Playing for the first time on Master. Suddenly I'm coming across lots of weapon types and am having some difficulty deciding which to keep. I've already sold handguns, the Tunder, VLA spec ass rifle, and the GP37. I'm left with the fast Akm (favorite up until now), Sniper SGI, SVUmk2 and the Combat Chaser. On Master it's all about the headshots, so I've been prioritizing accuracy.
1) Which sniper should I keep, the SVUmk2 or the Sniper SGI? SGI has more accuracy but SVU more damage. I'm also worried about ammo availability for the SVU.
2) Was it a mistake to keep the fast Akm over the other rifles? I've read I can attach a scope to it.
3) Should I just sell the Combat Chaser? I figure it would be useful in close spaces for panic shooting.
just play the game u sad cunt, jesus
Come on dude, this game is an odd one. Ever since I started I have been scrounging for bullets. Weapons aren't very accurate and fighting groups of people requires a bunch of tries. I take this very seriously.
What you really need is 1 weapon for each ammo type, don't just let ammo go unused in your inventory
Comfy way to play is just kill your enemies, take their weapon, shoot enemies till youre out of ammo, take their weapon and drop the old one, repeat. I enjoyed scrounging around. Or just find a rifle, sniper, pistol you like and load up on that ammo. Can also just do rifle and pistol since a rifle is fairly powerful. I just finished clear sky holy shit what a mess of a game, even modded ending was terrible and did rifle, sniper, pistol.
I was starting to conclude that I should carry 2 weapons at most, to leave room to carry back spoils.
keep the sniper SGI and the combat chaser, sell the other 2 guns and their ammo and use the money to buy more 5.56 and buckshot
got enough grenades there bud
They don't seem to kill even dogs (although I have used more of them than any FPS i remember).
Is the SVU too inaccurate or the bullets too rare? (or the firing rate to low?)
They're good to cripple and scatter humans but placement is very important.
There is no such thing as too much pocket artillery.
How do I let it cook before throwing it? Everybody scatters before the damn thing goes off. Sorry if stupid question, I'm only a few hours in.
Yes they're actually useful. I'm not used to grenades that have a gameplay purpose.
Now that I have a sniper things are going much smoother. I've already reached Prof. Sakharov (He just gives odd jobs. I expected more). Hopefully the rad suit will prove useful, though I can't imagine carrying it around for the whole game.
Do I get rid of the RPG? All the moonlights in the world won't help.
There's 2 grenade types, RGD5 and F1. The RGD5 is the grenade you throw to flush enemies out of cover. The F1 is the grenade you throw when you actually want to fuck shit up. Plan accordingly.
Stash all unique weapons and one of each artifact you use on yourself. Sell everything else you find that's not essential.
You fucked up
make a stash where you store the best weapon for each ammo type. Whenever you run out of ammo for one weapon, just go back and pick a different one.
dude just use assault rifles they literally break the game. They didn't balance a fucking thing and it shows.
>Not using snipers
>Two bullets kill you
>Fights against 5+ enemies
I didn't know you could store things. They don't disappear if you leave them in a container?
Wiki says GP37 get wildly inaccurate once the durability starts dropping.
The wiki is wrong, you can snipe everything with that gun.
>Ever since I started I have been scrounging for bullets
I find it hard to believe, there is a shitload of ammo in that game
Not during the first hour. Not for anything that isn't a shit pistol.
If that's already bad for you, try this one OP.
I've just reached pripyat from jupiter underground and headed back to rostok with pure luck and almost dead.
That's a real hell compared to the vanilla games.
I don't know what any of that means other than one of the sequels says Pripyat.
Shit forgot to quote>>15981336
Somehow you fucked that up, but thank you I'm making a note of it for when I get to that game.
Practically Dead air is a mod based on the mod Call of Chernobyl and MISERY.
It adds different layers of challenge to the game and turns it into a sandbox with optional quests rather than having an actual story.
It has to be tweaked with addons because it's unbalanced as fuck, but once you tweak the bullshit (like the guns breaking constantly their components that cannot be repaired) it's the best stalker experience you can get imo.
Also for this post, i suggest you always have with you at least a rifle of any kind, to dispose of human enemies
1)favor precision and availability of the ammo over power, always pick the weapon with the most available ammo in the area you're going to scout, the higher the caliber the better; always have with you a bunch of AP rounds in case you expect armored enemies, else for common bandits and stalkers keep the standard.
2) whatever suits your playstyles, i usually trash the akm as a better choice is available, as accuracy as i said, is your best friend more often than not
3) Always, i repeat, Always have a 12 gauge with you, hunting rifle, shotguns, whatever, you won't want to waste precious ammo on simple mutants, also because those guns are very effective against them and are really good at close quarters
>i always trash the akm-u
forgot to clarify
You can safely store shit in the blue box in the Bar. Also, the first corpse you see on a map is a permanent one, and can be used to store things as well. Example the dead rookie in a white jacket that spawns at the Bar's map entrance. I usually drag him into the bar and keep guns on him and everything else in the blue box.
>On Master it's all about the headshots
Probably not for the reason you think it is. In Vanilla SoC, Master guts the actor's base resistances (you take more damage) and lowers the damage of weapons (you deal less damage). It's really no different from any shitty difficulty slider in a bethesda meme game for example. So we've got highly damaging, extremely bullet spongy enemies, and then we've got Super Bullets. Super Bullets buff the first shot after the timer (time_to_aim) which is 1 (in seconds) for most weapons. Now the catch is that Super Bullets only buff headshots (5x Human/10x Mutant), so for optimal performance, you need to wait out that timer in between shots to ensure every shot receives the buff.
Many players think you actually deal more damage on Master, and will make a lot of silly anecdotal claims about this, but what is actually happening is that they're simply slowing down their gameplay to compensate for their resistances being much lower, and taking a more methodical approach to slow, accurate headshots; and accidentally utilizing the Super Bullet mechanic without even realizing it. The rest is just placebo and confirmation bias.
Newfag warning: Don't even bother trying to dispute this, you're just going to make yourself look like a retarded nigger.
Are you saying that on master, every time i take a shot id have to wait 1 second to keep the headshot multiplier active?
I also vaguely remember these debates in previous stalker threads with one anon apologizing for being such a faggot lol
Where did you get info on this?
Yes, but with the caveat that time_to_aim is the same on all difficulties, it's just far more important to exploit the mechanic when you deal moderately less damage and take significantly more. Also that debate was like 2 years ago, good memory. Wonder if anon is still lurking, I still respect him for admitting he was wrong.
Can you modify the amount of time?
So, what's the "correct" difficulty to play on?
Everyone plays on master, but apparently we were mistaken to believe that everything took more damage. What a cheap system.
I had read that burst shooting lowered the damage after the first shot but I didn't know about the time_to_aim. Thanks for elaborating.
I just finished x16 and had the Doctor cutscene in which he calls me Strelok. You know, I went to both labs having prepared for a long, multi-level underground gauntlet but both disappointed. Seems like it's the overworld that's where the real action is. Lab guy is now selling advanced weaons but I'm still alternating between my rapid Akm (with scope) and the sniper SGI. I just can't decide between them.
Also, all my artifacts are endurance: 2 moonlights and 3 sparklers. Don't know why anyone would use any of the others. I'm using the green/yellow radsuit, was using the red one before.
It's just a matter of ammo. Unless you are destroying the game with some shit mods like Misery, all you need is Strelok's gun and something else to use up Nato rounds.
Don't miss on Clear Sky and most importantly, Call of Prypiat later. Clear Sky is basically a bad mod, but the new maps are cool. Call of Prypiat is smaller and simplified, but quality.
Yes. You can even set it to 0 so every bullet is a super bullet.
Whatever you prefer, ideally tweaked to your personal preferences.
>What a cheap system
I put more blame on the players for perpetuating the meme that it's something that it isn't.
Yeah, vanilla labs aren't great. For artifacts, consider keeping a set of % health in your inventory to swap on for free out of combat healing.
>For artifacts, consider keeping a set of % health in your inventory to swap on for free out of combat healing.
No need. I have more medkits than I know what to do with. I keep one of each artifact in case it's necessary for progression. I stopped doing the side jobs, though.
>You can even set it to 0 so every bullet is a super bullet.
Why did they come up with this bullshit, anyway? Normally I would say to disable the system altogether, but I remember the pain with bullet sponge enemies. I guess a single burst of super bullets would disintegrate anything?
Assuming you hit the right part of their head, as the jaw doesn't benefit from the bonus (not sure about the eyes), pretty much.
If you haven't beaten the game don't spoil it for yourself faggot. The GP37 is excellent, the only issue is finding ammo. If you're careful about shot placement you should be golden.
In my opinion only take 2 weapons at a time. The sniper will be great in the red forest and after it. Shotguns are very good for mutants. Keep them stockpiled and take them on outings according to expected opposition.
Enjoy the game nigger.
Do shotguns have bonus damage against mutants? I learned to keep one for mutants from COP, when in the previous game I only ever used them in the hobo phase.
Shotguns are always worth carrying. From what I remember a slug would put down any human without armor in one shot.
Well, mutants don't take bonus damage from shotguns specifically, but it's still one of the best weapons to use against them. What actually goes on is that mutants lack armor while shotguns (specifically buckshot) do heaps of damage that can't penetrate anything beyond basic armor protection, so you'll see your shotgun be less effective against better equipped enemies like the military while still being effective against harder mutants.
WTF why is my ding dong hard?!?! blyats
always keep a fully loaded auto-pump on hand for bloodsuckers, swap it out and full auto mag dump when u notice it begins to charge straight at you.
I'm installing Clear Sky right now, don't remember where I pirated it from but the installer said that the windows 10 that I have installed and the gtx 970 graphics card aren't compatible with the game.