| 14:22:52 25 January 2019
On forum: 10/08/2014
Just to clarify and close this digression...|
Free the Dutyer - (Second DV visit)
Well you have to have a sense of humour with this game...
My "strategy" differs from all previous versions in that the heli (that usually follows to Darkscape to get RPGd at the Bus Stop) is....
...Still in the Dark Valley..
It's more of a nuisance than anything. The sniper Obo tends to piss it off more than retire it so I'm just wasting ammo. Using the Chaser with slug ammo does about the same.
The only RPG is in a backpack in that Bus Stop.. No ammo (there were only two grenades and they got used taking out the two helis weeks ago.
I MIGHT have left an ogive on the roof of the Service Station.. but that place is probably crawling with Mercs again.
(I'll have a shufty)
(Double LOL - the spare ogives after the Merc raid on the Bar I cunningly sold back to Petrenko - Facepalm)
So I had a look, and found two ogives that had rolled off the roof onto the back porch of the kitchen at the Service Station and lugged them back to Dolina (sigh) with the 80% serviceable RPG from the Bus Stop.
This is what happened next....
The DV heli "mysteriously found" me yet again. No surprise there.
Doesn't 'zombify' on a reload (refer to page 1 or 2 of this thread for observations - I forget)..
So with 109% added Bulletproof I stand in the open and make a hard save.
The heli strafes me and comes to a semi-hover.. (I'm fine, of course and could stand there in a 'woolly jumper' with 109% BP on my belt)
Draw the (loaded) RPG and take aim... (make another hard save at this point after a few iterations just to home in on the "feature"
Hit him front amidships with absolute certainty, gaining the response:
"He's trying to take us down, return fire.." etc (with variations)
The heli then does not explode (could even hit it AGAIN with the other ogive - no soap) but then BOMBARDS me as I'm trying to vacate the area during the RPG holstering period, before running..., at which point I usually die..
Since there's no time to switch to EXPLOSION rocks instead of the Bulletproofing that I'm wearing, the only option is NOT to try a second shot; holster and run for cover...
Which MIGHT reduce the explosion damage. But I've saved the best for last:
After this single bombard, the heli buggers off. Forever.
Never to respawn.
The swine actually scratched my armour, but it's now safe to go grab the Hospital Service Niva (which happily still drives like a wreck - so glad they put this POS back in the game) and go and loot some of the crap off the Bandit Trader.
Exploiting 1.4007 DC as best as I can. I will NEVER, EVER use a "cheat pack" - a game lives or dies on its gameboard. Best of luck, stalker...
| 15:41:50 26 January 2019
On forum: 02/13/2011
Message edited by:
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary
I just realized 6 weeks has now elapsed in my Game. Still haven't done Dark Valley.
Good, that means I can still answer your questions. I was afraid I'd be to late again.
That's stupid. I thought the Dead City & Pripyat Traders were supposed to be secret and a puzzle for the Player to find. Not understanding the entourage part. Are they not by themselves?
There's a couple of stalkers guarding the trader. The military is neutral towards the trader faction, but they shoot loners on sight.
I'm also not understanding how they are made. It seems like you and others are saying if a mutant or men goes into an Anomaly, it can sometimes/always produce an artifact? If so, that's a new feature I was unaware about and would explain why I got some decent start artifacts in the Cordon Zombie tunnel.
That's basically it. If a mutant dies in an anomaly, there's a chance that an artefact is spawned. I don't know how high the actual probability is that an artefact will be created, of what type and whether different mutants and anomalies have higher spawn chances.
I.e. maybe a bloodsucker dying in a Witches Jelly has a higher spawn chance of producing Mica. Or maybe it's a lot simpler and there's just a flat percentage when a mutant dies in any anomaly and a second roll is made for the type of artefact spawned.
I have had varying results ranging from 6 fleshes dying in springboards and producing nothing to 4 psidogs producing 3 artefacts (among them a goldfish).
So far I found that Agroprom underground and Army Warehouses is good for Witches Jelly. Dead City is good for Electro. Cordon has a bloodsucker that spawns near an Ameba. Almost every map has some cluster of Springboard or a Whirlgig with a group of mutants nearby. I haven't found a good place to create Burner artefacts yet.
Zombies are easy to lure in to anomalies, due to their slow movement and predictable routes. Dogs, boars and fleshes work fine too as well as Izloms. Swampbeasts take a lot of punishment but eventually will succumb to the damage.
Look for places where the terrain provides a bottleneck, like a doorway or a tunnel, with an anomaly in it. Then you simply have to lure the mutants through it, rinse and repeat untill they're dead, and grab your detector.
Once I get mugged, do I have the option of leaving the Mines out of the two different paths? If not, which one am I stuck with? Do I leave Darkscape and have to go back to the DV or the Cordon? I need to know these things to plan ahead.
I think you're free to leave any of the two tunnel exits. The game points you towards the southern one. Also, you're free to go to Cordon and enter Dark Valley through the garbage, I did that myself.
You also asked if you'd lose your money. You don't, 100% sure about that. You don't lose all your gear either. You get to keep what more or less fits a rookie bandit. So I got to keep my upgraded AK and my pistol, but not my artefacts, my chaser and a lot of my medkits.
This doesn't bother me and actually makes sense. Of course people are going to talk about something that may have been true or accurate at one time. Like all gossip, if it is repeated enough and over a long period of time, it no longer becomes accurate or up to date. At one time what they said was true. It was repeated so many times, people simply believed it, went there and picked the location clean.
It makes sense from a real live perspective. But as a development choice, it's basically saying:'Let's create a false rumor that players will check out, that will give them absolutely zero reward and only wastes their time.' I think that's a weird design choice that should be avoided in games. Good gameplay and realism don't neccesarily go hand in hand.
Whether it's SoC or LADC, my Mole always dies quickly.
He actually sets up a small loner camp in the train tunnel near the entrance of the Agroprom map if you keep him alive. He provides some repeatable tasks, but nothing else. There is a mechanic though.
In both SoC and LADC I find there's too much loot in the Underground to grab it and be expected to come out of the Underground to fight the Military/Get the Documents.
I put everything in a stash and came back later with a Moskvich.
Some thoughts of mine:
In my game there were no problems with helicopters. I guess I was a good boy and did everything the way the dev's intended. I took the car and drove it in to darkscape, past the soldier with the rocket launcher and up the hill straight to tunnel entrance. I got out, ran in to the mines and heard the car exploding behind me, which gave me that nice 80's b-movie action hero feeling.
Then I exited at the south end, avoided the mutants and mercs, got in the Moskvich and drove to Cordon->Garbage->Dark Valley. Got the documents, but didn't enter Lab x-18 before getting my gear back. There actually is a helicopter flying in Darkscape, but it doesn't target me.
I have been doing some artefact merging, created about 5 now. I havent found a single Sparkler yet. Somehow these just don't spawn in my game.
There are artefacts woth telepathy protection and with psy protection. What's the difference between these two? If I equip enough psy protection, do I become immune to psy-storms?
As pointed out by Byte Me, artefacts can sometimes be moved by gunfire. Electro artefacts can be moved with pistol shots, grenades also tend to work. Sometimes they just seem to get stuck and wont move at all.