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Realistic Combat Overhaul with Artifact Guns Beta Discussion thread

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  07:58:38  16 December 2009
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MacBradley
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On forum: 02/09/2009
 

Message edited by:
MacBradley
12/16/2009 7:59:53
Messages: 889
Realistic Combat Overhaul with Artifact Guns Beta Discussion thread

This is the discussion thread for:
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=1076&sec_id=19
  14:38:09  17 December 2009
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Drexen
(Senior)
 
On forum: 11/09/2009
Messages: 92

---QUOTATION---
Realistic Combat Overhaul with Artifact Guns Beta Discussion thread

This is the discussion thread for:
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=1076&sec_id=19
---END QUOTATION---



Lookin' good, I'll give this a try this evening!
  23:46:06  17 December 2009
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EonSpirit
(Senior)
 
On forum: 02/13/2008
Messages: 74
This is excatly what I've been looking for.. the only problem with this mod is that now there's hardly any real choice between weapons because they are all really deadly (kinda like RL, heh). And then there's the 1-man-army automatic shotgun with scope nonsense they put in just to make you feel like god Anyhow, on a serious note.. digging the mod a lot, about the only complaint is that perhaps the AI is a little TOO accurate at times (find me a guy who can get a non-bs headshot from 70m away shooting from the hip on a moving target..at night... without nightvision.. yet most enemies on master seem to give you about 1/2 of a second to shoot them before it's all over as long as they can even barely tell you're there..hell my favorite so far was getting blown away by a bandit more than 50m away with a frigging sawn off).
  00:11:50  18 December 2009
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MacBradley
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On forum: 02/09/2009
Messages: 889
Keep in mind, this is a beta still. I'm doing my full playthrough test for the first time right now and just completed doing all the quests in Zanton.


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This is excatly wha there's hardly any real choice between weapons because they are all reallt I've been looking for.. the only problem with this mod is that nowy deadly (kinda like RL, heh).
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Like you said, the guns in real life are all deadly, so that's my aim for the most part. Although, once I'm done with the new upgrades system weapons should be a bit more unique. Each weapon will have a few different upgrades that make one aspect better, but reduce another.

I have also altered the damage values a bit since release. Right now I've got it so npcs/actor take 2 chest AR shots at 25 meters before dying or being wounded if they have a bandit jacket on. The Mercs typically take 3 to the chest without armor piercing rounds.


---QUOTATION---
.. yet most enemies on master seem to give you about 1/2 of a second to shoot them before it's all over as long as they can even barely tell you're there..hell my favorite so far was getting blown away by a bandit more than 50m away with a frigging sawn off).
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I've died quickly quiet a few times as well. The thing is, I've dropped plenty of npc's in half a second myself. My intent was to level the playing field, so the actor isn't such a one man army. In online FPS games, you die a lot more than in single player games because people react at the same speed as us. We've just been trained that we are Call of Duty style "play as the final boss" type of super characters. which is fine, but the aim of this mod is something more like when a lot of shooters were more sim like ie Rainbow Six 1-3, or Operation Flashpoint. I think that for a more arcade style play vanilla does a great job already.

If you are standing out in the open, I suggest moving fast. Actor movement serious inhibits the AI's ability to hit their target.

I'll look into the npc's accuracy when moving however. It's very easy to change. I like to try and balance it with roughly how fast and accurate and quick a human can aim and fire in STALKER.

As far as you mentioning shotguns twice; I noticed myself that they are very effective up to about 60 yards still if aimed strait. I have double the air resistance on the buckshot, so they should be one shot kill at about half the range. To be honest though, the npc's haven't killed me yet outside very close range with a sawed off.
  03:58:33  18 December 2009
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EonSpirit
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On forum: 02/13/2008
 

Message edited by:
EonSpirit
12/18/2009 4:01:00
Messages: 74
Well don't get me wrong, I -do- like the sometimes overwhelming challenge this mod brings.. it's just those overly unrealistic instances that I found a bit much, but then I've also evaporated a dude with buckshot from half a map away so I guess you do have a point Nevertheless I do like the challenge.. for example I ended up screwing up the controller quest in jupiter a little so I had to blow away two of the three stalkers that he controlled to attack me ( I suppose you have to kill him fast before they go from holding their heads to shooting you). This meant that when I had to defend the remaining guy while he tested anomalies near Kopachi it became real intense cause the bastard kept running right into zombies, who although having much slower reflexes are just as deadly with ak's and shotties. Also, the bandit rescue part was a case of blowing them away before I got blown away as they pretty much all had shotties and it was mostly melee range fighting.. add to the experience it was night and mutants were about and you have one awesome fight

Anyways, keep up the good work man, this mod is shaping up to be truly awesome
  07:46:45  18 December 2009
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MacBradley
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On forum: 02/09/2009
 

Message edited by:
MacBradley
12/18/2009 11:23:48
Messages: 889

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Anyways, keep up the good work man, this mod is shaping up to be truly awesome
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Thank you!

I also just got done with the rescue mission, where I actually SVD'd the few guards up front first which worked well. I know the shotguns are overpowered at medium ranges. I'm adjusting them more to make them lose power over range. Keep in mind, in real life a shotgun is still very lethal at 50-100 meters away if you aren't wearing armor. There's also the part where if I gimp shotguns too much then every NPC with a shotgun will be an easy mode of their rifle armed counterparts.

One thing I DID notice on this mission before any yet, is how well the AI are seeing through those green bushes.

Other things I've implemented now are:

- Stalker's are a bit harder to kill, but still die fast without armor.
- NPC's also have a chance of dropping weapons when hit, just like the actor. The NPC sometimes grabs their gun and continues to fight, and sometimes they flee.
- NPC's don't wound at below 40% health anymore, now it is below 20% health. Not sure if I should keep this.
- It now takes a harder shot on the actor to get the "major" gunshot effect where you stumble and sometimes drop your weapon. Now it is more often you get the standard red flash and slight screen tweak.
- Shotguns lose more power over range by 5x; still testing
- Tweaking NPC vision through bushes.
- Now the sniper rifles have adjustable scopes once upgraded to the 6x sight.
- Abakan now doesn't fire full auto, but fires 2 rounds bursts at 1800 rpms like the real counterpart. I can't get auto to run at a different rpm so I used the proper burst mode instead as to make it not such a clone of the AK74.

Anymore feedback and new ideas are welcome!
  11:28:45  18 December 2009
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xtyro
(Senior)
 
On forum: 11/05/2008
 

Message edited by:
xtyro
12/18/2009 11:47:33
Messages: 106
what is purpose of .\gamedata\configs\text\rus files. Is it only English translation you have included into mod or you made some changes in dialogs or something?
I'm asking because I am using Polish version of the game and I don't need English translation.

EDIT. if you ask about feedback and ideas:
try to keep your mod unique, strictly to the main purpose. don't make it bigger than it should be. try to change as less as possible files. people usually have a few different mods and it will be easier to merge them or even include to some total conversions. I hope these will appear sooner or later.
  20:08:36  18 December 2009
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EonSpirit
(Senior)
 
On forum: 02/13/2008
Messages: 74
I dig the proposed changes. I was also about to say that shotguns ARE realistically deadly at those ranges in rl and it's always annoyed me that that wasn't the case in games. However, there's the issue of game balance that creeps up when you realise a fully automatic shotgun is just simply better than any auto rifle at ranges you engage most stalkers at in-game (if you really need the big range just pack a sniper rifle too... assault rifles and pistols become completely obsolete). Reducing shotgun accuracy even at the cost of realism as well as making them less effective vs armor unless they have special AP slugs is the way to go though. Also, yeah, staggering the npcs as well while making sure the actor doesn't get staggered just about every time you get shot will, in addition to toughening the npcs up a notch make the fight just a little bit longer which is cool. As I said even the current situation is a hell of a lot better than the vanilla game but a few small changes for gameplay over 100% realism will make it even more enjoyable.
  04:16:15  19 December 2009
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MacBradley
Senior Resident
 

 
On forum: 02/09/2009
 

Message edited by:
MacBradley
12/19/2009 5:53:13
Messages: 889

---QUOTATION---
what is purpose of .\gamedata\configs\text\rus files. Is it only English translation you have included into mod or you made some changes in dialogs or something?
I'm asking because I am using Polish version of the game and I don't need English translation.

---END QUOTATION---



I don't know for sure. At first I was using the weapons descriptions in the text folder to describe the artifact guns but moved it into their respect weapon config files, but if I didn't miss anything it should work fine without the rus folder.


---QUOTATION---

try to keep your mod unique, strictly to the main purpose. don't make it bigger than it should be. try to change as less as possible files. people usually have a few different mods and it will be easier to merge them or even include to some total conversions. I hope these will appear sooner or later.
---END QUOTATION---



I understand. I have to sort through what is and isn't being used, because I've done a TON of changing things, and many things aren't used anymore. I'll trim it down for the next BETA version which I should have out pretty soon. Anything that overwrites any scripts I have will either remove things I've put into the game, or cause the game to crash, depending what script combinations are overwritten. The scripts I have in there are pretty easy to merge into another altered script though.

If I find a total conversion mod that I find really good like I did with the original AMK mod for Shoc, I'll make an addon of my mod for that as well.


EDIT: NEW VERSION 1.0.1 OUT, IN DOWNLOAD SECTION!
  06:59:16  22 December 2009
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FlowingSnake
(Novice)
 
On forum: 12/04/2009
Messages: 9
Hey MacBradley, I saw your plug in my fire_wound thread...great man this is exactly what I have been doing with my weapons, but with a whole lot more....have just installed it and will begin play now.

One question though, I have been trying to change some artefact properties like you would have noticed in your visit to my thread. What tool did you use to alter the xrGame.dll. I want to get into it to make my alterations to fire_wound imunities appear in the protection sliders of the inventory.
 
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