10.07.2023

Call of chernobyl 1.4 weapon pack


As I said in the mod review, Call of Chernobyl is massive and not exactly beginner friendly, which makes the desire to explore the Zone shatter against the difficulty of survival. In this article, I will provide you with ways to simplify the game process, work around some gameplay flaws, and generally play the way you want.

You don't have to follow these tips, as some of them may be considered exploits, but it's my job to provide you with the information, and how you use it is up to you. These are not cheats, this is not a spawn menu, so all the methods mentioned below keep the game interesting in one way or another.

1. Basic and advanced weapon tools(Gunsmith toolkit & Advanced gunsmith toolkit). They are required one copy for each technician. The basic weapon tool is found in various caches, it is easy to buy from merchants and generally gets it quickly. The improved tool is so rare that I still haven't found one. Theoretically, it should also be sold in stores, but I did not find it anywhere. Fortunately, tools can be dispensed with altogether (see below).

The Forester in the Red Forest repairs and upgrades weapons and armor without the need for tools And no time cost but slightly overpriced. True, we still have to reach him, but this is already the tenth case. But now there is always a reason to visit the old man!

2. Finance. There is a sure but rather slow way to earn an arbitrary amount of money. It includes a trader Owl (Owl) from Zaton and a certain number of artifacts. If you remember, in Call of Pripyat, he could sell a Gauss rifle and immediately buy it back, and at a profit for himself. In Call of Chernobyl, it works exactly the same, but, in addition to the rifle, also with monster body parts, as well as some artifacts. I will give an incomplete list of the latter with names, spawn location (if it is defined) and profit from one purchase and sale:

– Drop / Droplet, spawn in fiery anomalies (100 rubles)

- Thorn / Thorn (100 rubles)

– Slime / Slime (100 rubles)

– Crystal thorn / Crystal thorn, spawn in chemical anomalies (250 rubles)

– Slug/Slug (250 rubles)

– Spring / Spring, spawn in electrical anomalies (500 rubles)

As it turns out later, the same trick can be done with other merchants, including the regular sellers of Debt and Freedom. And these guys pay twice (!) times more. So seven Springs and a couple of minutes of buying and selling will lead to enrichment by unrealistic amounts. Which, by the way, will be needed - repairing the pumped, but smashed into the trash exoskeleton of Freedom will cost up to 200 thousand rubles.

IMPORTANT! During clever financial frauds, you need to be extremely careful with saving and loading. If you load when the artifact is in inventory, for example, with Owl, then it will disappear, since the goods from merchants are completely updated after loading.

3. Artifacts. Again, Zaton. It’s easiest to farm artifacts there if you set bursts every 6-12 hours. Stalkers have forgotten how to climb anomalies, so everything that was born on the spot lies there. But due to the lack of achievements, artifacts do not appear so often, especially for rare items.

Compass is located where we found it on the quest from the forester - in the Red Forest, in the mine, right on the table. Heart of the Oasis I did not find it, although it should take place.

4. Shootouts. Try to set monsters on stalkers, including neutral ones. One pseudo-giant can destroy a full-fledged squad of mercenaries of five comrades, two of which are masters in exoskeletons. Why, a couple of rats can bite NPCs to death, since stalkers almost never hit small opponents! In front of my eyes, a citizen in an exoskeleton was eaten to death by a trio of impudent jerboas. Exceptions, of course, are quest characters to whom you have not yet handed in quests. These need to be protected. The rest can be fed to land fish, yo-ho-ho and a bottle of Cossacks! It's a shame, of course, for the masters who open themselves up to small rodents, but these are their problems, but their loot is yours. Unless, of course, you can handle the rodents yourself. On the other hand, if three jerboas are a problem for you, then you don’t deserve good loot.

5. Gauss rifle. Finding it just lying will not work, as well as cartridges for it. They are not for sale at any merchant. Theoretically, it can be sold by Monolith merchants, but this is only theoretical. But there is still a rifle in the game, and it is quite possible to farm it. The first time I came across it was in Limansk, near the transition to the Hospital. The Monolith's levitating sniper was armed with it (don't ask, I'm in shock myself), they managed to knock it out the second time. The second copy was found in the Hospital. The third and the rest are in the northwestern part of the Chernobyl nuclear power plant.

The latter is the place where it can be farmed. Where the exit from the Monolith control room is located, units of the monolith periodically spawn. They are heavily armed, have G36, RPG-7 and guns under 9x39, while the Gauss rifle comes across rarely, but accurately. If you manage to kill the comrade carrying it, then the full clip is yours. To the east of the farm, by the way, is an exoskeleton. Its location is also indicated in the picture:

Other tips and fun facts:

- Being a stalker, the Sultan can be safely killed. He has a Nighthawk, a pretty rare weapon, and no one else cares about killing. Yes, you can now run with weapons in Skadovsk. As well as on Yanov.

- The machinations with several things at the technicians are not carried out in parallel, but in turn. And if there are more than three or four things, then the total time is multiplied by a modifier, which increases from the total amount of work and, possibly, its complexity. So if you turn in four assault rifles for repairs and one armor for upgrading, be prepared to wait many times longer. Up to several hours. I have one pistol in Skadovsk for two hours repaired.

– Laboratories, dungeons and other basement areas are significantly less populated than in the original games. Let's say that in the laboratory with Megamind there is not a single enemy at all. Loot, however, is also scanty - Beryl-5m, and that's it.

- To increase the duration of the run, you can use not only energy drinks and artifacts to increase endurance, but also the Hercules drug. Endurance recovery depends on what percentage remains before the maximum weight load. “Hercules” pushes the load bar by 20 kg, so that even with a load of 80 kg, you can achieve an endless run.

- The most valuable monsters in terms of loot are the controllers, their arm / brain costs 500 rubles apiece from almost every merchant.

- An RPG-7 with a couple of missiles lies in a weapons depot inside the Volkhov air defense system, the door there is initially open. The detector "Veles" is bought from merchants-scientists, I never saw "Svarog", although it should be. Finding Veles, playing as a stalker and not going to the scientists, is quite difficult, it is only found with zombies in exoskeletons. As, by the way, and a machine gun.

- Grenades for underbarrel grenade launchers are very rare, merchants almost never have them, in caches too. It's no joke, rockets for RPG-7 are easier to find!

– Butterfly mines can be placed in the quick slot, as can medkits/bandages/drugs. They are activated 3 seconds after being placed and are good for luring opponents, although they are not as effective as we would like. At first, I recommend having two or three pieces in stock, since they weigh a lot, but it will be easier to drop the tail from a pair of mutants.

The Call of Chernobyl mod is massive and not exactly beginner friendly, causing the desire to explore the Zone to be shattered by the difficulty of survival. In this article, I will provide you with ways to simplify the game process, work around some gameplay flaws, and generally play the way you want.

You don't have to follow these tips, as some of them may be considered exploits, but it's my job to provide you with the information, and how you use it is up to you. These are not cheats, this is not a spawn menu, so all the methods mentioned below keep the game interesting in one way or another.

1. Basic and advanced weapon tools(Gunsmith toolkit & Advanced gunsmith toolkit). They are required one copy for each technician. The basic weapon tool is found in various caches, it is easy to buy from merchants and generally gets it quickly. The improved tool is so rare that I still haven't found one. Theoretically, it should also be sold in stores, but I did not find it anywhere. Fortunately, tools can be dispensed with altogether (see below).

The Forester in the Red Forest repairs and upgrades weapons and armor without the need for tools and without spending time but slightly overpriced. True, we still have to reach him, but this is already the tenth case. But now there is always a reason to visit the old man!

2.Finance. There is a sure but rather slow way to earn an arbitrary amount of money. It includes a trader Owl (Owl) from Zaton and a certain number of artifacts. If you remember, in Call of Pripyat, he could sell a Gauss rifle and immediately buy it back, and at a profit for himself. In Call of Chernobyl, it works exactly the same, but, in addition to the rifle, also with monster body parts, as well as some artifacts. I will give an incomplete list of the latter with names, spawn location (if it is defined) and profit from one purchase and sale:

Drop / Droplet, spawn in fiery anomalies (100 rubles)

Thorn / Thorn (100 rubles)

Slime / Slime (100 rubles)

Crystal thorn / Crystal thorn, spawn in chemical anomalies (250 rubles)

Slug/Slug (250 rubles)

Spring / Spring, spawn in electrical anomalies (500 rubles)

As it turns out later, the same trick can be done with other merchants, including the regular sellers of Debt and Freedom. And these guys pay twice (!) times more. So seven Springs and a couple of minutes of buying and selling will lead to enrichment by unrealistic amounts. Which, by the way, will be needed - repairing the pumped, but smashed into the trash exoskeleton of Freedom will cost up to 200 thousand rubles.

IMPORTANT! During clever financial frauds, you need to be extremely careful with saving and loading. If you load when the artifact is in inventory, for example, with Owl, then it will disappear, since the goods from merchants are completely updated after loading.

3. Artifacts. Again, Zaton. It’s easiest to farm artifacts there if you set bursts every 6-12 hours. Stalkers have forgotten how to climb anomalies, so everything that was born on the spot lies there. But due to the lack of achievements, artifacts do not appear so often, especially for rare items.

Compass is located where we found it on the quest from the forester - in the Red Forest, in the mine, right on the table. The heart of the Oasis was not found by me, although it should have a place.

4. Shootouts. Try to set monsters on stalkers, including neutral ones. One pseudo-giant can destroy a full-fledged squad of mercenaries of five comrades, two of which are masters in exoskeletons. Why, a couple of rats can bite NPCs to death, since stalkers almost never hit small opponents! In front of my eyes, a citizen in an exoskeleton was eaten to death by a trio of impudent jerboas. Exceptions, of course, are quest characters to whom you have not yet handed in quests. These need to be protected. The rest can be fed to land fish, yo-ho-ho and a bottle of Cossacks! It's a shame, of course, for the masters who open themselves up to small rodents, but these are their problems, but their loot is yours. Unless, of course, you can handle the rodents yourself. On the other hand, if three jerboas are a problem for you, then you don’t deserve good loot.

5. Gauss rifle. Finding it just lying will not work, as well as cartridges for it. They are not for sale at any merchant. Theoretically, it can be sold by Monolith merchants, but this is only theoretical. But there is still a rifle in the game, and it is quite possible to farm it. The first time I came across it was in Limansk, near the transition to the Hospital. The Monolith's levitating sniper was armed with it (don't ask, I'm in shock myself), they managed to knock it out the second time. The second copy was found in the Hospital. The third and the rest - in the northwestern part of the Chernobyl nuclear power plant.

The latter is the place where it can be farmed. Where the exit from the Monolith control room is located, units of the monolith periodically spawn. They are heavily armed, have G36, RPG-7 and cannons under 9x39, while the Gauss rifle comes across rarely, but accurately. If you manage to kill the comrade carrying it, then the full clip is yours. To the east of the farm, by the way, is an exoskeleton. Its location is also indicated in the picture:

Being a stalker, the Sultan can be safely killed. He has a Nighthawk, a pretty rare weapon, and no one else cares about killing. Yes, you can now run with weapons in Skadovsk. As well as on Yanov.

The machinations with several things at the technicians are not carried out in parallel, but in turn. And if there are more than three or four things, then the total time is multiplied by a modifier, which increases from the total amount of work and, possibly, its complexity. So if you turn in four assault rifles for repairs and one armor for upgrading, be prepared to wait many times longer. Up to several hours. I have one pistol in Skadovsk for two hours repaired.

Laboratories, dungeons and other basement areas are significantly less populated than in the original games. Let's say that in the laboratory with Megamind there is not a single enemy at all. Loot, however, is also scanty - Beryl-5m, and that's it.

To increase the duration of the run, you can use not only energy drinks and artifacts to increase endurance, but also the Hercules drug. Endurance recovery depends on what percentage remains before the maximum weight load. "Hercules" pushes the load bar by 20 kg, so that even with a load of 80 kg, you can achieve endless running.

The most valuable monsters in terms of loot are controllers, their hand/brain costs 500 rubles apiece from almost every merchant.

- RPG-7 with a couple of missiles lies in a weapons depot inside the Volkhov air defense system, the door there is initially open. The Veles detector is bought from merchants-scientists, I never saw Svarog, although it should be. Finding Veles, playing as a stalker and not going to the scientists, is quite difficult, it is only found with zombies in exoskeletons. As, by the way, and a machine gun.

- grenades for underbarrel grenade launchers are very rare, merchants almost never have them, in caches too. It's no joke, rockets for RPG-7 are easier to find!

Minimum system requirements

Windows Vista 4GB RAM Intel Core 2 Duo E7400 / AMD Athlon 64 X2 5600+ 512 MB DirectX® 9.0c compatible card / NVIDIA® GeForce™ 9800 GTX / ATI Radeon™ HD 4850
S.T.A.L.K.E.R. Call of Chernobyl
This is a freeplay mod consisting of locations from all three parts of S.T.A.L.K.E.R.
The main changes are:
reworked locations by Bangalore and Borovos
redone AI by Alundaio
completely changed weather
redesigned gulag work system
modified A-Life
fully populated levels
Locations
Ground
Swamps (CHN)
Darkscape (build 2571)
Cordon (ChN)
Landfill (CHN)
Agroprom (ChN)
Dark Valley (CHN)
Bar (PM)
Rostock (PM)
Army warehouses (PM)
Amber (ChN)
Dead city (build 2571)
Limansk (ChN)
Radar (PM)
Red Forest (ChN)
Hospital (ChN)
Zaton (DR)
Jupiter (ZP)
Pripyat (DR)
Pripyat (PM)
Chernobyl-1 (PM)
Chernobyl-2 (PM)
Generators (2006)
Cemetery of technology
Underground/laboratories
Dungeons of Agroprom (ChN)
X18 (PM)
X16 (PM)
X8 (DR)
X10 (PM)
Overpass "Pripyat-1" (ZP)
Monolith Control Room (PM)
Sarcophagus (PM)
Warlab (2005)

Answers to frequently asked questions

The Cemetery of Technology crashes during the transition, what should I do?
Load the autosave, immediately find yourself at the location. Seems like this problem shouldn't happen anymore.

How to improve performance?
1. Turn off grass shadow
2. Make the shadows themselves of minimum quality
3. Disable SSAO
4. Change texture quality and visibility to the optimal state
5. You can reduce the spawn in the game settings

Why don't stalkers pay attention to the military in Cordon?
There is a neutral zone, the military does not touch the stalkers, and the stalkers do not touch the military. But the GG military still beat, this cannot be fixed. The solution is to save up money, equipment and go to the Bar, for example. (The authors made a truce at the location due to the fact that the military took out the village of beginners)

Where can I get a detector?
In corpses, in hiding places, they are sold by scientists, ordinary merchants also have them, but the chance of appearing is about 15%

If dynamic news is viewed in the error log
You can turn them off in the game settings and the crashes will stop. Like this shouldn't happen anymore.

Why is it so deserted!? Why are there so many animals!?
In the game settings, you can adjust the population of the zone.

How to deal with a helicopter?
If you shoot a helicopter in the tail, it will fall faster.

I want to sleep but I can't sleep, what should I do?
You most likely need sleep. If you have radiation or drank an energy drink, then you can’t sleep. If you slept, then the second time you can sleep only after a while. The feature can be disabled in the game settings.

How to pump weapons and armor to the maximum?
Go to the red forest to the Forester, he works for all factions and he does not need tools.

How to find tools?
They meet in caches, randomly. A great chance for tools if you complete the tasks of stalkers. They will give coordinates to their caches as a reward, and already there you can find tools.
If you take enemies prisoner and then interrogate, you can also get a cache, but the chance for tools is low. How to capture? You must wound the enemy so that he falls to the ground and lies alive, and then approach him, if he kneels, you can interrogate him.
They can also give a cache for the brought PDA, it can also contain tools.

Useful information about partners
As partners, you can take any NPC unit that is friendly to the player and not busy guarding the point. Partners buy broken weapons (but not completely killed) and buy more expensive than merchants. Partners can be controlled both through dialogue and through the NumPad keys.
Num 1 - Change NPC Behavior Modes. Aggressive\Help\Passive.
Num 2 - change modes Waiting\Following.
Num 3 - NPCs move to the indicated point and wait there.
In the dialogues, you can give useful commands to NPCs, I advise you to look at them before moving forward. If an NPC stands in a doorway or a narrow passage, come close to him, after a couple of seconds he should move away.

How to pass this "Secret of the Zone"?
We are looking for a doctor and talking to him (or killing and rummaging if he is evil) upon receiving the key and the doctor's notes, the plot is activated. First we turn off the generator in x-16, then on the Radar, (we collect documents in all laboratories along the way). After turning off the radar, we go to the Monolith, but do not make a wish, but go to the control center, for documents, and then to WarLab. To open the door to WarLab, you must first pick up the documents in the monolith control center. In WarLab we are talking with the essence ... We run after two poltergeists in order to kill them (all doors open and close in a chaotic manner) ... After killing the second, all objects that are not screwed try to fly in the forehead ... Dodging them, we look for and kill first the bloodsucker, then controller ... We go to where they spoke with the entity ... Decoder ... it opens the door, but you will have to fight. The entity will offer to lie down in a flask, this is one of the endings. We refuse. We go to fight the monolith in order to destroy it. We return to the WarLab, and break the power supply of the capsules (look, do not hook the ones lying inside, the reputation drops a lot) and turn off the generators ... And return to the freeplay.

Can't find the Swamp Doctor? He randomly lives:
clear sky base
trailer at the tower (next to the base, the first quest in Clear Sky).
cave on the edge of the location, next to Tuzla.
and also, perhaps, he can travel around the zone. For example, to be at the Bartender (as it was in beta 1.4)

How to open warlab?
Code - 26041986

How to fix too overlit graphics in fashion?
Main menu - Atmosfear options - Other options - Load default color balance and brightness settings.
Or fine-tuning via user.ltx (located in the _appdata_ folder)

How to enable spawner?
Add "-dbg" to the end of the shortcut path. Example: Call of Chernobyl 1.4.22\Stalker-CoC.exe" -dbg
Then press S in the game menu.
Need to remove unnecessary information on the screen? Uncheck Debug Hud in the game settings.


Where can I see all the achievements?
Reading a text document

When installing the mod, it requires you to install Call of Pripyat, what should I do?
Try to install the licensed Call of Pripyat.

How to change the viewing angle?
fov command in console (for example: fov 60)
If your NPCs are stupid, then turn off the "AI Die In Anomaly" setting in the game options.

"For those who are interested, how to get more companions, there is a configuration config:
configs/ai_tweaks/axr_companions.ltx.
There are three settings: the number of companions, whether only friends can be recruited, and whether simulation squads can be recruited. Well, in general, you can simply disable this scheme there.
For deeper customization, open the axr_companions.script and dialogs_axr_companion.script scripts."
Where is the spawner for the Call Of Chernobyl mod, I'm looking for an add-on for weapons, graphics, etc., but there is no spawner.
In the folder with the game, find the file "Stalker-CoC.exe", create a shortcut to it on the desktop. Next, go to the properties of the shortcut and write "-dbg" in the object (without quotes). It should look something like this: "D:\Program Files\S.T.A.L.K.E.R. — Call of Chernobyl\Stalker-CoC.exe" -dbg . Naturally, you click "Apply" and "OK". Launch the game, start a New Game or Load (doesn't matter). During the game, press "Esc" (Pause) and press "S", the "Spawner" opens. P.S. So that there is no unnecessary information on the screen in the game, go to the game settings and in the "Game" \ "Game" section, uncheck the "Debug Hud" box.
"Running the mod on 86-bit Windows 7:

Unlike the original Call of Pripyat, Call of Chernobyl does not allow you to run the game at maximum settings on an 86-bit system due to the increased load of its contents - it crashes. The solution for those who want to play on the highest available graphics is to turn on improved dynamic lighting and set all settings to maximum, but with the exception of the following parameters:

Set the sliders exactly as shown in the screenshot. A little less - it's okay, but if you exceed the specified limit, you risk catching flights. The proposed parameters are selected experimentally.»
- The authors of the mod are gentlemen from far abroad, so all the text is written in English.

Call of Chernobyl: weapon pack preferences

Okay, from personal experience from those who have tried both packs....which pack would you choose over the other, and why? STCoP Weapon Pack, or the Arsenal Overhaul?

I "m curious to see which ones fellow Stalkers prefer.

Showing 1 -15 of 18 comments

I notice these things.

More weapons, ammo and consumable variety
- High damage, high accuracy weapons.
- Ammo is scarce in trader inventory requiring save and reload for more than 1 mag.
- AI is laser accurate on full auto fire.
- Shotguns > everything else in CC mostly, because buckshot has AP value. Slugs worthless.
- Decent sounds and good animations.

Less variety with weapons (unless you count variants) and less ammo variety.
- Less deadly weapons and accuracy. Mutants are bullet sponges because of this.
- Traders have better stock of items and ammo.
- AI accuracy is more realistic, no full auto laser beaming.
- Shotguns are less OP due to ammo damage and AP values.
- Great sounds and good animations.

I like AO better but it requires some extra tweaking of the files to get things perfect.

Tweak buckshot to not have AP capability.
- Tweak weapon spread for AI so they can't be laser accurate while firing full auto.
- Tweak trader inventory to have more ammo.
- Take sounds from STCoP and put them in AO where possible.
- Increase k_pierce value for AP ammo so they pass through wood and thin metal effectively. This makes rounds actually do damage after passing material. Very fun with the 50 cal sniper and MGs as you can just pepper a weak building and kill the occupants.

Im forgetting some things but yeah, much fun with AO and some fun with STCoP IMO.

As someone who prefers STCoP I disagree with quite a few of your statements. AO, last I tried the CoC version (I think is the most recent one), had major damage value issues, to the tune of requiring a full mag to drop some targets, from an assault rifle.

As for the STCoP pack, while there are less weapons, most of them make sense to find in the zone, with very few being truly out of place. You don't really have many exotics in STCoP, and most of them are nigh-impossible to get without access to Nimble or extreme luck in drops.

I find the weapons to be a good balance. If the guy is wearing reasonable armor, 5-6 shots to the body from rifle calibers, usually one in the head. Monolith seem to have more health, but then they are sorta supposed to be fanatics, so, whatever.
I "d say if anything, pistols are too poweful in CoC, especially the .45 caliber.
The only mutants that are truly spongy are chimera and Psuedogiant, the chimera tending to take 2-3 mags from a 5.45 AR, and a psuedogiant taking ungodly amounts of damage.

Shotguns in CoC are beyond lethal if used right, with appropriate tactics. It "s actually pretty easy to clear out pripyat itself with a sawn-off over under, let alone if you bring something like a vepr, saiga, or the usas that nimble has. Enemy has armor? Use da slugs. Or spray at head level Even an exo guy will usually go down with a couple of buckshot rounds in the face.

Traders have more ammo for most calibers. Usually 60-120 rounds for common rifle rounds, 20-40 for heavy rifle rounds and shotgun shells, 50 for pistol rounds, and 5-10 for the exotics.

The ai accuracy is A New Hope stormtrooper level in STCoP, which is admittedly better than laser accuracy on full auto. No joke, if you are running around at close quarters, they can empty entire mags at you from less than 10m and miss almost every shot, which makes sense for rookie stalkers, but experienced ones it just doesn't make any sense. Which makes the mid and long range accuracy of the ai sorta strange, as they can drill you pretty good at range and if you are standing still.

Yeah, the damage issues were, well...an issue. Which is why I went to find a mod that made damage somewhat more reaslistic. I think I "ll try both mods. I" ll play a few hours with each over the coming weekend. ^^
supposedly there is going to be a combined weapons pack released once CoC 1.5 comes out. I hope there is, because even if the balance in it is messed up, the community will surely fix it. Hell, if it came down to it, I "m not opposed to spending a day fixing it.
I guess I "m kind of a glutton for punishment, when it comes to damage. I mean, I hate it when the AI ​​can "360 noscope" me, as the kids say, with a shotgun, that"s unfair, but I do like the enemies to be genuinely threatening, instead of trading clips of ammo into each others chests like a pair of roided Rambos, ya know?
vanilla STCoP damage values ​​are pretty good. Even with a fully upgraded exoskeleton, a couple of rifle rounds (5.56 or better) will make you require a medkit, god forbid you get hit with 7.62, 9x39, or .338 lapua.
I stand corrected. My experience with STCoP is much older than AO and it seems things have changed. I just pulled those two mods fresh off the CoC addon list and notice this:

STCoP buckshot:
:ammo_base
k_ap = 0.35
k_disp = 4.82
k_dist = 0.24
k_hit = 0.07
k_impulse = 0.35
k_pierce = 0.35

A.O.buckshot:
:ammo_base
k_ap = 0.0
k_disp = 5
k_dist = 0.5
k_hit = 0.8
k_impulse = 0.6
k_pierce = 0.0

Exactly the opposite of what I said is true here lol:P

I didnt bother checking actor damage multipliers but it seems some of the things I used to tweak out are now implemented or were not the case 1st place. Not including certain variants, AO has 104 weapons and STCoP has 102, each using vanilla weapons in their lists as well. I notice STCoP also has some nifty custom upgrade trees for weapons and the sounds are tastier imo.

Still, AO has more weapon and ammo variety because so many of the weapons use different calibers/types of ammo and each caliber has at least 2 ammo variants and they all make a nice difference. I quit playing CoC because emissions stopped triggering properly and broke immersion but perhaps i should just grit my teeth and try it again with latest STCoP and see how it feels now.

I"ve had emission errors every now and then, but not game-breakers, for some reason. I"ve even had the infamous "no alarms or alerts" emission before, and had no issues. None of the instant deaths on load or other crap like that. Then again, most the people who mention that also admit to going outside after the emission starts.

The developers of the popular series of games about stalkers decided to go further and created a global mod that includes three main parts of the legendary game at once. Now you can see thirty-two populated locations where other stalkers, mutants, various groups, camps and secret stations are located. You will meet your favorite guides, with whom you will now be able to communicate at any gaming location. You will now have a global map in front of you, on which you will see the dislocations of your game opponents. In the game Stalker Call of Chernobyl, which can be downloaded torrent for free on our website, you will encounter new anomalous phenomena in the Zone.

Story line

The plot of the game will unfold on new locations of the Zone, each of which is marked on the map. Here now you need to apply your strategy and tactics, because each territory is populated by a variety of characters as much as possible. In the game, you can find new weapons, armor, followers and receive new tasks from your familiar characters and guides, each of which will need to be completed in new locations. Another explosion thundered at the Chernobyl station, the zone is infected, so you can’t do without the help of the allies. You will also see repair stations in the game, or you can use vehicles to complete secret missions. And the Monolith group has become even more dangerous in this global fashion.

Gameplay

Old and familiar characters are present in this mod, including the Doctor and the Forester. You can interact with them on an interactive level. Also appeared in this mod new classes of mutants. These are even more aggressive creatures to be wary of. In the game, you will also constantly engage in research activities in underground bunkers. The number of weapons and armor has increased, so use modern, modified weapons and use hints on the global map, which will need to be constantly studied during the game. You can download Stalker Call of Chernobyl via torrent for free on our gaming website. So explore all the locations to find new useful artifacts there.

Special Facts

There is no plot as such in this mod. You can play in the game for any faction, even for zombified monsters you have the opportunity to play. But at night, dangerous mutants will constantly terrorize stalkers, so at this time of day you need to be extremely careful. And many more innovations await the user in this extended game add-on.

Features Stalker Call of Chernobyl

  • Large-scale addition. In this game you will see plot improvements that are taken from the three main parts of an exciting shooter about the anomalous Zone.
  • Vehicles. You can take military equipment at your disposal, but helicopters have been significantly modified. Now they patrol every location of the infected territory.
  • Air emissions. At each level of the game you will see new radiation anomalies, and beware of special installations that emit dangerous energy.
  • mutant classes. Now dangerous chimeras have appeared in this mod, which are fast, agile and very dangerous for your character and his team.
  • Weather. The climate in the game is changing, so watch out for changes in the weather, they also pose a danger to your game hero.
  • Graphic effects. The graphics are improved, the vegetation and forests are amazing - here the developers have done a good job. And the characters themselves now look realistic, and before each stage you watch video clips.

On this page, by clicking the button below, you can download Stalker Call of Chernobyl via torrent for free.


2023
maccase.ru - Android. Brands. Iron. News