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Master Bates

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  1. Master Bates

    How to fix Electro-Chimeras?

    Electro-chimeras become pretty bearable after you get an Ecologist Suit and a couple of batteries, I am satisfied to report.
  2. Master Bates

    AMK Weapon Add-on - WIP

    Ahilej, you're actually thinking of a completely different mod (one which is, as far as I know, totally incompatible with AMK anyway). The mod discussed in this thread doesn't add the several dozen nearly-identical AK variants of the other Arsenal mod. In fact, as I recall it only adds around two dozen or so weapons - if even that many - and all of them are at least reasonably plausible, with the possible exception of the P90, which is rare and only found in the hands of Mercs (or Stalkers who have looted dead Mercs).
  3. Master Bates

    AMK Weapon Add-on - WIP

    Mazryonh, Most of the factions' default weapons are the same, with the exceptions of the military and the bandits. The military mostly use the same weapons that they do by default, except for soldiers in buildings and underground areas who, in my experience, are usually equipped with AKS-74Us and Bizons. The bandits are equipped with a motley and completely random assortment of weapons - mostly cheap and readily-availible ones such as Tec-9s, MAC-10s, various shotguns and the occasional Mosin-Nagant, with higher-quality (and occasionally downright deadly if you aren't expecting them) guns found in the hands of more experienced bandits every one in a while. EDIT: Incidentally, I kind of like your idea for the bandits' availible weapons. However, since they're implied to be a large number of small, unassociated groups rather than a single unified faction like in Clear Sky, standardizing weapons across the board for all of them seems a little wierd. There's no way not to do that as far as I know, though, so I guess we'll live with it.
  4. Mazryonh, Uh...that's not a mod-specific problem, that's been around since vanilla STALKER, and that randomness is in fact one of my favorite things about the game - the total 'absolutely-anyone-can-die' randomness than ensures that the game plays out differently every single time. Also, have you ever stopped to consider how unbalancing to the A-Life an invincible character would likely be? Sid, Barkeep, and Sakharov sit in their bunkers and don't actually directly contribute to Zone life - trading functions aside - so making them immortal doesn't really effect anything. Making ordinary Stalkers immortal, however - even quest-important ones - runs the risk of screwing things up even more seriously than just letting them die would.
  5. ahilej, So....are you saying that Filefront won't let you upload AMK because of Oblivion Lost? Or are you saying that you feel like it would be poorly recieved by the site's users because they are used to OL?
  6. Master Bates

    How to fix Electro-Chimeras?

    Although I think the concept of the Electro Chimera is pretty cool, and I agree that we need more wildlife doing non-conventional damage, I honestly found the Electro Chimeras to be ridiculously unbalancing, causing the game to behave wierdly. They quite thoroughly broke several missions - for example, Bullet's brother and the people guarding him were apparently killed by Electro Chimeras soon after I entered the level, so rather than leading me to the ambush site Bullet simply wandered around the Dark Valley at random killing things until he was finally overrun and I failed the task. They can also leap ridiculous distances, and their tendency to get up in your face combined with the electrical discharge they release when shot makes fighting them needlessly, pointlessly hard. I'm fine with challenging, difficult enemies - several of the creatures inhabiting the Zone are essentially mini-boss battles all by themselves, and that's exactly how it should be. But 'challenging' and 'difficult' is not the same as 'annoying', and that's really the best word to describe fighting an Electro Chimera right now. However, rather than removing it entirely, I'm in agreement with Maz in that it should be heavily changed into something that is still challenging, just not impossible.
  7. Master Bates

    AMK Weapon Add-on - WIP

    Yeah, I really hope this mod is eventually finished. If not, then we should at least try to balance the current release of the mod (which I play with and enjoy) a bit better, and maybe try and incorporate it into AMK 2.0.
  8. Master Bates

    Wild Territory - A level that needs to be fixed

    Mazryonh, I, too, have noticed a problem with ridiculously high numbers of wildlife spawning - including a pack of four(!) Pseudogiants in Agroprom, and a horde of assorted animals in the Dark Valley. However annoying this may be at times, it has also resulted in cool/interesting/hilarious situations occasionally - such as the pseudogiants in question distracting all the soldiers, allowing me to sneak into the research facility and steal the documents undectected, or one memorable occasion during my current playthough where I showed up at the bandit base in the Dark Valley to 'borrow' Borov's key only to find literally every single person (except the Duty guy in prison) there dead, having been overrun by swarms of animals. EDIT: With regards to Wild Territory, I've noticed that if a blowout occurs during the Mercenary/Ecologist firefight, the game crashes about halfway through the blowout, without fail.
  9. Hello, everyone. I've been a lurker on this forum for quite some time, and just recently decided to register in order to show some support for what is easily my absolute favorite Stalker mod. Keep up the excellent work! Anyway, I recently started a new playthrough of SHOC with the latest English release of AMK, along with the AMK Arsenal mod. I've equipped myself with a PP-19 Bizon submachine gun and a Mosin-Nagant M1891/30 rifle (easily one of my absolute favorite guns ever; I own one in real life and it's incredible), both taken from deceased bandits at the Cordon car park. After clearing the car park with Petruha, rescuing Nimble, and retrieving the reinforced bandit jacket for him, I spent some time wandering the Cordon, completing jobs, scavenging for useful loot and just generally exploring. While returning to the village one day to stash some goodies, I noticed a green dot on the minimap where no green dot should normally be found - namely, heading towards the military outpost, apparently running full tilt. Following this dot and peering at the individual it represented, I noticed it was apparently Nimble, either trying to escape the Zone or attempting a one-man assault on a hostile barricade defended by a number of elite troops, two armored personnel carriers and an attack helicopter while equipped with nothing more than a shotgun I sold him and a rusty old Makarov. Unsurprisingly, the poor fool was cut down by fire from the outpost as soon as he got into range - before he was even able to get a single shot off. I then watched as a Spetsnaz bastard strolled casually out of the base and proceeded to loot my friend's corpse. Soon after, soldiers began to stream out of the outpost, led by the Spetsnaz soldier in question. I counted well over a dozen heavily-armed men converging on the village. I drew my trusty rifle, quickly switching out my old surplus rounds for the five precious high-quality bullets I had 'liberated' from a local bandit. Settling into a comfortable position behind the cover of a large tree, I waited. I didn't have to wait long - I noticed, astonishingly, fire coming from the rookie village at something to my right - and, even more surprisingly, bodies began to appear there! First one, then two, and finally - after one phenomenal grenade throw by one of the rookies - five army bastards lay dead before I even got the chance to see the enemy, and without a single one of ours lost! It wasn't over yet, of course - the army still had many more men to throw at us, and they put them to good use, with two approaching up the road and four or five more coming at me from my left flank - the east side of the village, in other words. I took a deep breath, leaned out from behind the tree, and sighted in on the two closest enemies, a pair of Spetsnaz troopers creeping down the road, in the open, with no cover whatsoever. It was almost too easy. Two bullets, two headshots, two dead enemies. Assuming I would soon be forced to repeat this ritual, I spun to my left, just in time to see two of the Ukraine's finest get sucked into a Mincer anomaly and killed, while a third was mauled to death by a wild boar. It was pitifully easy to mop up the remaining few, and checking my minimap revealed that my comrades in the village had managed to eliminate two more soldiers while I was busy! It seemed that we had defeated the counterattack, and all we lost was my moron friend, Nimble! I let out a triumphant shout, putting away my rifle and eagerly running forth to loot the bodies of the slain soldiers. I had just reached the fresh corpse of my first kill when a rocket barrage from a passing helicopter killed me. So after reloading from my quicksave, I let out a triumphant shout, put away my rifle and eagerly ran forth to hide in a basement, where I stayed until the helicopter went away. Astonishingly, despite essentially being a flying tank, it didn't successfully kill anyone (although Wolf ended up needing a medkit). I went out and looted the bodies of all the soldiers who had died outside the range of the BTRs, including the one who I had seen looting Nimble's body (getting me back the bandit jacket and a pair of artifacts I had sold to Nimble). I distributed their weapons - a mix of AKS-74U carbines, AK-74 assault rifles, a single AN-94 Abakan, and the usual assortment of pistols - to the village's inhabitants, along with most of their ammunition, food, and medical supplies. The military has never hassled us since, nor has anyone or anything else, what with everyone in the village being equipped with a vast assortment of military-grade hardware. Tomorrow, I tell you the story of 'The Pack', the largest grouping of wild dogs I have ever seen, and how it brought down Major Kuznetsov's extortion racket.
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