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
While I appreciate the suggestion, it feels irrelevant. I played through most of the campaign, albeit a year or two ago. I can confidently state it had none of these issues except looting being variably conditioned. Not to mention some of these features don't exist in base as far as I know.
I've crawled through more of this mod and can answer some of my own questions for those who may find this helpful. Any other suggestions still appreciated.
From what I can tell, a counter-attack is extremely likely after capturing a point. I've now captured over a dozen points with my faction and within a minute an opposing faction spawns within 2-300 meters and charges in guns blazing. The outpost mechanic as a whole is still confusing to me. My faction tends to defend an outpost by going on the offensive, all dying in the open, and then I'm left to clean up 8 enemies, by cheeky means. It is pointless to join them in their helpless attack (unless you call in advanced support) as it seems the AI prioritizes you as a target over other faction members.
I've chalked this up to weather is just too tough when it doesn't have any negative impact over the AI and the AI seems to be more of a problem in Anomoly. I remember getting pot-shotted once in a while in Base, but Anomoly is a totally different ball game. If you peak you're likely to get shot from 300 meters away and you won't be able to see it because of all the extra flora. The x-ray vision that plagues Stalker is overly apparent in this mod. To the point where the only strategy I find that provides an immersive, cohesive experience (not save scumming every five seconds) is to wait for them to approach your cover, peak quick to draw their fire, wait for the reload sound cue, peak again and unload with a shotgun. Not particularly exciting.
I did find out traders will just randomly go off and fight battles, possibly even die (I just assume some other grunt takes their place). Some will patrol and when you talk to them they won't stop to trade. Thus, you HAVE to wait for them to settle at their post and hope nothing nearby grabs their attention. Then trade as quickly as possible before another raid arrives (which seems to happen far too frequently).
I've just given up on quests. they always fail incredibly fast. Maybe they assume you'll play with fast travel. Instead, my means of money is upping the loot per body in the config a bit, and using that as a means of cash flow. Repairing shoddy armor/weapons, if possible, is also decent
Just buy it.. Try to use a variety of weapons so you can spread out your ammo use among other types. Still find it ridiculous the AI has no sense of ammo conservation, and able to spray you 100% of the time while leaving you with 4 bullets to loot
Several factors. It depends if you have warfare mode enabled, this will completely change the interaction and dynamics and mortality of alot of NPCs. Look up what it does.
YOu can fully customise every single little thing about the weather even zone specifically.
Never ever buy ammo. Unless its 12 gauge :) from Hunter.
Learning these things yourself like you are doing is the most fun way. You seem to be capable so continue you exploration as it will be your most enjoyable time spent within this game. Dont look up spoilers just play.
In Anomaly always save before a quest because you never know what you will get. Other than the 2 main quests, which will take you through the maps of the game, there are no scripted missions. They are randomly generated fetch , assasin, mutant , rescue generic quests. The only reason to do them is to increase your reputation with each faction.
If you had played through any of the normal games, you would know the location of each important trader.
Again almost everything here is common sense you could of learned from the base game. You are learning it now so enjoy yourself and dont look up anything for the best possible experience. Thats all i can recommend.
It sounds like you want a less chaotic experience so i would turn off WARFARE mode and play through the story as a loner or clearsky and start south. Again just basics that you should know.
Anomaly is very end game sandbox of sorts that combines elements of almost every single mod released as well as containing the level design of each of the basic games combined. You are essentially going in blind to the whole combined stalker world. Explore, have fun, experiment. Thats the main reason for Anomaly anyways as every single aspect has been experienced in another mod or version of the game for most players. Sure it would be exciting to go in blind and i would even prefer it that way but it sounds like you have no idea whats going on even in the slightest.
Some super basic tips.
Choose a starting Economy setting like Stalker rather than survival (this changes the most in the game)
Choose a familiar faction like Loner, freedom, duty, clearsky, or you will be lost.
Invest in a good shotgun and pistol for early game.12 gauge is the most efficient ammo in terms of price and damage against both mutants and humans
Start South and go North. The game progresses in terms of mutants and npcs as you go north.
Avoid the repair system completely because its pretty obsolete on the easiest Economy system.
Dont worry about alot of the clutter and junk just sell it. Your main sources of income will be side quests, ammo, artifacts and medical supplies so simply killing enemy NPC's is the best way to gain cash.
If you dont like the weather, reload or sleep for 1 hour or customise it to whatever the hell you want in the ingame weather settings.
Wait.. so am I suppose to look this stuff up or not look this stuff up lol... Jokes aside, I'm here because I tried looking it up and didn't find the answers I'm looking for to my original questions.
I appreciate the tips. I am playing Warfare as Loner, I should have prefaced with that. I didn't realize there was such a difference in gameplay between Anomaly's story mode and warfare. I tried warfare for the dynamic open world experience but if Warfare means getting bombarded by 12 npcs every 5 mintues with x-ray vision and teammates who are suicidal then you are right, I don't need to play Warfare. And for the record, this was never my experience with base. My teammates were decent and enemies were a little more balanced. Maybe its possible I accidentally changed a setting that made the mod this ridiculous? This is why I originally posted in here, in hopes maybe I messed things up. But considering my question has been ignored several times, I'm tempted to conclude this is just how it is.
I chose Warfare knowing it would be more like an open world Risk I suppose is a way to put it. The scale of the game does not overwhelm me. What I don't understand about the mode (whether it be from a previously integrated mod, or base) are the questions I originally put up. So far what I've been told is simply, I don't know anything. I wouldn't be posting here if I knew the answers to these questions and I still very much would like to know why my quests are failing so quickly or how outposts patrol, defend, and raid. Not sure how this means I know nothing of the base game and that's fine if everyone wants to believe that, but I'm really not hear to argue that point, more just looking for answers to these problems. If Story mode magically solves these problems, then I will go that route. If Story mode is just a less chaotic mode that is quest driven, but still has ridiculous quest timers, well that may work.
The quest timers for side quests are random its all completely random. Dont take ones you know you wont complete within a day. Sometimes you will take a mission and 5 mins later you will complete it because said NPC was killed or the mutants you where to supposed to kill die. This is actually kind of an exploit for mutant and assasin hit missions, if you take them then sleep for a day, alot of the time they will complete on their own because the world is dynamic regardless of your input.
I recommend playing Warefare for just a sandbox experience but turn it off if you want to play the half assed story instead.
The reason why i cant go into more in depth detail is because you seem very new to the whole world and mechanics and it would all have to start with the extreme basics which you dont know.
Feel free to add me and id be happy to answer any of your specific questions. But asking something as broad as "how do i play" has no real answer because it will be different for
everyone.
Turning off Warfare will solve alot of your problems as important NPC's like traders etc wont be killed by other factions trying to gain territory. Same for important side quest npcs. They can still die to the world and its elements but far less likely. Hope that helps. Sry for being so straight forward i can tell tho that you are green and dont even know where to start in advice.
You should revel in this hostile strange mysterious zone tho and just slowely figure things out for yourself. It will become an unmatched experience.
I must say, that mod isn't Anomaly. Anomaly's ambition comes from its engine customizations and A-Life features, in terms of content it's one of the smaller mods.
By description it sounds very similar, but you say it is more lively and AI is better balanced?
I started Story mode since Warfare was kind of ridiculous. So far it feels like CoP with more items, QoL features, and repeatable quests. I changed the bullet power to 2.5 and fights feel more fluid and fair.
That's the mod I was referring to yeah. It is generally similar to Anomaly, as both mods serve pretty much the same purpose; both are freeplay oriented mods. Warfare is really the "main mode" for Anomaly, and similarly EOC is the "main mode" for stason's (EOC is basically someone else's version of Warfare, extremely similar).
Anomaly = custom x64 engine technically inherited from an old version of Open X-Ray + Last Day (which is Call of Misery + MLR 6.2 which doesn't add much beyond some characters and minor quests that aren't good) + Warfare + story modes that are rather weak + custom gameplay customizations and features, further modified A-Life, and many other customizations
CoC by stason174 = Call of Chernobyl 1.4.22 + MLR 8.3 (which seriously improves level design) + DoctorX quests + EOC (optional) + additional small quests and many customizations
All of these mods are ultimately based on Call of Chernobyl. The only Call of Chernobyl mod that's story focused (opposed to freeplay/Warfare focused) as far as I know is Dollchan 7: Inception which is also on ModDB.
Most of the best mods are made for Shadow of Chernobyl though (and now standalone).
I switched to story mode which feels more like a tamed free-play mode. My previous experience is just SoC and CoP vanilla, so I don't know if this is specific to Anomaly but the loot and weapon variety is immense. That is what I like most so far and curious to CoC by stason174 offers a similar amount of variety in loot / weapons?
A lot of mods offer similar weapon quantity to Anomaly yeah, including CoC by stason174 which has more consistent quality. Anomaly has misaligned 3D scopes, 2D scopes, and often too much recoil and balancing is incomplete. CoC by stason174 is well balanced and features only STCoP 2.9 guns as far as I know, so you have quantity and quality and consistency.
And just to throw another mod out there, what I usually recommend to people trying their first mod is OGSR English Edition (which is on ModDB). It's a story mod with some of the best lore in the series and some really interesting quest design, far surpassing the original games. It is one of the most advanced mods in terms of gameplay mechanics (having features like 3D dual render scopes with backup iron sights, exoskeletons are now an attachment that can be used with most in-game armors, night vision goggles being separate from outfits, more weapon customization), and has over 160 guns.
Some story mods you could try out for Call of Pripyat are Spatial Anomaly and Valley of Whispers.
And could it be, another NS2 player? what are the odds :D. I gave you a friend request.
* They call it Beta but my god it's not even fit for a stable release :
- memory leaks are a thing, get used to them
- 0 optimization. 0. On my 2019 machine, I get lag spikes and load times as long as trying to run GTA 5 in 4k with a Pentium 3 processor.
- no way near to what STALKER is supposed to be. The only faction missing is The Media because having constant RPG firefights near an old nuclear power plant with unknown anomalies everywhere is not gonna be the most reported thing in the world and the fact that the US or Russia are not boots on the ground is just a joke.
- whoever came out with the idea of warfare on a zone level is a complete baboon and needs to never ever ever ever ever touch a computer again and il tell you why :
- Although sounds great as an idea, stalker levels like cordon and darkscape are narrow and small, making them a natural chokepoint. Developers circumvented the idea of seeing the loading screen constantly, because an NPC can snipe you with a pistol from 200 meters directly into the eye socket of your Exo helmet with a .22 hollowpoint and kill you, by just depopulating the zone. You see combat and warfare in Clear Sky but keep in mind it's mostly going on in Garbage and Swamps, which are more open areas, that allow this. The game was designed as a rail shooter in dungeons with the semi-open top world with limited sandboxing and this is not because they are bad designers, but because the idea and methods they use did not allow it.
- AI is basic. If it's one thing they worked so hard and never actually made it work is AI, but hey Eastern Europe is not the place u find AI engineers and coders easy right?
- As a person who went through with an extensive service record, I can clearly say that you people have no idea what a gun jam is, especially on Kalashnikov's rifles (which is odd, considering this mod is some neo-commie wet dream) AK rifles main jam issues always come from 2 sources, related to one issue: ammo. As an enlisted serviceman you get to clarify what, 15-30 jams in your shooting career. Also if you are in the US, you get access to all sorts of 7x62 or 5.45x39 that can cause jamming. NEVER. NEVER EVER I have seen an AK jam because its dirty or unmaintained. This is where its reputation comes from. LESS maintenance. In the game that they claw on realism like it's your last $5, AK rifles jam because they get dirty and their durability is low :( aw. poor rifles.
*Here is an interesting example: Taliban maintain their rifles by tying a knot to a shoelace or any rope, dump it in axel grease and pass the rope through the bore. These people to this day continue to operate and are consider are a major threat to world stability.
- Ever heard of supply and demand? Artifacts should sell more than anything in the whole game because if I'm standing there, surrounded by 12739123818938192 more people running everywhere looking for them, it means its in high demand right? And now consider that the zone is the only place u can get them. Even the super lucrative business savvy trader (which I highly doubt he is) Sidorovich is going to have to offer more. Why? ITS ILLEGAL GOODS BRU. Then again some trench coat with two brand new extra pockets sewn into it costs more. This is stalker, not USSR pre - 91.
And I can go bout the carry weight, the free exo suit on start and so on and so on.