Any suggestions on making money in CoP? I'm still in the initial swampy starting zone, doing missions and a bit of random exploring, but the rewards I'm managing to get are balanced by the costs of repair and ammo so that I never have more than three or four thousand rubles at a time.
Go Artifact hunting. They sometimes get replenished at anomalies you've already searched after an Emission.
You get at least four times as much for them if you wait for Beard (the guy at camp) to put out a request for one. (I wouldn't accept his gathering missions unless you already have the artifact in hand, though.)
So after literally years of owning SoC, I'm finally going to try to give it a serious go and play through it. That said, I did a quick read through of the mods on the main page, but it made them sound like mods that are best for a second playthrough, rather than a first.
Are there any that are good for the first play through, or is the game fine vanilla the first time through? I just thought that there were some that fixed some of it's bugginess without altering the gameplay.
I feel like vanilla SoC is perfectly fine for a first play through. Maybe look into some visual or performance mods if you're into that, otherwise just go ahead and play. It's an awesome experience.
So after literally years of owning SoC, I'm finally going to try to give it a serious go and play through it. That said, I did a quick read through of the mods on the main page, but it made them sound like mods that are best for a second playthrough, rather than a first.
Are there any that are good for the first play through, or is the game fine vanilla the first time through? I just thought that there were some that fixed some of it's bugginess without altering the gameplay.
I feel like vanilla SoC is perfectly fine for a first play through. Maybe look into some visual or performance mods if you're into that, otherwise just go ahead and play. It's an awesome experience.
I just searched the Jupiter plant. This is what I call fucking epic immersion. I really am digging through the remains of an old Soviet-era factory that was abandoned 30 years ago, hoping I get done while I still have some sunlight.
Echo on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
So after literally years of owning SoC, I'm finally going to try to give it a serious go and play through it. That said, I did a quick read through of the mods on the main page, but it made them sound like mods that are best for a second playthrough, rather than a first.
Are there any that are good for the first play through, or is the game fine vanilla the first time through? I just thought that there were some that fixed some of it's bugginess without altering the gameplay.
I feel like vanilla SoC is perfectly fine for a first play through. Maybe look into some visual or performance mods if you're into that, otherwise just go ahead and play. It's an awesome experience.
Install Stolls Mod Pack. It's basically improvements without altering it too much, and bug fixes.
Don't play it vanilla, it's not fine the first time around unless you are okay with hating yourself.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
0
MongerI got the ham stink.Dallas, TXRegistered Userregular
I didn't like the idea of robbing the stalkers so I told the one trader and decided to double cross the bandits. Well I get to the spot and start the fight but everyone was listed as Stalkers - or I sure as hell couldn't tell who the bandits were so I ended up just standing there and the mission ends with the stalkers losing. Then I find Knuckles who said I didn't do shit so I don't get a cut - so I proceed to shoot him in the face (which is why these games rule), but I'd still like to reload and play this out the way I planned.
There's only four bandits, who are the guys you meet behind the ship. You can start murdering them before they get too mixed in with the other stalkers. Just follow behind them as they start storming the camp.
So after literally years of owning SoC, I'm finally going to try to give it a serious go and play through it. That said, I did a quick read through of the mods on the main page, but it made them sound like mods that are best for a second playthrough, rather than a first.
Are there any that are good for the first play through, or is the game fine vanilla the first time through? I just thought that there were some that fixed some of it's bugginess without altering the gameplay.
I feel like vanilla SoC is perfectly fine for a first play through. Maybe look into some visual or performance mods if you're into that, otherwise just go ahead and play. It's an awesome experience.
Install Stolls Mod Pack.
Don't play it vanilla, it's not fine the first time around unless you are okay with hating yourself.
This. Use Stolls, ZRP, or Complete for your first playthrough. Oblivion Lost and LURK are the second playthrough mods.
Any suggestions on making money in CoP? I'm still in the initial swampy starting zone, doing missions and a bit of random exploring, but the rewards I'm managing to get are balanced by the costs of repair and ammo so that I never have more than three or four thousand rubles at a time.
Go Artifact hunting. They sometimes get replenished at anomalies you've already searched after an Emission.
You get at least four times as much for them if you wait for Beard (the guy at camp) to put out a request for one. (I wouldn't accept his gathering missions unless you already have the artifact in hand, though.)
Getting an improved detector helps quite a bit.
Yeah, that's what I was afraid of. All my artifact hunts seem to end in me getting shocked, burned, or poisoned to death. Ahh well, practice makes perfect.
Any suggestions on making money in CoP? I'm still in the initial swampy starting zone, doing missions and a bit of random exploring, but the rewards I'm managing to get are balanced by the costs of repair and ammo so that I never have more than three or four thousand rubles at a time.
Go Artifact hunting. They sometimes get replenished at anomalies you've already searched after an Emission.
You get at least four times as much for them if you wait for Beard (the guy at camp) to put out a request for one. (I wouldn't accept his gathering missions unless you already have the artifact in hand, though.)
Getting an improved detector helps quite a bit.
Yeah, that's what I was afraid of. All my artifact hunts seem to end in me getting shocked, burned, or poisoned to death.
I just searched the Jupiter plant. This is what I call fucking epic immersion. I really am digging through the remains of an old Soviet-era factory that was abandoned 30 years ago, hoping I get done while I still have some sunlight.
I just did this too, though an emission hit just as dusk settled into night.
Mustachio Jones on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
Any suggestions on making money in CoP? I'm still in the initial swampy starting zone, doing missions and a bit of random exploring, but the rewards I'm managing to get are balanced by the costs of repair and ammo so that I never have more than three or four thousand rubles at a time.
Go Artifact hunting. They sometimes get replenished at anomalies you've already searched after an Emission.
You get at least four times as much for them if you wait for Beard (the guy at camp) to put out a request for one. (I wouldn't accept his gathering missions unless you already have the artifact in hand, though.)
Getting an improved detector helps quite a bit.
Yeah, that's what I was afraid of. All my artifact hunts seem to end in me getting shocked, burned, or poisoned to death.
In the zone that means hello.
I love when your bolt falls safely and you walk on that path only to notice yourself sliding sideways and oops it's too late you deviated a few inches and now you are in the sky oh hello sky how are you oh dear now I am exploding
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Why does one of the first stash locations you get have to be in a town full of bloodsuckers? It seems like an perfectly normal little place until you look in the window and see those glowing eyes staring back at you. Then another bloodsucker attacks from behind. The stash did have a fucking awesome assault rifle in it so it's all good.
edit: also, the game crashes on me every few hours is that normal?
Why does one of the first stash locations you get have to be in a town full of bloodsuckers? It seems like an perfectly normal little place until you look in the window and see those glowing eyes staring back at you. Then another bloodsucker attacks from behind. The stash did have a fucking awesome assault rifle in it so it's all good.
edit: also, the game crashes on me every few hours is that normal?
Well, the thing is it's not always a Bloodsucker lair.
I went and something had swept through, killed a load of dogs, boars and snorks.
Any tips for someone just starting out in CoP? I was thinking of ignoring the plot and exploring the areas around the wrecked ship/base for a while. Or is it better to just jump straight into the plot (finding the crash sites?)?
GalagaGalaxian on
Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
Any tips for someone just starting out in CoP? I was thinking of ignoring the plot and exploring the areas around the wrecked ship/base for a while. Or is it better to just jump straight into the plot (finding the crash sites?)?
Well, I am thinking of poking around because I'm hoping I'll find something awesome like the merc armor hidden in the newbie camp of SoC or the advanced artifact detector hidden in the first area of Clear Sky.
GalagaGalaxian on
Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
In the first camp, there's a trader named "Nimble," a character from the other two games I believe. He offers to "order" special weapons for you for high prices. I reloaded a ton and made some notes for myself to see what I could get out of him, and I figured the results might be useful to others wanting to maximize his potential without a lot of trial and error.
First, how he appears to work, with no info on the items themselves for those who like to be surprised:
Nimble will offer to order you items in one of six categories: Pistol, Close Range, Assault, Sniper, Armored Suit, or Exoskeleton. Within each of the four weapon categories, he has a pool of three possible items, from which he will choose randomly. The game appears to select which of the three you will receive at the time of the order, so if you want to reload until you get what you want, save BEFORE giving him your request. His armor categories will always produce the same item.
Nimble will not give you the same weapon or armor twice. Once you've ordered all possible options for a category, he will refuse to allow more.
Orders take about 24 hours to come in, sometimes less but never more. The quickest way to complete a Nimble order is:
Stand in front of Nimble (upstairs in the first area's STALKER town, on the barge)
Save your game
Select Nimble and place your order.
Run downstairs to the sleeping room
Select "sleep" and set the slider all the way to the right (24hrs)
Run up and collect your order
If it's not the one you wanted, reload and start again
You'll be required to pay a percentage of the total price up front. When the item arrives, you are allowed to look at what you got, and opt not to pick it up immediately. If, however, you don't want the item but would like to order something else, you'll have to refuse to pay (forfeiting your deposit). Nimble claims this increases the price of all future transactions, but I've yet to test the extent of the penalty.
A list of all possible results of Nimble orders, with some notes to myself on each one:
Most weapon upgrades appear to be named versions of standard gear.
All items with comparable standard versions have identical upgrade trees to their parent item.
Steppe Eagle - DEagle, upgraded Black Kite. .45 rounds. Much higher accuracy.
March - Upgraded UDP Compact. .45 rounds. Very accurate. (Upgradable to full auto)
Close range (10k)
Eliminator - Seems to be identical to the rare but non-unique Eliminator shotgun found in the wastes. No special text or name. It is, nevertheless, an extremely effective shotgun. Can be mounted with a sight and upgraded to full auto. My personal favorite shotgun, but it can be found on a quest and needn't be ordered.
Carbineer - Upgrade to the SPSA-14 automatic shotgun. Faster firing, lower recoil. Slight upgrade over the basic.
Frasier - Submachine gun, upgrade to the Viper 5. Higher caliber (.45), better accuracy, better RoF
Assault (20k)
GP37 - Identical to that found in the wastes. Medium in most counts. 5.56x45 ammo. Upgradable with 1.6x reflex sight, high contrast, and either 2nd gen night vision or adjustable sight
Storm - Upgrade to the Tunder S14 (common Bullpup rifle, used by Duty). 30 mag size. 5.45x39 ammo. Grenade launcher (addon or standard?)
FT-200M - Neat looking bullpup rifle. 30 mag size, 5.56x45 ammo. Medium-good stats across board. Grenade launcher. Upgradable with 4x scope, high contrast sight, and either auto target acq. system or adjustable sight.
Sniper (20k)
Lynx - Upgraded SVDm-2. Ungodly damage (full bar), near-full accuracy (probably full with upgrades). 7.62x54 7H1 rounds (very rare - this is the main drawback). Heavy at over 5kg. Upgradable to 6x scope, high contrast, and either 2nd gen night vision OR target acquisition.
SVU-2A - Uses same rare ammo as Lynx, but is slightly less accurate and much weaker. Seems to balance this with higher rate of fire - this is both sniper and assault, while the Lynx is sniper-only. Text notes it belonged to "Max", head of Freedom (quest hook?). Sight upgrades identical to Lynx except 5x instead of 6x
Tide - SILENT sniper rifle. Uses more common rounds (9x39mm). Much lower damage than above two, slightly lower accuracy, much higher RoF. Identical sight upgrades to SVU-2A.
Armored suit - only one option (40k)
Includes a standard tactical helmet, identical to those found/purchased elsewhere. Can be upgraded to 2nd gen NV and then infrared.
CS-3a body armor - 11kg, pretty good resists (except Psi), 1 artifact standard upgradable to 4, upgradable to heal wounds and health. No serious drawbacks, and the fact that it doesn't take up the helmet allows for the highest levels of enhanced vision.
Exoskeleton - only one option (60k)
Exoskeleton - 25kg (!), upgradable to 15kg. Increases your carrying capacity by 30kg (upgradable to 40kg). Outstanding all-around protection (slightly low on radiation), particularly high armor. 1 artifact standard upgradable to 4. NOTE: You CAN NOT SPRINT unless you upgrade item to level 3; I would not recommend buying this item until you've found all 3 sets of tools. Full-body suit, i.e. no helmet - so while you can upgrade the suit itself to 2nd gen night vision, you can't get infrared. Once fully upgraded, probably the best choice of armor for most situations (if you can live without highest level vision). Can NOT be upgraded to heal user like the armored suit, but this is probably more than made up for by increased protection.
Nimble will also eventually be able to provide you with a special suit with a rebreather and relatively high (but inferior to his other options) stats. This will unlock via the main story quests, and is mostly only useful for the mission where it is specifically required.
I didn't like the idea of robbing the stalkers so I told the one trader and decided to double cross the bandits. Well I get to the spot and start the fight but everyone was listed as Stalkers - or I sure as hell couldn't tell who the bandits were so I ended up just standing there and the mission ends with the stalkers losing. Then I find Knuckles who said I didn't do shit so I don't get a cut - so I proceed to shoot him in the face (which is why these games rule), but I'd still like to reload and play this out the way I planned.
There's only four bandits, who are the guys you meet behind the ship. You can start murdering them before they get too mixed in with the other stalkers. Just follow behind them as they start storming the camp.
So after literally years of owning SoC, I'm finally going to try to give it a serious go and play through it. That said, I did a quick read through of the mods on the main page, but it made them sound like mods that are best for a second playthrough, rather than a first.
Are there any that are good for the first play through, or is the game fine vanilla the first time through? I just thought that there were some that fixed some of it's bugginess without altering the gameplay.
I feel like vanilla SoC is perfectly fine for a first play through. Maybe look into some visual or performance mods if you're into that, otherwise just go ahead and play. It's an awesome experience.
Install Stolls Mod Pack.
Don't play it vanilla, it's not fine the first time around unless you are okay with hating yourself.
This. Use Stolls, ZRP, or Complete for your first playthrough. Oblivion Lost and LURK are the second playthrough mods.
Hrmm....can these be loaded after a playthrough has begun, or would I need to start over? (Very new to mods if you hadn't noticed)
In the first camp, there's a trader named "Nimble," a character from the other two games I believe. He offers to "order" special weapons for you for high prices. I reloaded a ton and made some notes for myself to see what I could get out of him, and I figured the results might be useful to others wanting to maximize his potential without a lot of trial and error.
First, how he appears to work, with no info on the items themselves for those who like to be surprised:
Nimble will offer to order you items in one of six categories: Pistol, Close Range, Assault, Sniper, Armored Suit, or Exoskeleton. Within each of the four weapon categories, he has a pool of three possible items, from which he will choose randomly. The game appears to select which of the three you will receive at the time of the order, so if you want to reload until you get what you want, save BEFORE giving him your request. His armor categories will always produce the same item.
Nimble will not give you the same weapon or armor twice. Once you've ordered all possible options for a category, he will refuse to allow more.
Orders take about 24 hours to come in, sometimes less but never more. The quickest way to complete a Nimble order is:
Stand in front of Nimble (upstairs in the first area's STALKER town, on the barge)
Save your game
Select Nimble and place your order.
Run downstairs to the sleeping room
Select "sleep" and set the slider all the way to the right (24hrs)
Run up and collect your order
If it's not the one you wanted, reload and start again
You'll be required to pay a percentage of the total price up front. When the item arrives, you are allowed to look at what you got, and opt not to pick it up immediately. If, however, you don't want the item but would like to order something else, you'll have to refuse to pay (forfeiting your deposit). Nimble claims this increases the price of all future transactions, but I've yet to test the extent of the penalty.
A list of all possible results of Nimble orders, with some notes to myself on each one:
Most weapon upgrades appear to be named versions of standard gear.
All items with comparable standard versions have identical upgrade trees to their parent item.
Steppe Eagle - DEagle, upgraded Black Kite. .45 rounds. Much higher accuracy.
March - Upgraded UDP Compact. .45 rounds. Very accurate. (Upgradable to full auto)
Close range (10k)
Eliminator - Seems to be identical to the rare but non-unique Eliminator shotgun found in the wastes. No special text or name. It is, nevertheless, an extremely effective shotgun. Can be mounted with a sight and upgraded to full auto. My personal favorite shotgun, but it can be found on a quest and needn't be ordered.
Carbineer - Upgrade to the SPSA-14 automatic shotgun. Faster firing, lower recoil. Slight upgrade over the basic.
Frasier - Submachine gun, upgrade to the Viper 5. Higher caliber (.45), better accuracy, better RoF
Assault (20k)
GP37 - Identical to that found in the wastes. Medium in most counts. 5.56x45 ammo. Upgradable with 1.6x reflex sight, high contrast, and either 2nd gen night vision or adjustable sight
Storm - Upgrade to the Tunder S14 (common Bullpup rifle, used by Duty). 30 mag size. 5.45x39 ammo. Grenade launcher (addon or standard?)
FT-200M - Neat looking bullpup rifle. 30 mag size, 5.56x45 ammo. Medium-good stats across board. Grenade launcher. Upgradable with 4x scope, high contrast sight, and either auto target acq. system or adjustable sight.
Sniper (20k)
Lynx - Upgraded SVDm-2. Ungodly damage (full bar), near-full accuracy (probably full with upgrades). 7.62x54 7H1 rounds (very rare - this is the main drawback). Heavy at over 5kg. Upgradable to 6x scope, high contrast, and either 2nd gen night vision OR target acquisition.
SVU-2A - Uses same rare ammo as Lynx, but is slightly less accurate and much weaker. Seems to balance this with higher rate of fire - this is both sniper and assault, while the Lynx is sniper-only. Text notes it belonged to "Max", head of Freedom (quest hook?). Sight upgrades identical to Lynx except 5x instead of 6x
Tide - SILENT sniper rifle. Uses more common rounds (9x39mm). Much lower damage than above two, slightly lower accuracy, much higher RoF. Identical sight upgrades to SVU-2A.
Armored suit - only one option (40k)
Includes a standard tactical helmet, identical to those found/purchased elsewhere. Can be upgraded to 2nd gen NV and then infrared.
CS-3a body armor - 11kg, pretty good resists (except Psi), 1 artifact standard upgradable to 4, upgradable to heal wounds and health. No serious drawbacks, and the fact that it doesn't take up the helmet allows for the highest levels of enhanced vision.
Exoskeleton - only one option (60k)
Exoskeleton - 25kg (!), upgradable to 15kg. Increases your carrying capacity by 30kg (upgradable to 40kg). Outstanding all-around protection (slightly low on radiation), particularly high armor. 1 artifact standard upgradable to 4. NOTE: You CAN NOT SPRINT unless you upgrade item to level 3; I would not recommend buying this item until you've found all 3 sets of tools. Full-body suit, i.e. no helmet - so while you can upgrade the suit itself to 2nd gen night vision, you can't get infrared. Once fully upgraded, probably the best choice of armor for most situations (if you can live without highest level vision). Can NOT be upgraded to heal user like the armored suit, but this is probably more than made up for by increased protection.
Nimble will also eventually be able to provide you with a special suit with a rebreather and relatively high (but inferior to his other options) stats. This will unlock via the main story quests, and is mostly only useful for the mission where it is specifically required.
RE: The exoskeleton and a couple other things
By the time you really need an exoskeleton, assuming you've been doing some side quests, they should be available at Owl or the guy at the train station for 40k instead of 60k. I've been told repair costs are based on the initial price of the armor, so that could save you some money. Same goes for the SEVA suit, I got it for 20k instead of the 30k Nimble wanted.
The Clear Sky suit of armor was super handy, though, I recommend picking that up as soon as you can.
Also, I was curious about that Loyalty Promo they have on Steam for CoP. Anyone know if this is a limited time deal, or something they will have for a bit? Since I'm just starting SoC, I don't have much need in spending the money on CoP quite yet, and would rather get it later after beating SoC and CS, but don't want to miss out on the cheaper price if possible.
Okay, can anyone give me hints on where the tools are in the second zone? I've found one set:
The ones in the train with the electric anomaly. People have told me to look in buildings next to Jupiter, but I didn't find anything and I've turned Jupiter upside down twice now.
Okay, can anyone give me hints on where the tools are in the second zone? I've found one set:
The ones in the train with the electric anomaly. People have told me to look in buildings next to Jupiter, but I didn't find anything and I've turned Jupiter upside down twice now.
The other is
not in the Jupiter plant itself. You go south past the... sewage-like anomaly to the West of Jupiter and follow a ramp up to a place with a few sheds and a small Warehouse. Take some stairs on the south side of the building up and work your way through the electrical anomaly field you'll find on the upper level. It's inside a cabinet you can open on the other end. (incidentally, there's also a door that you can then open with a ladder back down.)
Is loot randomized at all? I just found a Tunder on a corpse south of the Bar, and it seemed like it was way too easy to find for how powerful it is.
Likely that corpse was not a preset thing for you to find, just some unlucky Stalker who met an unfortunate end.
Thinking about it, Wolf was prowling about the area earlier, and I didn't see him on the way out. That might explain the nicer weapon, though I forgot to check the corpse's name.
Is loot randomized at all? I just found a Tunder on a corpse south of the Bar, and it seemed like it was way too easy to find for how powerful it is.
Is it a Tunder that uses 5.45x39 ammunition (the stuff the AKs use)? There's a unique stalker that carries it, and he likes to wander out of the bar through all the dogs.
Posts
I needed this game added to my backlog.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Go Artifact hunting. They sometimes get replenished at anomalies you've already searched after an Emission.
You get at least four times as much for them if you wait for Beard (the guy at camp) to put out a request for one. (I wouldn't accept his gathering missions unless you already have the artifact in hand, though.)
Getting an improved detector helps quite a bit.
I feel like vanilla SoC is perfectly fine for a first play through. Maybe look into some visual or performance mods if you're into that, otherwise just go ahead and play. It's an awesome experience.
Alright, vanilla it is. Here goes!
Install Stolls Mod Pack. It's basically improvements without altering it too much, and bug fixes.
Don't play it vanilla, it's not fine the first time around unless you are okay with hating yourself.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Yeah, that's what I was afraid of. All my artifact hunts seem to end in me getting shocked, burned, or poisoned to death. Ahh well, practice makes perfect.
In the zone that means hello.
I just did this too, though an emission hit just as dusk settled into night.
edit: also, the game crashes on me every few hours is that normal?
I'll leave it at that. You'll see when you get there.
Well, the thing is it's not always a Bloodsucker lair.
I went and something had swept through, killed a load of dogs, boars and snorks.
No Bloodsuckers in sight.
Scared as fuck though.
Explore, go at your own pace.
The game wants you to explore.
First, how he appears to work, with no info on the items themselves for those who like to be surprised:
Nimble will not give you the same weapon or armor twice. Once you've ordered all possible options for a category, he will refuse to allow more.
Orders take about 24 hours to come in, sometimes less but never more. The quickest way to complete a Nimble order is:
You'll be required to pay a percentage of the total price up front. When the item arrives, you are allowed to look at what you got, and opt not to pick it up immediately. If, however, you don't want the item but would like to order something else, you'll have to refuse to pay (forfeiting your deposit). Nimble claims this increases the price of all future transactions, but I've yet to test the extent of the penalty.
A list of all possible results of Nimble orders, with some notes to myself on each one:
All items with comparable standard versions have identical upgrade trees to their parent item.
Pistols (3.5k)
- Alpine - Upgraded SIP-t M200. .45 rounds. Increased mag capacity, higher durability (Upgradable to 3-round bursts)
- Steppe Eagle - DEagle, upgraded Black Kite. .45 rounds. Much higher accuracy.
- March - Upgraded UDP Compact. .45 rounds. Very accurate. (Upgradable to full auto)
Close range (10k)- Eliminator - Seems to be identical to the rare but non-unique Eliminator shotgun found in the wastes. No special text or name. It is, nevertheless, an extremely effective shotgun. Can be mounted with a sight and upgraded to full auto. My personal favorite shotgun, but it can be found on a quest and needn't be ordered.
- Carbineer - Upgrade to the SPSA-14 automatic shotgun. Faster firing, lower recoil. Slight upgrade over the basic.
- Frasier - Submachine gun, upgrade to the Viper 5. Higher caliber (.45), better accuracy, better RoF
Assault (20k)- GP37 - Identical to that found in the wastes. Medium in most counts. 5.56x45 ammo. Upgradable with 1.6x reflex sight, high contrast, and either 2nd gen night vision or adjustable sight
- Storm - Upgrade to the Tunder S14 (common Bullpup rifle, used by Duty). 30 mag size. 5.45x39 ammo. Grenade launcher (addon or standard?)
- FT-200M - Neat looking bullpup rifle. 30 mag size, 5.56x45 ammo. Medium-good stats across board. Grenade launcher. Upgradable with 4x scope, high contrast sight, and either auto target acq. system or adjustable sight.
Sniper (20k)- Lynx - Upgraded SVDm-2. Ungodly damage (full bar), near-full accuracy (probably full with upgrades). 7.62x54 7H1 rounds (very rare - this is the main drawback). Heavy at over 5kg. Upgradable to 6x scope, high contrast, and either 2nd gen night vision OR target acquisition.
- SVU-2A - Uses same rare ammo as Lynx, but is slightly less accurate and much weaker. Seems to balance this with higher rate of fire - this is both sniper and assault, while the Lynx is sniper-only. Text notes it belonged to "Max", head of Freedom (quest hook?). Sight upgrades identical to Lynx except 5x instead of 6x
- Tide - SILENT sniper rifle. Uses more common rounds (9x39mm). Much lower damage than above two, slightly lower accuracy, much higher RoF. Identical sight upgrades to SVU-2A.
Armored suit - only one option (40k)- Includes a standard tactical helmet, identical to those found/purchased elsewhere. Can be upgraded to 2nd gen NV and then infrared.
- CS-3a body armor - 11kg, pretty good resists (except Psi), 1 artifact standard upgradable to 4, upgradable to heal wounds and health. No serious drawbacks, and the fact that it doesn't take up the helmet allows for the highest levels of enhanced vision.
Exoskeleton - only one option (60k)Nimble will also eventually be able to provide you with a special suit with a rebreather and relatively high (but inferior to his other options) stats. This will unlock via the main story quests, and is mostly only useful for the mission where it is specifically required.
Ah. Then I'll get the other option for my assault rifle, since I like to keep my Eliminator handy for close encounters.
Hrmm....can these be loaded after a playthrough has begun, or would I need to start over? (Very new to mods if you hadn't noticed)
It's ammo for a gun you can get later in the game. Hold onto them.
RE: The exoskeleton and a couple other things
The Clear Sky suit of armor was super handy, though, I recommend picking that up as soon as you can.
The other is
Likely that corpse was not a preset thing for you to find, just some unlucky Stalker who met an unfortunate end.
Thinking about it, Wolf was prowling about the area earlier, and I didn't see him on the way out. That might explain the nicer weapon, though I forgot to check the corpse's name.
And yeah, the area was swarming with Pseudodogs.
Is it a Tunder that uses 5.45x39 ammunition (the stuff the AKs use)? There's a unique stalker that carries it, and he likes to wander out of the bar through all the dogs.