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Patch notes included mentioning that they buffed gauss rifles mixed in with "increased snork special move cooldown" (Snorks are already like, the one mutant that feels weaker than CoP instead of given steroids funny enough).
Guess someone on the dev team is really mad you might have a chance to heal instead of go directly to quickload when shot by someone able to fire through a chain link fence, when your AP round are stopped by deflecting off open rebar.
At least back then they could handle boar and flesh! Now a group of NPCs has better odds of surviving a lone bloodsucker with limited casualties than a couple flesh or boar wiping them out before they start threading the needle on anomalies (or in flesh case, only willing to suicide into an anomaly if their flying corpse will hit you for light impact damage)
Yeah, I don't remove my guns or armor anomaly diving for a reason.
Imagine, trying to call this "Classic quality gameplay" or "Skill issues". Makes it sound like they never actually played the old stuff.
I can't change the scripted encounters. That said, my mod manages to make medium and long distance fights more fair.
On the other hand, human NPCs are divided into four categories
- normal, guards, unique and zombies
and 4 difficulties
- stalker, experienced, veteran, master
Regardless of whether you play on easy, normal or hard. As you progress through the story, you will encounter more and more skilled NPCs. With the tools we currently have, I can make them less likely to hit the shots depending on the type and skill of the NPC, but that's about it.
In general, you will have a much better experience in gunfights, but you will have some encounters that will feel a little unfair, although nothing like the Vanilla game.