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In vanilla CS, human NPCs only take 0.3x DMG from bodyshots. In SoC and CoP, bodyshots did 1.0x DMG to NPCs. Feels like some dev accidentally set the CS bodyshot damage multiplier too low. Especially because 0.3x DMG is about the same damage multiplier for hitting the limbs, so why are bodyshots treated like limb hits?
This reduced bodyshot damage compared to SoC/CoP is why Clear Sky combat is so bullet-spongy, and why Bandits in trenchcoats can shrug off several point-blank shotgun pellets or slugs to the chest.
I would port all 3 X-ray engines to 64-bit so they can use more RAM and VRAM.
Add achievements from the console versions.
If possible, implement non-game-changing bug fixes from the ZRP, SRP, and the lesser-used PRP eg. fixing the infinite radiation bug.
If I recall correctly some body parts like fingers did not take damage in SOC, every part of the enemy should take damage.
Reduce grenade spam in CS to be on par with COP.
Make the Cordon Machine gunner in CS need to reload for 5-6 seconds after firing 100 bullets. Reload could be intercepted by the the player PDA as radio transmitation.
So player skill is more involved in running past the Machine gunner.
Add back pistol iron sights to CS.
Better faction wars on CS so they are more stable less likely to soft lock.
I unpacked and looked at the m_stalker.ltx file and that's where I saw that NPCs only take 0.3x DMG to the body. Specifically, these bones only take 0.3x DMG in the "[stalker_damage]" category:
bip01_pelvis
bip01_spine
bip01_spine1
bip01_spine2
bip01_neck
Even when using shotgun slugs, Bandits still refuse to die from bodyshots (and yes, I am actually hitting the body and not the arms). The instant I set these bones so that they take 1.0x DMG instead of 0.3x DMG, Clear Sky's combat became vastly less spongy and bodyshots stopped being worthless. I set these bones to take 1.0x DMG because it was more consistent with how the vanilla m_stalker.ltx file was configured in SoC and CoP.
Now I wonder what are the body dmg part modifiers for, SOC, CS, COP.