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Toneone

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  1. Holy shit, you're awesome! This is exactly what I was looking for. Because I got the shortest possible campaign path, with Berger's Factory without having seen any PKs before, and the Hammer Base directly after it. I really want to show the Ural mission and Bauer's Headquarter to my readers before we end the run. One question though, if I don't have the region unlocked(Russia in this case), will spawning the zone unlock it or do I have to use another console command?
  2. Hey folks! I'm currently doing a Let's play on another forum, and since the game is so random, it seems like we got a rather short campaign path. I however would like to show off a few missions that we have missed, so I'm currently digging into the console but can't seem to figure out if you can actually spawn into maps. Adding clues would also work I guess, but if anyone can provide me with information about this I would be very happy! Thing is, I've found console commands to spawn zones for Sentinels, but the command lines for Silent Storm seem to be different.
  3. Good to see another release, Okim! Gonna snag it for the holidays
  4. Whoa Still very impressed by your work, please keep at it! Really looking forward to the next playable demo.
  5. Thanks for the update! The new weapon description is pretty nifty, especially useful for a game with lots of guns to compare. And the new map looks great too. Keep it coming
  6. Well, my point is still that you need to be able to hit the shot in the first place But seriously, I do understand what you are going for. The damage output strongly depends on what weapon you're using though. Like, the custom 7mm rifle is almost lethal on a headshot, but the basic 6mm rifle not so much. But I guess that's okay though, since you're supposed to progress in your weapon choices. I may be biased on this matter, since I always play a sniper in SS, but I really can't see myself ever trying a headshot when my ususal CTH is below 30% you know? Like, during the three mission in your mod, I never had a good enough CTH to make the decision worth it. Body shots range from 50-100%, so I'm always going with the safer bet. However, if my chances for a headshot would clock in at 40% or more, I'd try it. I guess what I want to say is, that while the increased damage is a good idea, I still think that the penalty is a little too harsh. Just a little bit I never modded SS, but I guess you won't be able to get around that feature. One kinda clunky way to solve this, could be to make the really good ammo very expensive to buy. Like, place some stashes in the world that the player has to raid for that ammo, and make it very unactractive to buy the ammo from your base. Sounds good! Though, I wouldn't make randoms a lot bigger than they are now. A little bit more room is fine, but I also enjoy how quick and direct the random battles are now. I mean, let's be honest here, 99% of the players will fight randoms just for the grind. So I think it's okay to make that a bit more convenient. Also, I like the new versions of the campaign missions so far. Having the bandits in the last mission come in waves is a good choice!
  7. Only managed to play the first two missions so far, but you changed a lot of the things that I pointed out in my earlier post. So yeah, good job there! However, I also have something negative to report. First off, I'm not really digging the overall reduced damage. On normal difficulty, a bandit takes half a clip from my 6mm rifle to the chest before dropping. That's not much fun, and drags out the combat. I guess it makes sense when you take into account that the progression includes many more guns, but it still needs a bit more balance. JHP ammo helps a little bit(and is a super cool idea), but it still isn't enough. And you really went too far with the penalty for headshots. Yes, their frequency was a problem earlier, but now my sniper is almost useless. Check this http://i.imgur.com/G08i7ax.jpg 100% with almost full aim on a close guy that's in the open, but the headshot chance is 29%. This severly hinders a sniper, as headshots are the one thing that they should be good at. And don't even think of pulling one from a bit farther away. Yes, this is in the second mission and may change with better skill, but it's still a huge penalty. And everybody else can only hope for getting a crit to see a headshot. http://i.imgur.com/WlBimtM.jpg I mean, come on. 19%? Also, have a few screens of terrain bugs First map http://i.imgur.com/7kM9UUK.jpg Shouldn't i be able to walk between the rocks? http://i.imgur.com/ib9XSsB.jpg Wanted to hug the corner, but nope. Random encounters http://i.imgur.com/Quz1198.jpg Gator fell through the map? He started walking next to Abala, vanished, and had to climb back up. http://i.imgur.com/HW9JbDr.jpg Same map, unable to go where my cursor is. http://i.imgur.com/aKBWTMD.jpg Another map, and now the bandits fall through the ground Minor bugs: - The smith does not tell you how much it costs to add a SN scope to a hunting rifle(3000 iirc) - Your WIP weapon stat window makes it impossible to see how many rounds are left in the clip without having the gun in your hands
  8. Haha, look at you already having a new version ready. Awesome! Grabbing it right now.
  9. Hey, just wanted to say that this is very impressive! I've been playing SS for some years now, and your mod filled me with much joy. I pretty much played through the three missions in a single sitting and had a blast. Especially the new models are hella cool! Really hope that you can spare the time to keep working on this. Here are some random observations/thoughts from my playthrough with a Sniper char. -I understand that your ShelSec helpers are basic as of now, but they are really dumb The second mission can become very tough if you haven't hired another member for your team, because your backup is just so damn bad. I lmao when they moved into the building at the end of the map, and got shot in the head instantly. So if you can't make the ShelSec smarter, you may want to consider removing one or two enemies from that building. Because it's a death trap on your own, and still very dicy when you have hired another soldier. Like, without knowing where the soldiers are, you probably will get shot in the face instantly. Oh, and could you please see if you can prevent them from picking up loot? I was forced to kill my helpers after the first mission because they were picking up all the good stuff that I need for money! -It's good that you don't get penalized for losing ShelSec troops, but it may be worthwile to think about giving the player a little bonus for survivors. Something like a 100 bucks may proove enough to make players not consider them as complete cannon fodder. Oh, and if it's possible, you could see if you can penalize players for killing them. Otherwise lots of people will exploit killing them for more loot -You already said that the maps still have some terrain oddities, but I want to point out where I noticed them. The area right in front of the last building in the second mission had some odd paths. Like, moving along the wall lead to some weird things. And the chest in the third mission can't be reached if you don't destroy the barrel that's slightly blocking the entrance. Also, you may want to give the player a tiny bit more cover in the third mission. I had a good time because I was playing a sniper, but other players may have a rough time getting close enough to the bandits. Basically, your only choice is to sprint along the left side of the map, while having a guy in the middle until the boxes break, or hunker down in the house and hope for the best. Placing one or two additional cover pieces in the field, gives the player another option. -I really don't like the absence of burst fire on most automatic guns. It just limits those guns very hard, because you have to spend all of your AP if you want to kill somebody. I can sorta understand why you would remove the burst option, but it also unnecessarily drags out the combat imo. Like, imagine you pop out of cover and see two guys real close. You could kill one with auto fire, but that would leave you standing out in the open, and probably dead on the next turn. So you have to use a single shot, move back to cover and repeat until they swarm you. Of course, you can throw a nade if you have one, but I still think you get my point. I just think that it's weird that my soldiers are incapable of removing their finger from the trigger after a few shots. -The AI seems to have a real boner for headshots. I saw so many heads pop that it got ridiculous. -If you don't select a mission after the initial three, there don't seems to be a way to access the select screen again. Technically, the mod ends there as of now, but it still was strange. -Shotguns are a tiny bit too good. Like, SS has always been a game of rifles, but shotguns are the perfect side-arms and make a lot of the automatic weapons obsolete in a way. Shotguns will still get one or two pellets on target, even at large ranges, and ruin enemies up close. So why should I use a smg class weapon, that can't hit shit beyond short ranges? I can comfortably sit back and just plink enemies to death with buckshot. -Have you tweaked the AP costs for moving? It may be because I'm playing the original SS at the moment, but even with sprinting I don't seem to get very far per turn in this mod. -Are there randoms as of now? In your OP you said there are, but I can't seem to find them. That's all for now. As said, impressive work so far, please keep it up!
  10. Thx folks, but i think ill stick through with the vanilla game for now. After some "testing" ive concluded that you can grind the randoms in russia pretty good. Small maps and a good range of mg
  11. Hey folks, had fun with sentinels so far. Its kind of short, imho, but as a JA player i might be spoiled when campaign lengths are concerned. Now i have hit the point where this dude offers me the location of the hammer base for 100.000 moneys....say what!? Dont get me wrong, i have roughly 50k in my pocket and a lot of neat toys but grinding up the other half sounds not really funny to me. Is this really required? See, i already did the bank job encounter and in my game it does not come up again(vers. 1.1) so i could only grind randoms... bl
  12. Yeah guys it was there, no problem at all. I can now confirm that random encounters will only start to appear after you have completed the first 3 introduction missions. Once i was a Sentinel and had full access to the base, encounters started to appear. No use to look for them before that point. Shade is a pretty cool guy. A born killer, who really shines in sneaking, melee and throwing. His shooting skill is a little poor but he can still use a pistol or smg when he has to. But i like to let him stab people as much as i can. So rewarding to sneak behind a guy and decapitate him willy nilly.
  13. Heh, i have my AE and Sam But my AE is at level 5 already. I play at custom difficulty 1.98 or something. Giving the enemies +3Xp bars really helps if you know what you are doing. I have finished the base game at higher difficulty with relative ease so i dont really worry about the encounter. I just want to get it! Just want to check out that Shade guy. But then i take your reply as a No to my question and that the system is still the same. I knew the encounter would be rare to come by but i worried that i am missing something, or have understood something wrong. Guess ill keep staring at the screen a bit longer then. The encounter is somewhere in the middle map area right? On your question, i was lucky enough to dig up a used copy through a gamestop in my area. My previous search on the net and through various retailers was fruitless however. regards
  14. Hey folks, im kind of late to the party but i still picked up the SS univertse collection recently. After finishing the base game ive moved on to Sentinels. Now, im standing on the Swiss map and i am waiting for the Shade encounter but i just wont pop. Has the mechanic been changed or do encounters still just appear like in the base game? I play witrh version 1.1 and have just completed the second mission of the game and now i should save a sentinel with my new buddy Sam. If that helps
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