesnt, Really its what i wanted as it has less drops and stuff like that

You could check out Misery also, it's like a harder version of I work Alone, basically. They were working on a 2.0 version I think, may be released by now or coming pretty soon last I checked.
post #2438 of 5964
Quote:
Originally Posted by MoonStruckHorrors View Post

It's not just the shotguns. Even Assault rifles struggle to kill the mutants without emptying a whole mag. I'm gonna look into the fire_wound_immunities.
And yes, Shotguns in Stalkersoup are OP. I have a Benelli(or something like that) shotgun with a scope which I found early in the game in cordon. It's basically a sniper rifle, one shot kills even at significant distance. Too bad my save got messed up(garbage CTD, no day-night cycles) & don't wanna play through it again.

It depends on how messed up the system is. I gave up Stalker soup because nothing made any damn sense whatsoever. Before I explain why the gameplay made no sense, let me explain how damage works (more or less). This is the equation that relates to damage (not accounting for criticals nor ammo piercing).

hit_power * k_hit * buck_shot * fire_wound_protection * fire_wound_inmunities

First value is controlled by weapon, second and third (number of pellets) by ammo type, fourth by armor (and artifacts) and fifth by the actor_inmunities

For instance, a typical Assault rifle in Vanilla Stalker has a hit_power of 0.7, which means that typically (fire_wound_protection is set, at max difficulty, at 1 almost everywhere) you will die with 2 body shots when unarmored, and could resist up to 3 when properly armored. Shotguns have a typical hit_power very low, which gets compensated with buckshot (because of the number of pellets) and with darts and other ammo types because of the k_hit value.

Lets deep into the "wonderful" world of Stalkersoup... (I talk into past because haven't played since a few months ago...maybe they had fixed it).

-Weapons made FAR too much damage. Like... an assault rifle doing 3-4x the normal value of vanilla (2.5 vs 0.7, on average)... meaning that you were dead whether you had a suit or not (even with exo!!! rolleyes.gif ). Keep in mind that suits have far less protection that in Vanilla, and you would need a suit with at least 60% of protection which, simply, doesn't exist.
-Normal weapons had uber damage.... shotguns were just godlike. For instance, the typical buckshot shotgun had the same base values as any assault rifles...but had pellets. This "little" detail meant that they made like 12x more damage that any assault rifle, per shot, which also means that you had no need to aim anywhere because the average npc could be killed 20 times with one single shot (yes, that means multikills from a distance when people are packed together rolleyes.gif ).
-Mutants couldn't be killed. Let me put it this way: you make like 1500 DPS with an AK47, and find a Chimera that has 1500hp. No problem, right? Well... the problem was that such chimera had fire_wound_inmunity of 0.95... which means that only 5% of the total damage actually worked. Which means that... you only did that sucker like 75 damage. So, go figure how much ammo you had to waste every time you found a super chimera... because at 0.125 damage per bullet you actually have to through like 1000 bullets to kill ONE. Its gets much easier with shotgun (you do 20x damage) but still its a terribly stupid waste of ammo, and not accounting for the damage the weapon suffers, which is outrageous.
-The game had like a bazillion new thinks that aren't properly stated anywhere. You start the game and have no idea that you need to forget about how to play Stalker because everything is new. New quests, different ways to end the quests you've done a million times on other mods, etc.
-Mid to end game, the game becomes booooooooooring... because there are so many artifacts, and you can carry that many (like 30, If I'm not mistaken), that at the end you can't be killed, or barely at all. This makes the game no rewarding, because at first you get horribly raped (mind you, even talking the car park, which is the first mission in cordon and its a piece of cake in every other mod at every single difficulty level...) by whoever you may find in the way... and, once you have advanced a lot, you just don't get killed.

And sure, you can go and try to edit a bazillion configs but...what for?! I got tired of tinkering with values so that I could make the game a little more interesting, because I got sick of doing at Agroprom trying to get the documents as I got raped every single time. Had to add me some "bullet-proof" (tinkering with my fire_wound_inmunity in order to lower all bullet damage... had to go as low as 0.4 to make the game challenging but not impossible) and even doing it it wasn't fun.

Ah! Last thing: because the mod has so many additional quests... there are like a bazillion extra characters that are important for a ton of things. Because those guys are important, they had to make them a lot tougher so they wouldn't die, and here comes the problem: if you need to kill them for any reason... you better throw them a bazooka because they have like 20x the normal HP which means that even with the uber weapons they need A LOT of pain (and headshots) to be taken down.

Oh god, don't think I'll try that mod ever again, its so unbalanced its not fun at all :S

Quote:
Originally Posted by MaxFTW View Post

Man subbed to that guy coz of the amount of modded stalker playthroughs he has done
I was thinking the i work alone mod would make the guns stupidly under powered but thankfully it doesnt, Really its what i wanted as it has less drops and stuff like that

I'd check Misery If I were you wink.gif Same creator, and the game makes you really feel for the world... and actually only going for what really matters. You will never shoot anything that is not exactly in the way, and you better pack a lot of food if you want to keep moving.

Still, the huge problem comes from the game itself: I'm sure the devs took a nap when they started the last map in COP and forgot to ever get up, because there is really nothing to do in the one that should be the best of them all, at least to make the final of the game comparable to the other 2 (which start a climax that ends once you finish the games).

PS: and yes, I work alone is VERY hard. Its not that weapons are less powerful (they aren't), it is because you can only carry what is MANDATORY (you better bring the rounds you need, not more nor less), because weight is exceptionally controlled and the game is very unforgiving if you are over-weighted. Also, because used weapons sell for nothing you don't waste your time looking for them nor checking their state, you only care for ammo and food which makes scavenging a lot more real and fun.

PSS: if you try it, though, try to look for a mini-cfg that nerfs the zombies a lot. If you don't, a simple stupid zomby with a hand-gun is able to take down even a high-end duty squad simply because unless you make a few headshots, the zombie won't die... and because NPC aren't very good at headshots, you will only see zombies around the maps wink.gif
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post #2439 of 5964
Well the only reason i didnt get misery mod is because theres a 2.0 version in the works.

In i work alone though i have recently found that guns are stupidly accurate tbh, switch your gun to single shot and aim that dot at there head and there dead in seconds, more effective than using iron sights
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post #2440 of 5964
Quote:
Originally Posted by prava View Post

*snip*

I was talking about SGM 2.1 in which I was having the mutant problems. tongue.gif I can kill humans just fine in it. But still I think you advice works for CoP too.

I've played Stalkersoup too. From what I've played guns were interesting. Didn't have any problem killing mutants though. 2 Shotgun shots maximum for normal mutants(didn't encounter the chimeras though). And a few pistol rounds for dogs. SGM is worse(Multiple shotgun rounds for even dogs).

Yes, the ability to carry so many artifacts is OP. Yes, the saves corrupt way too much. Yes, the CTD issues are still there.
But other than that the mod's fine by me.

Here's their answer for the OPness of weapons.
Quote:
Our weapons are NOT overpowered: 60-80 % of thugs (without armor) in real life go down after ONE hit from a 9 mm Luger, .45 ACP, .357 Mag, etc.

Bulletproof vests/ExoSkeletons:
Quote:
Ballistic reality of bulletproof vests is VERY CRUEL - even common FMJ 9mm Luger stopped by your vest will mostly cause your mmediate immobilization with shattered/broken ribs, or ribs spiked through lungs, single .40 SW may cause (after complete stopping) even fatal injuries, so do not think you can easily survive anything bigger. In vanilla Stalker games it is common for people to run around after 20-30 hits from a pistol or withstand 3 to 4 7.62mm bullets: absolute nonsense! Weapons are now much much more deadly and we mean *MUCH*.
Quote:
There is no way even a Rambo can catch 17 bullets from a small pistol in vest and still run or fight. Bulletproof vest also commonly protects in exact place only once and then lets a bullet fly through it... Sad, but real.
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