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Stims

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Are you ready for a re-thinking of a core aspect in the game? VANILLA STALKER Uses medkits as instantly healing items that can spam-heal you - even during firefights. Even without any kind of hindrance or negative effect. Something that totally diminishes a good game challenge. (And also it is not very realistic). MISERY 1.1 Alters the medkits into items that are far less effective during combat scenarios. In most circumstances these are not even items that will aid you during firefights (as it should be). With less healing effect and MUCH SLOWER healing rate the medkits where turned into restoring items used in RELATION to firefights and not DURING them. MISERY 2.0 Takes this even further: Medkits have been altered to have no aiding attributes in relation to firefights. They are unpacked and applied only when you have the time somewhere safe to focus on your overall health and condition. Their possitive effects are now even slower than they ever were. During combat scenarios you can still apply bandages (as in real life) only this action will now hinder your fighting capabilities for a moment - so think twice before taking care of yourself if not completely safe and behind cover. You will have your weapons auto-holstered while handling ANY type of item in MISERY version 2.0. STIMS MISERY 2.0 introduces Stims as our new combat related defensive equipment. If wounded you must patch yourself up with bandages to stop the bleeding but you now also have the option of injecting chemicals to your body for some pain and shock reducing effect letting you soldier on for a while. But this comes at a price as not only ignoring wounds and bodily harm but also powerful chemicals creates negative effects for your overall strength and condition. Still these Stims are not instantly healing items as their possitive effects come into play at an EVEN SLOWER rate than the version 1.1 medkits. Use them wisely and ONLY when you feel safe behind cover during the fight.Stims
Are you ready for a re-thinking of a core aspect in the game? VANILLA STALKER Uses medkits as instantly healing items that can spam-heal you - even during firefights. Even without any kind of hindrance or negative effect. Something that totally diminishes a good game challenge. (And also it is not very realistic). MISERY 1.1 Alters the medkits into items that are far less effective during combat scenarios. In most circumstances these are not even items that will aid you during firefights (as it should be). With less healing effect and MUCH SLOWER healing rate the medkits where turned into restoring items used in RELATION to firefights and not DURING them. MISERY 2.0 Takes this even further: Medkits have been altered to have no aiding attributes in relation to firefights. They are unpacked and applied only when you have the time somewhere safe to focus on your overall health and condition. Their possitive effects are now even slower than they ever were. During combat scenarios you can still apply bandages (as in real life) only this action will now hinder your fighting capabilities for a moment - so think twice before taking care of yourself if not completely safe and behind cover. You will have your weapons auto-holstered while handling ANY type of item in MISERY version 2.0. STIMS MISERY 2.0 introduces Stims as our new combat related defensive equipment. If wounded you must patch yourself up with bandages to stop the bleeding but you now also have the option of injecting chemicals to your body for some pain and shock reducing effect letting you soldier on for a while. But this comes at a price as not only ignoring wounds and bodily harm but also powerful chemicals creates negative effects for your overall strength and condition. Still these Stims are not instantly healing items as their possitive effects come into play at an EVEN SLOWER rate than the version 1.1 medkits. Use them wisely and ONLY when you feel safe behind cover during the fight.

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