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LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

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  09:22:04  3 October 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28124
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

Skaraks

While it's good to know Old Road has a plentiful bounty of artifacts, including many rare ones, one has to wonder about the big picture placement of such things. It's a level that is near the end of the Game. It's a dead end level, meaning once you pass through it and the level beyond, you have to go back the way you came in.

My first thought is being so overloaded with so many artifacts and the pain in the ass journey to get them anywhere. Likewise by this time in the Game, most all the major upgrades had been taken and the money is not really needed. All of this is better summed up with the statement "Too little too late". I think Darkscape should be a similar type of level with lots of artifacts. Is it? I don't know. Last time I was in Darkscape, it didn't have a seaport.

What the hell is an Ocher?

* * * * *

TM5000

I found a single Vepr-12 early in my Game but it was too damaged for anyone to repair it. That sucks. Why do Devs allow rare weapons to be unusable? Beats me.

TS
  06:44:51  3 October 2019
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TM5000
The Zone is my campground.
(Resident)

 

 
On forum: 02/11/2012
Messages: 354
Sneaky Pete


---QUOTATION---
There were some mutants, including all the Bloodsuckers that I just happen to have come up behind in my usual habit of never entering a village through the front door. Always flank around and enter in the rear.

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This recently happened to me for the first time. It was in Dead City walking down a side street. I decided to peek around one of those metal storage sheds and there was a blur at the next corner. It was a Bloodsucker just standing there, invisible.

I watched for several seconds with my Vepr-12 aimed, then gave it 3 shells too fast to move out of the way. As it appeared and fell, it was facing the other direction.
  02:47:23  3 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
 

Message edited by:
Skaraks
10/03/2019 8:09:43
Messages: 49

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LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

...enormous level, free for me to walk every foot...and I did. I went everywhere, on every hill, in every valley, in every corner.

TS
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Spent 90+ game hours going through the map. First hitting the major points, then back through the open areas to conduct a grid search for artifacts. Conclusion arrived at is; For its plain appearance its gotta lot to offer if willing to put in the time. It yielded one or more of the following: Ball of Twine, Bouquet, Bubble, Crescent, Crystal Flower, Cuttlefish, Glass Ball, Jellyfish, Knot, Liver, Mica, Night Star, Pupil (no longer found high atop the structure btw), Shell, Slug, Soother, Snowflake, Stone Flower, Thorn & Wrenched. Twenty-five or so in all. The ponded water areas were far easier to search than the open terrain. Using the Zaz as a corner marker made it simpler but next time will use depleted flashlights as once beyond the thick grass population range, their reflective quality make them great markers.

Died a few times over the four days and it afforded an unexpected lesson.

After finding a few artifacts, but failing to do a save, then falling prey to an anomaly field. Restarted to the last 'save' point and proceeded to reclaim them. Found different artifacts had spawned. Takeaway is, if looking for a specific artifact, doing a save when first identifying the location of an artifact, will allow you to restart to the save point if not getting the wanted artifact. Something that may become more viable later on when needing specific artifacts for use in the artifact generator.

If it hadn't been for having maxed out the Ocher's range to allow 50+ yard sweeps, doubt I would've taken on the task. While endeavoring to be through, may have missed a few. When doing sweeps like that in the future, will use Ocher to first identify the presence of Artifacts, then use, the yet to be acquired, Veles to zero in on them quickly. Side note on Kruglov, once acquiring the sheet music for the good Professor, his prices on upgrading the Ocher drop to a competitive level.

Plan to continue doing sweeps like this in various open areas. Once clearing out the NPC's there's a scoch of time before they repopulate. A good time to hunt for things is when not being hunted by other things.
  09:09:03  2 October 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28124
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

Last time I was in Old Road it was called Countryside and Dez0wave just added the hideous scripted car-ride-into-unconsciousness that somehow the Player survived and so did the Scientists who find them.

There was a time in early testing where there were no car rides. There were no anomalies except a tiny few. There were some mutants, including all the Bloodsuckers that I just happen to have come up behind in my usual habit of never entering a village through the front door. Always flank around and enter in the rear.

Countryside was an enormous level, free for me to walk every foot...and I did. I went everywhere, on every hill, in every valley, in every corner. I was convinced that surely Dez0wave took the incentive to place something really cool, hidden in the vast hills like a small bunker or a small house. Sadly there was nothing. A huge wasted opportunity to put some really cool Easter Egg in the huge area of the second half after the road tunnel.

TS
  17:30:08  1 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

---QUOTATION---
Pheromones and scripts

Just keep your "rupture" up or above 100%

(There I remembered to turn the bolding off..)
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Do you think everyone's strolling around with a plethora of artifacts to use when ever needed. IMO that ain't the way it works until deep into the game.

Was just pointing out bolding, when used judiciously it can add emphasis on specific parts of information being conveyed, but please feel free to do as you see fit, after all, it's lol all about you lol. /jk
  14:17:03  1 October 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
 

Message edited by:
Byte Me
10/01/2019 14:17:54
Messages: 455
Pheromones and scripts


---QUOTATION---
Pheromones

This made me think about those Bloodsucker pheromones in my backpack.

I did not receive the vial from guy-whose-name-I-don't-recall until after I had been through the Yantar underground and wasted the Illithid looking bastards, and returned his rifle.

Can the pheromones be used in other Bloodsucker encounters? I may try it the next time I hear heavy breathing.
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No they can't.
The spawn (from Oleg Rugov) is very unique.
It may only be used for the nest in the Yantar Underground.
You used to be able to test this in the Sarcophagus.
So basically, the only nest you can use it on is one that is
scripted to stay somnolent while you grab "Vesik's rifle".

But that's too easy, and far too little fun!
So most players seem to use some strategy that involves grenades and pump action shotguns or door slamming and boltholes.


---QUOTATION---

LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

---END QUOTATION---




---QUOTATION---

Have particular dislike for bloodsuckers. Don't like being thought of as a mobile drinking fountain. They don't play fair, they don't play nice...so neither do I.

@Skaraks

Bloodsuckers are easy!
Just keep your "rupture" up or above 100% and ignore the 'bloodsucker kiss' (they love you and are sending a message)

Faceknife the zombifieds in batches by running in from a flank. Get rid of all of them, then let the bloods come in for a chat with your boomstick. Easy peasy.

Natch, if you're REALLY hot - and can carry "rupture" and "bulletproof" at 100+% at the same time - then it's all a bit academic.


(There I remembered to turn the bolding off..)
  05:38:23  1 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

---QUOTATION---
Pheromones

I may try it the next time I hear heavy breathing.
---END QUOTATION---



+1 for heavy breathing.

-1 for wrap around hickies.

Still a Zero Sum game

Heard the pheromones came from an unaccredited laboratory.
  04:38:13  1 October 2019
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TM5000
The Zone is my campground.
(Resident)

 

 
On forum: 02/11/2012
Messages: 354
Pheromones

This made me think about those Bloodsucker pheromones in my backpack.

I did not receive the vial from guy-whose-name-I-don't-recall until after I had been through the Yantar underground and wasted the Illithid looking bastards, and returned his rifle.

Can the pheromones be used in other Bloodsucker encounters? I may try it the next time I hear heavy breathing.
  03:27:34  1 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
 

Message edited by:
Skaraks
10/01/2019 3:36:26
Messages: 49
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

From that first introduction mission in Call of Pripyat. When navigating the sleeping Bloodsucker lair in the middle of the night. Seeing them there snoring away, not knowing how dangerous they truly are. That understanding would come all to soon. Seemed like a toy as it upended me, wrapped those damnable appendages around my throat and...well. We know what happened then.

Have particular dislike for bloodsuckers. Don't like being thought of as a mobile drinking fountain. They don't play fair, they don't play nice...so neither do I.

Here's information about two blinds to use when removing about half of the Bloodsuckers in the Zombie Village. Good luck with the rest.

LADC v1.4007 - Old Road: Bloodsucker Blind #1 Eliminating with impunity using the storage shed on the north east corner of the Zombie village.

Searching for random artifacts when encountered three Bloodsuckers at the eastern end of the village. Relocated to the shed as it had a partially closed door and was thought they might not be able to enter the shed through the narrowed opening.

Though they weren't able to enter the shed, fighting from the doorway proved costly in ammo and the narrow opening reduced targeting time as well as being dangerous. From the doorway position they were able to effect successful attack both directly at the open doorway, the wall to the left and the door itself.

Discovered they were attracted to me when standing at the window looking west but were not able to attack through the window. The open terrain beyond gave a contrasting backdrop made it easier to detect their stealth running. As they crossed back and forth in front of the window, each was taken down.

Attempting to knife them is not recommended as they don't stay in one position long enough for that to be an effective method of attack.


LADC v1.4007 - Old Road: Bloodsucker Blind #2 Eliminate with a good degree of impunity from the comfort of the dilapidated crapper at the northwest corner of the zombie village.

Short on ammo? Gotta Snickers Bars? Middle of the night and NVG's suck as bad or worse than the things that wanna drain your spleen?

A one-banger with good ventilation is located in the far northwest corner of the Zombie village. Ventilation is important when eating zone food. The crapper has a fence to the west and north. The player can enter the gap between the crapper and fence easily if going in on the left side of the crapper but Bloodsuckers can not.

With patience the Bloodsuckers can be knifed to death across the fence to the north. Less so across the fence to the west. Preferred place is in the crapper itself as those guys just can't seem to keep away. In all three of these locations the Bloodsuckers can effect attacks.

Triggering the armed zombies will bring them in about the same time the Bloodsucker find you so having a plan to remove them swiftly is needed. Suggest going behind the crapper as the wooden structure offers a modicum of protection while the ventilation hole affords a good shooting position. Once they have been dealt with, it's easy to slip into the crapper. In testing, the bloodsucker didn't stray far from there. When they did, stepping forward one pace brought them back to my blade.
 
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