Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
All MilSims have aimbot npcs - ARMA, Insurgency, Operation Flashpoint etc. Stalker borrowed milsim gameplay for its gunplay.
My advice is - get the AK with a scope from the water tower in starting zone (north west from the settlement, use single shot unless you are close, aim for heads, play tactically etc. ;)
Please dont make Stalker another shooter with mods :)
Maybe some skills on mercs and soldiers, but those ghey bandits sniping full auto from 50m. They can t be that good at aiming so precise lol
I very quickly found out that you absolutely can not stand still unless you engage on a very long distance with a scoped weapon and you are sure to headshot them before they close on you. This is annoying due to random spawn that toss enemies at your back at relatively close distance and often immediately aggro on you. If such situation happen, I immediately run away to nearest cover as fighting even basic bandits can be deadly in open field.
Once you have cover, you can carefully slice your corners, or just hold the angle, to kill approaching enemies. You also want to be aware of your surroundings for two reasons, enemies can flank you (even if it is very basic flank maneuver) and grenade, which might force you to relocate to next cover.
Gun fights are only difficult when you get caught in open area without cover, which can happen due to spawn triggers or in some quest situations. All other fights against human enemies are relatively easy since headshot will cut any enemy down in 1 or max 2 hits. Mutants are very different story though!
https://www.nexusmods.com/stalker2heartofchornobyl/mods/113
Adds spread to AI at long range, keeps it as-is at mid-close range
Sorry but that doesn't sound at all like my mod behavior.
Haha, ♥♥♥♥♥♥♥♥ it does!
Lots of late game enemies carry little doot doot smgs , a lot of them still use the buket things that you'd expect to see on paper-thin bandits.
And the thing is.
I'm in a literal exoskeleton with allegedly massive defense.
And they SHRED me. I doN't bleed *quite* as often (By like 15% less?) but my health still goes down all the same.
Now, that should not be possible if weapon stats were EVER taken into consideration.
Or when my Kharod, using whatever ammo it uses, has to headshot a guy *literally* 7+ times before it drops.
Or how I ran up on a base with 90% exo health, got shot at for less than ten seconds before retreating, and my exo condition went from 90% to 47% .
:-\ Game broken.