red
Blind Dog
Posts: 20
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Post by red on Feb 27, 2010 17:20:49 GMT -5
Don't stash your stuff on permacorpses in CoP.
NPCs loot corpses.
And not all permacorpses are permanent.
I got the 'Detective' achievement. I happened to be passing the 'murder room' on my next trip, so I stopped in to make sure the scene of crime was undisturbed.
The last victim and the serial-killer were gone. In my last game they stayed for the entire thing.
Best, in CoP, to use the 'personal box' and any other unlikely to be touched stash, like the chest by the chopper in the swamp or the safe in the 'murder room'. There are at least a couple of safe spots in each map.
Try the 'Smrter' mod for CoP and you get three 'personal' stashes in Zaton and Yanov - haven't got to Pripyat in this mod yet but there'll probably be something similar there.
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Post by Karcentric on Feb 28, 2010 6:21:55 GMT -5
I'll clear it up then.
Make sure you gun is fully loaded at all times. You never know when someone or something needs to be shot.
If using a gun with an integrated or add on grenade launcher, make sure it's not selected when your wandering around in case something hostile jumps out nearby.
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Post by Διμι on Feb 28, 2010 19:52:29 GMT -5
If using a gun with an integrated or add on grenade launcher, make sure it's not selected when your wandering around in case something hostile jumps out nearby. LISTEN TO THIS MAN
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Post by Zeno, Lord Camelith on Feb 28, 2010 19:56:05 GMT -5
If using a gun with an integrated or add on grenade launcher, make sure it's not selected when your wandering around in case something hostile jumps out nearby. I did something like that once, but with an RPG-7 in the Bloodsucker Village.
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Post by jeniskunk on Feb 28, 2010 20:03:58 GMT -5
If using a gun with an integrated or add on grenade launcher, make sure it's not selected when your wandering around in case something hostile jumps out nearby. Needs to have the reason why doing that is a BadIdea. corrected version: If using a gun with an integrated or add on grenade launcher, make sure it's not selected when your wandering around in case something hostile jumps out nearby, due to splash damage in the grenade blast area. new tip: Use caution when applying grenades, either hand thrown or grenade launcher fired. Grenade splash damage can injure you, and/or turn allies hostile. Jenifur Charne
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Post by Karcentric on Feb 28, 2010 20:04:38 GMT -5
If using a gun with an integrated or add on grenade launcher, make sure it's not selected when your wandering around in case something hostile jumps out nearby. I did something like that once, but with an RPG-7 in the Bloodsucker Village. Well done sir. You weren't expecting say... A bloodsucker?
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Post by Zeno, Lord Camelith on Feb 28, 2010 20:06:20 GMT -5
Well you see, I was up on the ridge around it raining down fiery death upon my foes, but one of them got a little too close and I didn't see it coming.
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Post by Karcentric on Feb 28, 2010 20:14:03 GMT -5
Ahhh tha sneaky bastards. Still made me laugh.
Isn't it obvious why?
Another tip, become familiar with both methods of throwing grenades (using primary or secondary fire) taping the primary will lob the grenade away, taping the secondary will drop it at your feet...
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Post by jeniskunk on Feb 28, 2010 20:26:46 GMT -5
Considering the target market for some of these tips, it was a point I don't think should be assumed a rookie would immediately think of. Thanks for that one, Karc. Never thought to see what happens using secondary fire with the hand-thrown grenades. Jenifur Charne
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Oss
Blind Dog
Posts: 27
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Post by Oss on Mar 2, 2010 17:14:19 GMT -5
Another tip, become familiar with both methods of throwing grenades (using primary or secondary fire) taping the primary will lob the grenade away, taping the secondary will drop it at your feet... Zone Survival Tip #437: Suicide bombing with hand grenades only works once.
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Post by Carnageman on Mar 5, 2010 13:18:01 GMT -5
Try to keep your weight down: stay below 20kg and you can practically run forever. About 200 assault rifle rounds and 4 medkits should be enough for any short raid into the wilderness.
Not all weapon statistics are completely accurate.
Pistol and shotgun bullets eventually disappear mid-flight by design, so no DEAGLE BRAND DEAGLE sniping.
(maybe this is already mentioned somewhere) Bloodsuckers still make splashes in water if they're invisible, so hunting them in bodies of water might give you a better chance of survival.
By the way, don't actual launched grenades have some mechanism by which they don't arm themselves before they've reached a safe distance from the shooter?
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Post by jeniskunk on Mar 5, 2010 18:01:42 GMT -5
By the way, don't actual launched grenades have some mechanism by which they don't arm themselves before they've reached a safe distance from the shooter? VOG 25; VOG 25P; and M209 grenade rounds have no minimum safe distance once launched. You can fire them at knife attack range and they will detonate on impact. Have yet to do similar experiments with the PG-7VL rocket grenades (OG-7V in-game) launched from the RPG-7u. edit: fix typos Jenifur Charne
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Post by Karcentric on Mar 5, 2010 21:38:46 GMT -5
RPG's also explode on impact, even if the impact zone is 2 feet from you.
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Post by Carnageman on Mar 6, 2010 5:03:30 GMT -5
I was talking about the real life variants. As a matter of fact, those do have an arming range, anywhere between 10-40 meters.
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Post by Defunct FPX profile on Mar 6, 2010 5:47:18 GMT -5
Hah, another VOG discussion. Well, that's true, Carnage, but when a VoG is fired, don't act all cool if it doesn't go boom immediately. That thing has a self-destruct feature (around 15 seconds), so unless you throw really far I'd suggest GTFOing
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