Mk.3 Exo-Skeleton? -1 reply

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Gen.Master

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20th August 2005

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#1 11 years ago

I have played the game a lot now and even finished it once and got the Rich ending but, I never found out if there was a Mk.3 Exo-Skeleton. I have seen the Mk.1, the Mk.1 upgrade to have night vision, and the Mk.2 Lord Jackson. Since the Mk.2 had some flaws still I was wondering if there is an extremely rare Mk.3 somewhere in the game which gives like ultra protection and lets you sprint. I could be wrong though since it could like make you too strong.

Also, I am curious to know what everyone's favorite armor is since there are different types which specialize in different things. My personal favorite which is also the one which I have used the entire game since I got it is the SSP-99M Suit. This is also the special suit you get from the Scientist after turning off the Psi emitter. I like it because it gives good anomaly protection and pretty good bullet and explosion protection. This combined with a FG 200 which makes up for the lower bullet protection because you simply kill them before they do a lot of damage to you, is a good combination. Well that is my opinion so please feel free to post yours. Some of us may find out there is something better for us out there.




BlackSilver65

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8th July 2005

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#2 11 years ago

im not sure if it's the Mk.3, but when you enter the sarcophogus or whatever, and when you get to the point with the fence and the whole in the wall in the room to the right, continue donw the hall, and ther will be 2 men guarding a door, kill them obvouisily and go in and down a ladder on the left side ( when entering ) and there is a Exo-Skeleton that allows you to run, almost completly useless due to the fact that you cant leave NPP. but if you go into the (SPOILER) secret labs (SPOILER) it can be useful since ther is no radiation.

I like the black Military Suit that you find in the hotel, offers good bullet protection and i dont really need anomoly protection since i tend to avoid them and radiated areas.




Gen.Master

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20th August 2005

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#3 11 years ago

Thanks for that. I was in the plant but I never found that but there were so many passages i didn't know which way to go so I guessed and followed my arrow when I could.




RustIronCrowe

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6th April 2007

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#4 11 years ago

At once I would have to say that my favorite all-purpose suit in the game is the SEVA, or whatever the Duty equivalent of this might be. I had received a fully helmeted suit from the Duty General as a mission compensation and as I recall it had the same protection factors across the board as the SEVA suit but a different name (and of course in Duty color scheme).

If I were going for maximized protection (yet still good mobility) I would agree that the SSP-99m is probably the best conventional suit out there (I do not consider the 'powered' suits/exoskeletons simply because they are not available through the course of 'normal' play within any practical areas of the Zone), but something about the way that the "Egghead" suits actually look sets me off a little and so I settle for the infinitely more fashionable SEVA battle-suit.

The most significant improvement in the SEVA versus many of the other suits is not in the overall damage protection but in the enhanced 'violet' night-vision, which has a much more stable visual resolution (in terms of distance and outline clarity) and seems to be less irritating to the ears.




BlackSilver65

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#5 11 years ago

RustIronCrowe;3693050At once I would have to say that my favorite all-purpose suit in the game is the SEVA, or whatever the Duty equivalent of this might be. I had received a fully helmeted suit from the Duty General as a mission compensation and as I recall it had the same protection factors across the board as the SEVA suit but a different name (and of course in Duty color scheme).

If I were going for maximized protection (yet still good mobility) I would agree that the SSP-99m is probably the best conventional suit out there (I do not consider the 'powered' suits/exoskeletons simply because they are not available through the course of 'normal' play within any practical areas of the Zone), but something about the way that the "Egghead" suits actually look sets me off a little and so I settle for the infinitely more fashionable SEVA battle-suit.

The most significant improvement in the SEVA versus many of the other suits is not in the overall damage protection but in the enhanced 'violet' night-vision, which has a much more stable visual resolution (in terms of distance and outline clarity) and seems to be less irritating to the ears.

I must agree, it has the best visual quality for the night vision ( i believe its purple )




Gen.Master

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20th August 2005

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#6 11 years ago

Yea the Violet night vision is very nice. I had recognized that it is clearer and less distorted than the green night vision and even in pitch black with it on you can see almost as if it were day time. Also, is there a mod that adds an exo-skeleton to the game without corrupting past saves, because that would be cool to have. I have over 400,000 in the game and have nothing to spend it on. I have yet to go to Chernobyl, well I have but I went back a few saves to before I went and continued. It would be nice to have something kind of expensive I could buy that would be worth the money. Or better yet a mod that adds some missions would be nice.




RustIronCrowe

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6th April 2007

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#7 11 years ago

The clarity that the violet night-vision gives over the standard "green" goggled version is phenomenal. I never really noticed just how valuable it could be until I installed a mod that fixed the ambient lighting to make the night hours REALLY dark (and IMO much more realistic). This, combined with the mod that replaces the NPC's vision and awareness with something infinitely more believable, opens up a whole new chapter in night-fighting and infiltration exercises.

This makes the use of night-vision extremely practical, and turns the standard flashlight into something like a bullet-beacon... Beware of enemies who also have night vision capability though (like spetznaz or most mutants), cos they will most definitely use it to their advantage.

Just for "fun", I tested this theory by shutting my night vision off while returning southwards from the interior of the forested area under Monolith control. At night... Naturally this fared poorly.

The packs of wild dogs are more or less negotiable due to their preoccupation with electro-anomalies and general dislike for hand grenades, but encountering a vicious bloodsucker (one of the larger and tougher 'grey' ones) at striking range is virtually impossible to survive unscathed even during the midday, and how much more so when they are virtually invisible and being viewed through only a flickering monochrome optical enhancement which creates a hi-pitched whine that can obscure some of the more subtle audible cues that may mean the difference between life and death? Ahh... But the hi-resolution violet 'starlight' effect allowed me to actually catch one in my scope and hit it several times with a burst from the AK-94 at a distance of about 90 metres, even though it had already assumed its cloaked 'invisible' appearance.

I have only seen such suits for sale through the science lab at Lake Yantar, but have come across several others during the course of exploring... With the repair mod in effect it acts as a good valve for extra rubles that might accumulate simply because it is worth keeping in top shape for night-hunting expeditions.

Here is a screenshot that I took of myself with the SEVA, defending an abandoned tenement with my companion (seen on the fire-escape rail to the right), who is the only survivor of a failed expedition into Priyapat while the Brain Scorcher is still active. Visibility is very low here, as it is just after nightfall... and we must keep a constant vigilance against the zombies and walking-corpses who seem to lurk in every rubble-choked area. Without the enhanced violet night-vision I would have never made it out of there alive.

ss_rustironcrowe_05-22-07_04-05-33_.jpg




BlackSilver65

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8th July 2005

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#8 11 years ago

How do you get into third person?




BlitZ, The 57th

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20th April 2007

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#9 11 years ago

wait... ur night visions work??? my purple-ish or violet or indigo night vision actually makes dark spots even darker.... heck i shouldnt have paid for that low budget piece of armor.... the only light i had waas my flashlight and my constant stream of gunpowder igniting....




RustIronCrowe

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#10 11 years ago

You can add third-person camera views to the game by adding these lines to your USER.LTX (found in C:\Documents and Settings\All Users\Documents\STALKER-SHOC on a WinXP install) using any text editor:

bind cam_1 kF1 bind cam_2 kF2 bind cam_3 kF3 bind cam_zoom_in kADD bind cam_zoom_out kSUBTRACT

This will add the capability of you to switch camera views while in-game. F1 will be the normal (first person) view, while F2 and F3 will add third person viewing to the game. The F2 setting will place the camera above and behind the actor model so you still have a fairly good control over your general movement (don't expect to be very accurate with your weapons or be able to pick up items, though!) and F3 will convert the mouse control to the camera position instead of the actor facing, so you can get a 360 degree view of the area but it becomes tricky to play the game in this mode. This is the best IMO for getting decent screenshots.

The last two command additions will make it so you can use the 'plus' and 'minus' keys to bring the camera zoom closer or further away from the actor... To a limited extent.




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