Trappin on 12/9/2007 at 14:13
vurt - I think many of us had the same problems at the beginning of the game. The learning curve is very steep at the start but a little in-game experience and you'll get over the hurdles.
Here's my advice :erm:
Kill the checkpoint military soldiers at the railroad bridge and loot the upgraded Fort pistol - that pistol really kicks butt in the early stages of the game.:)
vurt on 12/9/2007 at 15:08
I have that pistol, looking at the stats its just like the normal pistol but a tiny bit better accuracy.
Bjossi: yeah im always taking cover behind them if i see them.
I think im getting a bit better hang of it now, i try to use lean a bit more + i've turned down the mouse sensitivty a bit, works better :)
D'Arcy on 12/9/2007 at 15:17
You'll notice a big difference once you get your hands on a more powerful and precise weapon (which should happen once you're able to get into the Bar area). You'll start wasting a lot less ammo, and feel a lot more confident.
Toxicfluff on 12/9/2007 at 15:56
Quote Posted by Talgor
Er... Scavenging for everything is kind of one of the main points of the game, you know.
Er... I do. And did that make it fun for me? Nope. Especially going through the cumbersome inventory screen mechanics for such tiny amounts so frequently pulled me out of the game a bit, although I really appreciated that they kept it real-time. I'd have preferred to find less stuff on bodies, but there's mods for this. Tough thing to balance - you're right about being able to buy from traders, but you can only carry so much (getting back to my previous point) and it's a one off amount that'll be quickly depleted without the piecemeal replenishments from corpses.
Quote Posted by D'Arcy
I really like how the accuracy of weapons is done in S.T.A.L.K.E.R.. It adds realism to the game, and I actually like to compensate for the wind and gravity effects on bullets. That's probably the reason why I stick to the Groza for most part of the game, instead of using a scoped rifle.
As for Shotguns, they can be very useful with dart ammo. Especially the Combat Chaser.
Totally agree. They really got the weapons right in handling, but the impenetrability of AI creatures' bodies compared to heads detracts from the power a bit. It's a tough issue to balance again; weaker enemies means you need more of them, more of them overcrowds the zone. The ammo types aren't differentiated enough either (as the config files reveal).
I'm looking forward to trying the super-realistic weapons mod (can't remember name) once it's merged with Alive 1.5 and the 1.004 patch. Dunno if close-to-life weapon and ammo stats will make a better
game, but worth a try.
All this said, Stalker is one of my favourite shooters of the past 5 years or so. It's a rough diamond on many sides, but the core gameplay just really works for me and with the Alife mods adding that extra unpredictability I've been replaying it without getting stale in the way that most games tend to. Contrast with Bioshock, extremely polished and with an excellent story in the main, that I won't play again barring mods.
Bjossi on 12/9/2007 at 16:08
Quote Posted by Toxicfluff
Er... I do. And did that make it fun for me? Nope.
I take it that you aren't a packrat? I love picking up everything I see; collect ammo, artifacts, etc. and store them in a box, and sell all excess guns to a trader, stuff like that.
Toxicfluff on 12/9/2007 at 20:36
Quote Posted by Bjossi
I take it that you aren't a packrat? I love picking up everything I see; collect ammo, artifacts, etc. and store them in a box, and sell all excess guns to a trader, stuff like that.
The funny thing is I am!! Being a packrat in almost every game suited to it I was sadly compelled to pick up everything in my original run through, stacking it up in safe places to lighten the load. After it had accumulated at the end of my stay in the region, I'd run past all the enemies I could, carting the most expensive stuff back to the nearest trader and selling any stalkers I came across anything they'd take. All this even though money is almost
worthless in vanilla Stalker.
I'm finding the game much more enjoyable with people dropping less stuff and more damaged gun, with much less money gained from sellinge weapons, ammo and rad hypos -- all the money is now in the artefacts, and the more scarce amount of stuff around has given money some meaning. Finally, the packratting has almost stopped. I just don't think it's a good thing -- yes, I do find it mysteriously addictive in every game that allows it, but it's also a bit tiresome on some level and
isn't actually anything unique, innovative or good about the games that allow it. It just plays on a particular compulsion in a particular kind of player.
Bjossi on 12/9/2007 at 20:46
What I think is that there should be more stuff you can do with the money in the default campaign. I think weapon/armor repairs should have been possible from the start, to name an example. Which means packrats could repair a lot of stuff. :p
242 on 13/9/2007 at 08:31
Quote Posted by Bjossi
What I think is that there should be more stuff you can do with the money in the default campaign. I think weapon/armor repairs should have been possible from the start, to name an example. Which means packrats could repair a
lot of stuff. :p
I'd propose to increase a difference between selling/buying prices considerably, make the artifacts MUCH more rare on the maps and costly to buy (increasing effects of really rare types) and remove like 1/2 or 2/3 of unique weapons from the maps, sellers should sell them instead.
Toxicfluff on 13/9/2007 at 08:41
Quote Posted by Bjossi
What I think is that there should be more stuff you can do with the money in the default campaign. I think weapon/armor repairs should have been possible from the start, to name an example. Which means packrats could repair a
lot of stuff. :p
Agreed. Not including repairing was insane, especially after the crazy armour deterioration added in 1.0001.
I thought the coop mod feature would have been great implemented at certain points in the game (busier points where the sense of isolation is less potent) in it you can pay NPCs to tag along and lend a hand - or more importantly, a gun - with missions.
I still think that most of all the ideal thing would have been for the best armour and weapons (relative to your point in the game) to have only been available from the trader, with the occasional decent item in a hidden area (like the SEVA suit in Wild Territory). Also, there should have been more graduation with antirad treatment because hypos were
far too plentiful, given how effective they are. Something inbetween vodka and happymagicradiationcure would have worked well, with the hypos less common in the game world and more expensive at the traders.
vurt on 13/9/2007 at 10:22
Do i need a mod if i want to repair stuff??