The weapon stats post, link to google drive is in the reddit post: www.reddit.com/r/stalker/comments/1h9o0ni/weapon_stats_ingame_make_no_sense_so_i_pulled/
As for the mutant headshot modifiers I swear I've 1 shot mutant cats with M701 from full health so I would assume most if not all still have headshot modifiers.
they sniffed glue in many areas. but they sure gave the players all the crates in the world to not get soft locked for those who decide not to carry any med kits lol
Damage should be based more on ammo caliber and bullet type than anything else. A 5.56x45 bullet doing significantly less damage than a 5.45x39 doesn't make any sense. Also, mutants need rebalanced to have little to no armor and adjust health as necessary. Overall balancing needs to prioritize HP rounds being used for mutants and AP for people with armor, this would encourage more strategy and preparation when exploring because you would have to strategize which ammo types are best for the situation and it makes way more sense as to how real bullets work.
armor penetration mechanics also broken. when I shoot boar which has 220hp and 1 strike protection using M860, I need 2 body shots to kill. But using Saiga which has 3 armor penetration, need only 1 body shot to kill. This means over penetration magically increase bullet damage. Also you can deal more damage to monolith exo-men using HP ammo than AP ammo. I can't understand.
Shotguns should suck, but mutant battles are focused more on close quarter fights, where movements and short ranged weapons are effective, for engaging and fun gameplay. The devs arent dumb and they have probably thought quite deeply about how it all meshes together. Its a game, with fantasy monsters and artifacts. Most things dont work like in rl, arbitrarily mixing rl with fantasy could lead to worse gameplay. Its not a simulation, neither is world of warcraft, they also borrow elments from reality (sword looking things) but they function nothing like swords except they deal damage at intervals and are short range. Look at the guns more like different fantasy weapons tuned for the game world at hand, not the real world
@@Florreking I understand that there are a lot of fantastical elements in the game and I'm not necessarily saying it needs to be ultra realistic. I agree that the difficulty of balancing a game as complex as Stalker is immense, but having extensively played the previous Stalker games and modpacks such as Anomaly it certainly shows that having more realistic ballistics can be done well. Regardless of if the devs went realistic or not they still need a more solidified ruleset or principles to determine weapon and ammo stats, as of now it seems quite arbitrary. At the very least bigger bullet should = bigger damage, even if other "realism" factors weren't considered. It can be immersion breaking when things don't work in a logical manner
The Buket is my go to weapon The ammo is everywhere It has insane accuracy / range It doesn't take up half the screen It has full auto and single shot making it useful in any situation It has more damage and penetration than most other guns. You can get it in the prolog
The Buket runs so the Integral-A (Vector) can run. Like, the Vector is better in every step of the way (more penetration, better sights available, more firerate, uses the same ammo)
The less popular take is that not having an accurate representation of firearms and cartridges means the game can be more fun. pistols and sub guns are actually useable past the early game. And pistols are fun. Until we get a proper stalker 2 GAMMA level hardcore experience I'll just enjoy the hollywood gun rules.
A couple of notes on the Gauss: It has way better un-scoped accuracy than the M701, making it better for mid-range snap shots. It also ignores the anomaly that causes your bullets to hang for a moment. It can also shoot before it's fully charged, meaning that the rate of fire isn't exactly accurate. I think it's better than the M701 for the first point alone, unscoped accuracy matters a lot on weapon systems with forced scopes.
the ammo modifier section interpreted the game data wrong, damage is a multiplier and not a percentage, HP ammo has a whopping 1.9x multiplier (it deals almost 2 times more damage), this is also why the 45 calibre pistol and SMG deal so much less damage than 9x18/9x19 counterparts, its because the game designer intend you to run HP ammo for the 45 calibre to deal good damage, and 9x18 don't have HP ammo, how I know damage is a multiplier is because buckshot has a x0.084 multiplier, and fire 12x pellets, 0.084x12~=1.0, so if all 12 pellets hit it would correspond to the damage displayed in the stats. Penetration is additive, its either a +0.5 or -0.7 (corresponding to AP and HP), adding to the base penetration stat of the weapon (so if a weapon base penetration is 1.0, AP ammo change that to 1.5, HP ammo change that to 0.3). Here are the stats as it appear in the game files: FMJ: damage: 1x, pen: +0 (no change) AP: damage: 0.98x, pen: +0.5 (2% damage decrease) HP: damage: 1.9x, pen: -0.7 (90% damage increase) 9x18AP: damage: 1x, pen: +1.3 (best penetration modifier in game, most likely to make skif's pistol competitive late game as most high tier 9x18 weapons have much worse AP stats than their equivalent to compensate for 9x18AP being better) buckshot: damage: 0.084x, pen: +0 (fires 12 pellets adding to a total of x1.008) slug: damage: 0.72x, pen: +0.5 (28% less damage than displayed damage) dart: damage: 1.42x, pen: -0.7 (42% damage decrease)
considering that it says that some mutants have a 1x mult to the head and most just have a dash, it probably just means that there is no info because im pretty sure headshots affect bloodsuckers, controllers and deer at least
You can find a broken Dnipro in the Cooling Towers, and you can get there when you reach garbage. You can also pick up the duel magazine, which makes it reload really fast. Like the Spas 12 it's worth to repair. In the Cooling Towers you also find the Grom S-15, which is the Grom with 5.45 rounds. I don't think you can upgrade the regular S-14 to 5.45, I think you need to find this, at least I didn't see the option when I was looking for it yesterday.
It is still a mag. Just a tube mag. And with match ammo, it’s always heavier and slower at the muzzle than standard ammo. What that does is *retain* velocity over distance. So they’re faster and hit harder at distance. Granted, flattens is generally an attribute for light and fast ammo. It’s flatter than match ammo up close, but falls off like a brick at distance. Where match ammo has more drop in the close range but keeps a more consistent arch through the whole (much further) flight path. But honestly whatever it’s a video game. They included match ammo and gave it an attribute to make it easier to hit with at range. I like it.
thank you for a detailed rundown! feels like some piece of the calculation used is missing though. For example the GP37 (no upgrades) will one shot even lightly armoured enemies in the head (gasmasks etc), using "regular" ammo.
I was testing 1 tapping on some random weapons on vet and a lot of weapons 1 tap when based on this data they should not, so I guess take all of it with a grain of salt until we have more definitive info/patches
They should probably balance this a little better but people are forgetting this isn't a realism mod, it's the base game which is meant to be a survival horror experience. Realism isn't the goal
From what I can tell your weapons do take damage if they are drawn or not. I noticed this because I never use my skifs pistol, but it needs to be repaired every time I return to the tech.
That's how you know there's a leak in the data which explains why you can glitch by increasing your carry weight by modifying other armors in your inventory even though it's not equipped.
@@IcedCoffeeGaming I had the same results from my after work game session with my new load out. Ran my S15 for the first time with my Rhino equiped and when I got back to base had to repair both.
The number of shots a lot of these guns can endure before they break is what they should be able to endure before jamming or misfiring for the first time. Also, mechanically simpler guns should have significantly better durability, reliability, and efficiency. That would include revolvers, double-barrel shotguns, pump-action shotguns, and bolt-action rifles. Also, the M26 LSS (Holemaker) should be straight-pull bolt-action, should be able to be aimed, and should be able to use all shotgun ammo types. Sure, you won't get spectacular sporting performance with slugs out of a stubby barrel, but an experienced zoner can get used to that "shuttlecock" trajectory. Note: IRL, to even be considered for military service, a firearm has to withstand a 3,000-round torture test without malfunction (or with a limited number of malfunctions). 6:05 With a machine pistol, burst-fire is better than full-auto. Shouldn't be "forced," though. Should always be select-fire. Might not always have a full-auto mode, but there'll always be a semi-auto mode. IRL, there are guns that only fire full-auto, but there aren't any that fire burst-only. If there are, they're the exception, not the rule. 6:10 That's not a "bug." That's called "trigger discipline." 27:57 Makes sense considering the simplicity of the design. It's an old-timey "rabbit-ear" sidelock type of side-by-side. 28:09 Ackchyually, having short barrels shouldn't loosen its shot patterns so much. That's a Hollywood myth. Would make more sense for there to be a slight damage drop-off with buckshot and a shorter effective range with slugs, with slugs having a "shuttlecock" trajectory. An experienced zoner can get used to that, though. 28:17 That sounds very video-gamey - in a way that doesn't fit the ethos of S.T.A.L.K.E.R. 30:12 Magazine tube or "mag tube" for short. 32:46 Those damage values make no sense at all. Why'd they make .308 so weak?! Oh, unless it's fired out of a bolt-action, of course. That somehow makes it more powerful. Man, they weren't kidding when they said S.T.A.L.K.E.R. 2 wouldn't be like Anomaly. 34:20 Safari style! Dig it! Perfect for Zone sportsmen. What this game needs is combination sights.
boomstick is actually one of the more accurate shotguns, dmg drop off sucks tough, it is one tier below the m860, and two below the texan (in accuracy). this is with upgrades. i havent found the last saiga accuracy upgrade , but it seems somewhere between texan and m860. also the m860 with the readiness upgrade swaps INSANELY fast, almost instant, even faster than the handguns. so much so that sometimes upon loading inside "safe" zones you have the gun out without a model in hand for a bit (you can shoot it too!).
I'm a huge APSB fan. It might not be the best on paper, but in practice it's a killer. With the red dot on I haven't found anything that aims and executes headshots as fast
On one hand it's cool to know what is the most cost efficient weapon when I happen to need to farm money, on the other hand if you run fast enough spawns wont catch up to you most of the time. I can probably do an entire lap around the Garbage, Lesser Zone, part of Ahroprom and Rostok, Swamps and Zaton and get around 60k-80k coupons depending on luck and barely get 2-3 stalker groups to spawn during the run. Avoiding unnecessary fights with mutants really cuts short on the combat you need to do, while stalkers are not really frequent. Weapons taking damage from anomalies is such a weird thing, realism yea but who thought it was a good idea?, for the time I put my rifle and shotgun in my backpack if I know I wont be fighting, but it's such a weird gameplay loop.
Ambient weapon damage isn't fun tbh. Metro Exodus had a system that kind of was logical in that your gun gets dirty but you can clean it manually or just rotate weapons and they clean passively in the home base.
Skif pistol is the best secondary pistol #1 you can’t drop it when fighting specific mutant, #2 it’s cheap and light plus you don’t really use pistol tbh so it’s perfect
@ for me it takes space of secondary and I cannot put it in pistol slot that’s why, i run clusterduck as main and secondary I have svu mk s3 and saga both with extended mags and I feel like it’s perfect set up for me 100%
Mutants not having a definite weak spot ( Flesh - underdeveloped eye and flanks, Boar - hips and flanks, Cat - head, Blind dog - head, Bloodsucker - the tentacles, Burer - eyes, Chimera - second head, Controller - body [yes, lmao], Snork - backshots... ) Sucks Some mods I know (Fate of Zone by Zander, xMod by Detrizor) are far less punishing with combat and MUCH more fair because you understand and have 0 issues with how GUOons wowk. Like, the impulse and kinetic energy, bullet speed and penetration - those things work as they would IRL in those mods and, in return, make the player ask 0 questions.
So i have 2 questions 1 where is the buket-2 unique fit in here cause it is one of the cheapest smgs for mid to late game, the issue is that when you remove the muzzle brake you still cant add a silencer? And the other question is what is the bonus for super bullets? The old game had a +100% damage at a 1.5 second cooldown in stalker 2 i think it is the headshot slop sound. But idk how big the bonus is.
I'm not sure about removing things from uniques, it may be possible at upgrade dude. There may be a hidden super bullet mechanic, if so that needs covered in a video, do you have more info on it?
in this list is missing ''drowned'' it has more based damage than others AKs, and in ''Veteran'' difficulty, I have one-head-shot bloodsuckers (when they stand still hided but u can see him) with ''M701 Super''. and chimera does have head shoot multiplier too, I have made test and it took me 8 rounds ''standard'' ammo ''M701 Super''.
I was somewhat skeptical of the mutant modifiers listed by the one post, I've 1 shot the cats with M701 from full health before so we can assume they mostly do have headshot multipliers and the empty ones are missing until further testing
@@IcedCoffeeGaming something that needs to have in consideration is (for what Ive read in a post in nexus mod) there is a ''soft cap time-head-shot'' meaning u can land only one bullet as head-shoot the others bullets wouldn't be count as headshot for few seconds
AP rounds increase wear, but decreases number of shots to kill armored opponents compared to regular. Would using AP reduce wear effectively in the right circumstance?
Pseudogiants have a headshot sound tho. So they must have a headhsot hitbox at least. Its also crazy that meatball has 4 armor; and they give you expansive rounds in a stash before a required fight!! Also this list seems to be missing the Journalist stash weapons (at least as of 14 mins in)
It might only cost money (slight amount) when you upgrade it/add attachments to it which increases its value which might cause it to have small repair costs.
How does a mutant with 4 armor compare to a human? Like is the mutant’s 4 armor equivalent to the 4 physical protection the player or NPC gets from the Diamond exo?
The funny thing is that compared to the original stalker trilogy, this is a huge downgrade, because before mutants had special weak points besides the head, increasing damage, for example, a boar had a weak point in the back thigh, flesh in the eye, and the chimera received the most damage in her little head
Controller having same health as bloodsucker and no HS multiplier is fucking insane. They are supposed to be physically weak and headshooting from distance was legit in OG trilogy. These number are fucking insane
I would take the mutant multipliers with a grain of salt tbh I swear cats have a headshot multiplier and others likely do as well. Testing can confirm them
@@IcedCoffeeGaming nah after fighting 3 controllers so far they are tanky as shit, annoyingly so. they should fold if you hit em in head or up close but noooo its soo stupid to see them just walk away after you mag dumped a Saiga into them. They need to rework this shit for real.
All that I know is that the S-2 variants and shahs mate need to be massively nerfed. I love the guns they're just so broken they trivialize gear progression until the end game.
High end mutants should only have high armor and MAYBE 5-600hp, like real big game animals, small calibers can take many shots but a big, highly penetrative round should kill real quick. I'm okay with, say, a Chimera taking 150+ 9mm rounds, but headshots with armor piercing 7.62x54r should take like 5 shots max. The high penetration guns and ammo should be DRASTICALLY, EXPONENTIALLY more effective.
Agreed, bullet sponges that are easy to fight don't make for compelling encounters. I would rather the mutants all be more mechanic/pattern oriented and all of them should have weakpoints to encourage skillful shot placement.
It's currently fine. You can kill high end mutants much quicker with ap or expanding ammo. People still bash their heads while using basic ammo and keep whining about how tanky mutants are.
@@IcedCoffeeGaming It would need to be a combo of high pen, special ammo, and shot placement. I know this game will never implement it, but mutants should have skin, bone, and vital organ simulation like a hunting game, that's how you make big game animals tough, fair, and encouraging skill. The right bullet, aimed at the right organ, in the right angle to avoid thick bone, can kill a giant animal in one shot, shooting the wrong place with too weak a round can take many many shots.
Holy shit that's fucked up damage values. 45acp has about 2 to 2.5 times the stopping power of 9mm luger. Which itself is about 10-15% more powerful than 9x18 makarov at effective range. Long range drop off 9mm luger carries the most energy. So the mac 10 in 45 should be the most devastating on soft targets at ranges up to 25m.
Calling the ar416 mid is a insult to mid guns it’s the lowest damaging ar. With the Mac-10 and the vector 9x19 having less damage. Its damage is only good for the beginning of the game I I have two unique ar 416’s and they are just collecting dust.
There is a unique variant of the Dnipro that Deggy gives you if you side with Strelok, but after you've killed Korshunov that is missing from the table. It's called the Sotnyk and it has max penetration and it drops exo-monolithians really quickly with regular bullets. Probably my favourite weapon in the game. Shame it's only an endgame gun.
context is very important for all guns... not sure how AP ammo deal with durability... is it like 2 hp instead of 1? No idea. Either way: Skif's pistol with AP is the single most efficient gun in the game bar nothing. Getting AP for it is a different matter. Late-game where every single NPC you run into has **SPOILERS** exo-skeleton armor.. it's less useful and 60% of the weapons in the game become quasi useless. High AP is the only thing saving many of the guns in the game and using AP ammo seems to negate the efficiency of some of the guns given how much harder it is to get/expensive and as such, high AP base-line guns will always end up beating out lower cost guns with AP ammo if for nothing else than 55 per shot is far more expensive than a 5k repair bill on a gun that shoots effectively free ammo especially when you are picking up pricier guns to sell.
My big issue with Skifs pistol is its lack of range for endgame encounters which are mostly at medium-long range open fire fights in wide open spaces, infrequently being at close range. It can still 1 tap at close range with AP rounds but Rhino can be used as a semi auto sniper at any range and does out class it.
Interesting analysis, however: - most of your points work for VERY good players that hit their shots, weapon sway and aim punching will screw up your accuracy, so you miss alot of shots; - the holemaker: cool attachment, I ran it a bit but it is VERY clunky: switching to it takes a lot of time in the heat of battle, healing, inventory, pda, map, climbing ladders, breathing switches off the holemaker or grenade launcher, VERY annoying, for this reason it is unusuable for me, what a terrible system. like, DO NOT switch me off my weapon unless i tell you too, terrible terrible design choice; - 90% of players will not even notice there is a single shot option for rifle, I knew about it but I often forget as well, I just lightly tap the fire button; - the analysis is good on paper, but you don't account for ALOT of factors that play in the heat of battle; - also , the 7.62 x 39 ammo is not exactly common, and it is VERY heavy, so not worth converting to it.
Missing depends on tactics, position, enemy density. I usually am able to land headshots under pressure but other players may be better or worse at it than me. Holemaker has some dumb quality of life issues but when used correctly is insane. It gives the Kharod/M701 a mini saiga that does not consume durability making it the only weapon system in the game that does not waste repair cost money and can still 1 shot at close range and with good shot placement down most mutants in a single magazine at closer ranges. It lets you push buildings/close quarters on a sniper rifle. Or is just an extra weapon/more loaded ammo. Single shot is meta IMO, going full auto with most guns is largely a waste and won't get you on target. A single lethal headshot is almost always better than spraying. 7.62 some claim makes Dnipro insane, as far as I can tell, it should be fine without it and just use AP rounds for exo monolith soldiers, I haven't really messed with it too much to say how good of an upgrade it is. I wouldn't want to run full auto vs mutants and would rather have a saiga, spsa, or holemaker.
why did you say every assault rifle is meant to one tap a human and NEVER FULL AUTO MUTANTS (that are still one shotting humans). and do i really have to use a shotgun against mutants lol even 8 dogs spawn at a time. then you also say snipers are also meant to one shot humans xD
You can full auto vs mutants and kill them quickly, I recommend against it because of how most mutants have certain mechanics that punish being visible to them for long periods of time, and burst damage overall seems to be better: Psy Dog - Often kites you and changes places with clones when spawning in new clones, full auto is less effective than burst damage headshots to down them. Controller - Uses a zoom in attack that removes control from you if you are visible to it for so long, so if you go full auto it can psi attack you for good damage and apply visual debuff, burst damage in between psi attacks is really strong. Burer - can weapon rip you, so you want to bait the weapon rip and poke them with burst damage, they also gain a damage immunity a few seconds after they take damage that lasts for 10-20 seconds every time they are able to be damaged, burst weapons can kill them before they pop their shield. Deer - Deer rush you down and spawn a ton of enemies all around you, if you ADS and try to headshot track them, you will likely get knocked down by the boars they spawn. Bloodsuckers - aren't visible or sitting still for long enough to easily hit them, they sprint low to the ground invis and become visible for 1-2 seconds before going invis, DPS weapons are just a little worse than huge burst damage weapons due to this ebb/flow of combat with them. Cats- hard to track across several shots as they run/leap and have a small hitbox, so landing fewer bit burst damage shots is easier than tracking their small head hitbox as they sprint around. Basic mutants like dogs, boars, pigs, big rats are fair game for full auto, as they just need DPSed down and have no difficult mechanics to deal with. I recommend against using full auto overall to conserve ammo and weapon durability, you will likely miss more shot in full auto unless enemies are close or you have mastered the recoil of a particular weapon.
@IcedCoffeeGaming well I haven't seen much else besides flesh, snork and boar, jumping rats. 😂 Which I tried once with shotgun and then I just die getting surrounded. Nice info though.
I can certanly say this is false, I 1shot a Poltergeist in the head will the revolver so he has headshot multipliers otherwise it took me 3 shots to take it down, bloodsuckers are the same, 2 saiga shots in the head, 4 in the torso.
The weapon stats post, link to google drive is in the reddit post:
www.reddit.com/r/stalker/comments/1h9o0ni/weapon_stats_ingame_make_no_sense_so_i_pulled/
As for the mutant headshot modifiers I swear I've 1 shot mutant cats with M701 from full health so I would assume most if not all still have headshot modifiers.
They really sniffed glue to come up with those damage numbers
Just a bad game design. I guess they hired some junior game designer to make calculations😅.
they sniffed glue in many areas. but they sure gave the players all the crates in the world to not get soft locked for those who decide not to carry any med kits lol
Damage should be based more on ammo caliber and bullet type than anything else. A 5.56x45 bullet doing significantly less damage than a 5.45x39 doesn't make any sense. Also, mutants need rebalanced to have little to no armor and adjust health as necessary. Overall balancing needs to prioritize HP rounds being used for mutants and AP for people with armor, this would encourage more strategy and preparation when exploring because you would have to strategize which ammo types are best for the situation and it makes way more sense as to how real bullets work.
Yeah it is weird that 9mm out damages 45 ACP haha and both out damage rifle cartridges? Physics has left chat
What's weirder is this is how the original games were, slight differences in gun but the real upgrade was using next tier up in ammo
armor penetration mechanics also broken.
when I shoot boar which has 220hp and 1 strike protection using M860, I need 2 body shots to kill. But using Saiga which has 3 armor penetration, need only 1 body shot to kill. This means over penetration magically increase bullet damage.
Also you can deal more damage to monolith exo-men using HP ammo than AP ammo. I can't understand.
Shotguns should suck, but mutant battles are focused more on close quarter fights, where movements and short ranged weapons are effective, for engaging and fun gameplay. The devs arent dumb and they have probably thought quite deeply about how it all meshes together. Its a game, with fantasy monsters and artifacts. Most things dont work like in rl, arbitrarily mixing rl with fantasy could lead to worse gameplay. Its not a simulation, neither is world of warcraft, they also borrow elments from reality (sword looking things) but they function nothing like swords except they deal damage at intervals and are short range. Look at the guns more like different fantasy weapons tuned for the game world at hand, not the real world
@@Florreking I understand that there are a lot of fantastical elements in the game and I'm not necessarily saying it needs to be ultra realistic. I agree that the difficulty of balancing a game as complex as Stalker is immense, but having extensively played the previous Stalker games and modpacks such as Anomaly it certainly shows that having more realistic ballistics can be done well. Regardless of if the devs went realistic or not they still need a more solidified ruleset or principles to determine weapon and ammo stats, as of now it seems quite arbitrary. At the very least bigger bullet should = bigger damage, even if other "realism" factors weren't considered. It can be immersion breaking when things don't work in a logical manner
The Buket is my go to weapon
The ammo is everywhere
It has insane accuracy / range
It doesn't take up half the screen
It has full auto and single shot making it useful in any situation
It has more damage and penetration than most other guns.
You can get it in the prolog
I love running the buket and vss for a true lightweight build because both guns are pretty light along with the ammo even though 9x39 is pretty rare.
Pretty sure you can buy 9x39@@biotoxin6280
The Buket runs so the Integral-A (Vector) can run. Like, the Vector is better in every step of the way (more penetration, better sights available, more firerate, uses the same ammo)
Idea for the weapon tier list videos: do separate tier list per ammo. Like best weapon for 5.45 including changing caliber upgrades
Shotguns do have a magazine, it's just a fixed magazine. They're just like a lever action rifle if you think about it
The less popular take is that not having an accurate representation of firearms and cartridges means the game can be more fun. pistols and sub guns are actually useable past the early game. And pistols are fun.
Until we get a proper stalker 2 GAMMA level hardcore experience I'll just enjoy the hollywood gun rules.
A couple of notes on the Gauss:
It has way better un-scoped accuracy than the M701, making it better for mid-range snap shots. It also ignores the anomaly that causes your bullets to hang for a moment. It can also shoot before it's fully charged, meaning that the rate of fire isn't exactly accurate. I think it's better than the M701 for the first point alone, unscoped accuracy matters a lot on weapon systems with forced scopes.
M701 has a saiga attached to it for close range though
the ammo modifier section interpreted the game data wrong, damage is a multiplier and not a percentage, HP ammo has a whopping 1.9x multiplier (it deals almost 2 times more damage), this is also why the 45 calibre pistol and SMG deal so much less damage than 9x18/9x19 counterparts, its because the game designer intend you to run HP ammo for the 45 calibre to deal good damage, and 9x18 don't have HP ammo, how I know damage is a multiplier is because buckshot has a x0.084 multiplier, and fire 12x pellets, 0.084x12~=1.0, so if all 12 pellets hit it would correspond to the damage displayed in the stats. Penetration is additive, its either a +0.5 or -0.7 (corresponding to AP and HP), adding to the base penetration stat of the weapon (so if a weapon base penetration is 1.0, AP ammo change that to 1.5, HP ammo change that to 0.3). Here are the stats as it appear in the game files:
FMJ: damage: 1x, pen: +0 (no change)
AP: damage: 0.98x, pen: +0.5 (2% damage decrease)
HP: damage: 1.9x, pen: -0.7 (90% damage increase)
9x18AP: damage: 1x, pen: +1.3 (best penetration modifier in game, most likely to make skif's pistol competitive late game as most high tier 9x18 weapons have much worse AP stats than their equivalent to compensate for 9x18AP being better)
buckshot: damage: 0.084x, pen: +0 (fires 12 pellets adding to a total of x1.008)
slug: damage: 0.72x, pen: +0.5 (28% less damage than displayed damage)
dart: damage: 1.42x, pen: -0.7 (42% damage decrease)
dart? you mean hollow point slug?
considering that it says that some mutants have a 1x mult to the head and most just have a dash, it probably just means that there is no info because im pretty sure headshots affect bloodsuckers, controllers and deer at least
You can find a broken Dnipro in the Cooling Towers, and you can get there when you reach garbage. You can also pick up the duel magazine, which makes it reload really fast. Like the Spas 12 it's worth to repair.
In the Cooling Towers you also find the Grom S-15, which is the Grom with 5.45 rounds. I don't think you can upgrade the regular S-14 to 5.45, I think you need to find this, at least I didn't see the option when I was looking for it yesterday.
Thanks for sharing a lot of information about STALKER 2! Glad to see you enjoying it
there are a few mistakes in this table. glutton consumed 7.62 not 5,45 like the beast
even bigger mistake that they are chambered in either one
The word you're looking for is "magazine tube", that's what you load the shells into, so saying "magdump" would technically be correct
For the suppressors section, are the bullet speed, range, dropoff and wear columns indicating a debuff, like 30% less range, 15% increased wear?
i think its a buff because longer barrel
I think it is a buff based on what I was reading on the reddit post
@@IcedCoffeeGaming I think you and @BassZombieLP are both correct.
It is still a mag. Just a tube mag.
And with match ammo, it’s always heavier and slower at the muzzle than standard ammo. What that does is *retain* velocity over distance. So they’re faster and hit harder at distance.
Granted, flattens is generally an attribute for light and fast ammo. It’s flatter than match ammo up close, but falls off like a brick at distance. Where match ammo has more drop in the close range but keeps a more consistent arch through the whole (much further) flight path.
But honestly whatever it’s a video game. They included match ammo and gave it an attribute to make it easier to hit with at range. I like it.
thank you for a detailed rundown! feels like some piece of the calculation used is missing though. For example the GP37 (no upgrades) will one shot even lightly armoured enemies in the head (gasmasks etc), using "regular" ammo.
I was testing 1 tapping on some random weapons on vet and a lot of weapons 1 tap when based on this data they should not, so I guess take all of it with a grain of salt until we have more definitive info/patches
They should probably balance this a little better but people are forgetting this isn't a realism mod, it's the base game which is meant to be a survival horror experience. Realism isn't the goal
it still has to work tho 😂
THE GAME HASN'T BEEN OUT FOR EVEN A MONTH BRO
Great job fr
From what I can tell your weapons do take damage if they are drawn or not. I noticed this because I never use my skifs pistol, but it needs to be repaired every time I return to the tech.
Ye; Ive found if theyre equipped they can take damage from explosions and anomalies. Sometimes i unequip my weapons for certain tasks to avoid this.
That's how you know there's a leak in the data which explains why you can glitch by increasing your carry weight by modifying other armors in your inventory even though it's not equipped.
@kmoov90 😊 love it tho 😅
So we should have everything unequipped until we encounter combat...unequip meta is real?
@@IcedCoffeeGaming I had the same results from my after work game session with my new load out. Ran my S15 for the first time with my Rhino equiped and when I got back to base had to repair both.
Small request… add pictures of the weapon while you talk about it. Help us newbs out. Great vids tho! Thanks!
The number of shots a lot of these guns can endure before they break is what they should be able to endure before jamming or misfiring for the first time. Also, mechanically simpler guns should have significantly better durability, reliability, and efficiency. That would include revolvers, double-barrel shotguns, pump-action shotguns, and bolt-action rifles. Also, the M26 LSS (Holemaker) should be straight-pull bolt-action, should be able to be aimed, and should be able to use all shotgun ammo types. Sure, you won't get spectacular sporting performance with slugs out of a stubby barrel, but an experienced zoner can get used to that "shuttlecock" trajectory.
Note: IRL, to even be considered for military service, a firearm has to withstand a 3,000-round torture test without malfunction (or with a limited number of malfunctions).
6:05 With a machine pistol, burst-fire is better than full-auto. Shouldn't be "forced," though. Should always be select-fire. Might not always have a full-auto mode, but there'll always be a semi-auto mode. IRL, there are guns that only fire full-auto, but there aren't any that fire burst-only. If there are, they're the exception, not the rule.
6:10 That's not a "bug." That's called "trigger discipline."
27:57 Makes sense considering the simplicity of the design. It's an old-timey "rabbit-ear" sidelock type of side-by-side.
28:09 Ackchyually, having short barrels shouldn't loosen its shot patterns so much. That's a Hollywood myth. Would make more sense for there to be a slight damage drop-off with buckshot and a shorter effective range with slugs, with slugs having a "shuttlecock" trajectory. An experienced zoner can get used to that, though.
28:17 That sounds very video-gamey - in a way that doesn't fit the ethos of S.T.A.L.K.E.R.
30:12 Magazine tube or "mag tube" for short.
32:46 Those damage values make no sense at all. Why'd they make .308 so weak?! Oh, unless it's fired out of a bolt-action, of course. That somehow makes it more powerful. Man, they weren't kidding when they said S.T.A.L.K.E.R. 2 wouldn't be like Anomaly.
34:20 Safari style! Dig it! Perfect for Zone sportsmen. What this game needs is combination sights.
boomstick is actually one of the more accurate shotguns, dmg drop off sucks tough, it is one tier below the m860, and two below the texan (in accuracy).
this is with upgrades. i havent found the last saiga accuracy upgrade , but it seems somewhere between texan and m860.
also the m860 with the readiness upgrade swaps INSANELY fast, almost instant, even faster than the handguns. so much so that sometimes upon loading inside "safe" zones you have the gun out without a model in hand for a bit (you can shoot it too!).
Since endgame is mostly about Pen, would be interesting to compare weapons based on their ability to kill a fully armored human
Wow, very informative video. I somehow missed that reddit post. Thanks!
I prefer the APSB. It's like a submachine gun. That leaves me a shotgun and whatever I'm using as a sniper rifle.
I'm a huge APSB fan. It might not be the best on paper, but in practice it's a killer. With the red dot on I haven't found anything that aims and executes headshots as fast
On one hand it's cool to know what is the most cost efficient weapon when I happen to need to farm money, on the other hand if you run fast enough spawns wont catch up to you most of the time. I can probably do an entire lap around the Garbage, Lesser Zone, part of Ahroprom and Rostok, Swamps and Zaton and get around 60k-80k coupons depending on luck and barely get 2-3 stalker groups to spawn during the run. Avoiding unnecessary fights with mutants really cuts short on the combat you need to do, while stalkers are not really frequent.
Weapons taking damage from anomalies is such a weird thing, realism yea but who thought it was a good idea?, for the time I put my rifle and shotgun in my backpack if I know I wont be fighting, but it's such a weird gameplay loop.
Ambient weapon damage isn't fun tbh. Metro Exodus had a system that kind of was logical in that your gun gets dirty but you can clean it manually or just rotate weapons and they clean passively in the home base.
Does these values apply to lesser difficulties or do they only apply to veteran mode? Does every mode have its own damage and durability stats?
Incredible detail, appreciate it
thanks m8
Skif pistol is the best secondary pistol #1 you can’t drop it when fighting specific mutant, #2 it’s cheap and light plus you don’t really use pistol tbh so it’s perfect
Rhino is better pistol you can 1 tap everything that isn't a boss or mutant or late game monolith, they have artifact Shields
@ I know it’s better but you cannot put it in pistol slot that’s why I don’t count it
@@Miazger I know it’s better but you cannot put it in pistol slot that’s why I don’t count it
@@vladxd6652 yes you can, I run it all the time
@ for me it takes space of secondary and I cannot put it in pistol slot that’s why, i run clusterduck as main and secondary I have svu mk s3 and saga both with extended mags and I feel like it’s perfect set up for me 100%
Absolutely love the videos man keep it up!
Thanks m8
Mutants not having a definite weak spot
( Flesh - underdeveloped eye and flanks,
Boar - hips and flanks,
Cat - head,
Blind dog - head,
Bloodsucker - the tentacles,
Burer - eyes,
Chimera - second head,
Controller - body [yes, lmao],
Snork - backshots...
)
Sucks
Some mods I know (Fate of Zone by Zander, xMod by Detrizor) are far less punishing with combat and MUCH more fair because you understand and have 0 issues with how GUOons wowk.
Like, the impulse and kinetic energy, bullet speed and penetration - those things work as they would IRL in those mods and, in return, make the player ask 0 questions.
So i have 2 questions 1 where is the buket-2 unique fit in here cause it is one of the cheapest smgs for mid to late game, the issue is that when you remove the muzzle brake you still cant add a silencer? And the other question is what is the bonus for super bullets? The old game had a +100% damage at a 1.5 second cooldown in stalker 2 i think it is the headshot slop sound. But idk how big the bonus is.
Oh and the super bullets cooldown is now 6.0-7.5 seconds to more involve stealth. But I think it only triggers on headshots now.
I'm not sure about removing things from uniques, it may be possible at upgrade dude.
There may be a hidden super bullet mechanic, if so that needs covered in a video, do you have more info on it?
if your gear is equipped, anomalies do damage to it, regardless of what is active in your hands
in this list is missing ''drowned'' it has more based damage than others AKs, and in ''Veteran'' difficulty, I have one-head-shot bloodsuckers (when they stand still hided but u can see him) with ''M701 Super''. and chimera does have head shoot multiplier too, I have made test and it took me 8 rounds ''standard'' ammo ''M701 Super''.
I was somewhat skeptical of the mutant modifiers listed by the one post, I've 1 shot the cats with M701 from full health before so we can assume they mostly do have headshot multipliers and the empty ones are missing until further testing
@@IcedCoffeeGaming something that needs to have in consideration is (for what Ive read in a post in nexus mod) there is a ''soft cap time-head-shot'' meaning u can land only one bullet as head-shoot the others bullets wouldn't be count as headshot for few seconds
That might be for a different bonus damage modifier for stealth only
thats only shows how they didn't play/test anything before release same with developing proces it was random as F
Damn they did deadeye dirty
the thing looks sick, why make it worse than a base UDP 😭
AP rounds increase wear, but decreases number of shots to kill armored opponents compared to regular. Would using AP reduce wear effectively in the right circumstance?
Yes, because if it takes you 2 headshots to kill or 1 AP round, 30% more wear on 1 bullet is less overall wear than 2 being fired.
Pseudogiants have a headshot sound tho. So they must have a headhsot hitbox at least. Its also crazy that meatball has 4 armor; and they give you expansive rounds in a stash before a required fight!!
Also this list seems to be missing the Journalist stash weapons (at least as of 14 mins in)
There is note on top of PDF explain why they aren't on the list
@@MiazgerThat'll do it; I mostly listened to this vid so I missed that; thanks for pointing it out.
Pretty sure Skif's pistol is completely free to repair, I've never had to pay a single Kupon for it. It's just absurdly good for a starting gun.
It might only cost money (slight amount) when you upgrade it/add attachments to it which increases its value which might cause it to have small repair costs.
You can jump out of the whirlwind right before it deals damage to you.
How does a mutant with 4 armor compare to a human? Like is the mutant’s 4 armor equivalent to the 4 physical protection the player or NPC gets from the Diamond exo?
As far as I know it is the same as the armor stat being in the same tier
The funny thing is that compared to the original stalker trilogy, this is a huge downgrade, because before mutants had special weak points besides the head, increasing damage, for example, a boar had a weak point in the back thigh, flesh in the eye, and the chimera received the most damage in her little head
I suppose you could use a gauss riffle to shoot down a helicopter at 10 range.
Controller having same health as bloodsucker and no HS multiplier is fucking insane. They are supposed to be physically weak and headshooting from distance was legit in OG trilogy. These number are fucking insane
I would take the mutant multipliers with a grain of salt tbh I swear cats have a headshot multiplier and others likely do as well. Testing can confirm them
@@IcedCoffeeGaming nah after fighting 3 controllers so far they are tanky as shit, annoyingly so. they should fold if you hit em in head or up close but noooo its soo stupid to see them just walk away after you mag dumped a Saiga into them. They need to rework this shit for real.
All that I know is that the S-2 variants and shahs mate need to be massively nerfed. I love the guns they're just so broken they trivialize gear progression until the end game.
Normal Pump Action Shotguns load from the "mag tube"
Well I notice everything dies really fast with the saga on veteran lol only thing takes 3 full mags is the chrima ( spelling?)
I'm waiting for someone to make a video about the vaiga, I don't care what the stats say it obliterates mutants
Don't mean to be rude but it’s funny how you both misspelled Saiga 😂
High end mutants should only have high armor and MAYBE 5-600hp, like real big game animals, small calibers can take many shots but a big, highly penetrative round should kill real quick.
I'm okay with, say, a Chimera taking 150+ 9mm rounds, but headshots with armor piercing 7.62x54r should take like 5 shots max. The high penetration guns and ammo should be DRASTICALLY, EXPONENTIALLY more effective.
Agreed, bullet sponges that are easy to fight don't make for compelling encounters. I would rather the mutants all be more mechanic/pattern oriented and all of them should have weakpoints to encourage skillful shot placement.
*USE EXPANDING AMMO AND THANK ME LATER*
It's currently fine. You can kill high end mutants much quicker with ap or expanding ammo. People still bash their heads while using basic ammo and keep whining about how tanky mutants are.
@@IcedCoffeeGaming It would need to be a combo of high pen, special ammo, and shot placement.
I know this game will never implement it, but mutants should have skin, bone, and vital organ simulation like a hunting game, that's how you make big game animals tough, fair, and encouraging skill.
The right bullet, aimed at the right organ, in the right angle to avoid thick bone, can kill a giant animal in one shot, shooting the wrong place with too weak a round can take many many shots.
Holy shit that's fucked up damage values. 45acp has about 2 to 2.5 times the stopping power of 9mm luger. Which itself is about 10-15% more powerful than 9x18 makarov at effective range. Long range drop off 9mm luger carries the most energy. So the mac 10 in 45 should be the most devastating on soft targets at ranges up to 25m.
Does this change depending on the on the difficulty?
From what I understand the damage taken increases and some other things change from medium.
Calling the ar416 mid is a insult to mid guns it’s the lowest damaging ar. With the Mac-10 and the vector 9x19 having less damage. Its damage is only good for the beginning of the game I I have two unique ar 416’s and they are just collecting dust.
Mac 10 and Vector are SMGs, Vector has a 3 round burst with zero recoil that 1 taps
There is a unique variant of the Dnipro that Deggy gives you if you side with Strelok, but after you've killed Korshunov that is missing from the table. It's called the Sotnyk and it has max penetration and it drops exo-monolithians really quickly with regular bullets. Probably my favourite weapon in the game. Shame it's only an endgame gun.
context is very important for all guns... not sure how AP ammo deal with durability... is it like 2 hp instead of 1? No idea. Either way: Skif's pistol with AP is the single most efficient gun in the game bar nothing. Getting AP for it is a different matter. Late-game where every single NPC you run into has **SPOILERS** exo-skeleton armor.. it's less useful and 60% of the weapons in the game become quasi useless. High AP is the only thing saving many of the guns in the game and using AP ammo seems to negate the efficiency of some of the guns given how much harder it is to get/expensive and as such, high AP base-line guns will always end up beating out lower cost guns with AP ammo if for nothing else than 55 per shot is far more expensive than a 5k repair bill on a gun that shoots effectively free ammo especially when you are picking up pricier guns to sell.
My big issue with Skifs pistol is its lack of range for endgame encounters which are mostly at medium-long range open fire fights in wide open spaces, infrequently being at close range. It can still 1 tap at close range with AP rounds but Rhino can be used as a semi auto sniper at any range and does out class it.
Flat faced dudes on spider legs hahahaha 😂
Call em simply the mutated pig!
The akm, Rpg and the hk416 all need buffs.
The RPG is laughable bad for how hard it is to run/get ammo for. Grenades are wayyyy better
tbh any explosive that aren't hand grenades are just mediocre at best. Noob tubes are fun to use, but not lethal enough to be worth using.
I just wanna say I love iced coffee.
Can you link the files in the description I would like to see them myself
It is in a pinned comment
Interesting analysis, however:
- most of your points work for VERY good players that hit their shots, weapon sway and aim punching will screw up your accuracy, so you miss alot of shots;
- the holemaker: cool attachment, I ran it a bit but it is VERY clunky: switching to it takes a lot of time in the heat of battle, healing, inventory, pda, map, climbing ladders, breathing switches off the holemaker or grenade launcher, VERY annoying, for this reason it is unusuable for me, what a terrible system. like, DO NOT switch me off my weapon unless i tell you too, terrible terrible design choice;
- 90% of players will not even notice there is a single shot option for rifle, I knew about it but I often forget as well, I just lightly tap the fire button;
- the analysis is good on paper, but you don't account for ALOT of factors that play in the heat of battle;
- also , the 7.62 x 39 ammo is not exactly common, and it is VERY heavy, so not worth converting to it.
Missing depends on tactics, position, enemy density. I usually am able to land headshots under pressure but other players may be better or worse at it than me.
Holemaker has some dumb quality of life issues but when used correctly is insane. It gives the Kharod/M701 a mini saiga that does not consume durability making it the only weapon system in the game that does not waste repair cost money and can still 1 shot at close range and with good shot placement down most mutants in a single magazine at closer ranges. It lets you push buildings/close quarters on a sniper rifle. Or is just an extra weapon/more loaded ammo.
Single shot is meta IMO, going full auto with most guns is largely a waste and won't get you on target. A single lethal headshot is almost always better than spraying.
7.62 some claim makes Dnipro insane, as far as I can tell, it should be fine without it and just use AP rounds for exo monolith soldiers, I haven't really messed with it too much to say how good of an upgrade it is. I wouldn't want to run full auto vs mutants and would rather have a saiga, spsa, or holemaker.
stalker 2 amazing ideas, shit execution
cat have more health than a damn boar, dude....
I refuse to believe the boomstick isnt the worst weapon in the game
540% efficiency has entered the chat and refuses to leave, forever
@@IcedCoffeeGaming if someone uses it to they point they get to take advantage of the efficiency then something is wrong with their head.
Wait, Glutton is 7.62x39
Some of the ammo types in the charts may be wrong
why did you say every assault rifle is meant to one tap a human and NEVER FULL AUTO MUTANTS (that are still one shotting humans). and do i really have to use a shotgun against mutants lol even 8 dogs spawn at a time. then you also say snipers are also meant to one shot humans xD
You can full auto vs mutants and kill them quickly, I recommend against it because of how most mutants have certain mechanics that punish being visible to them for long periods of time, and burst damage overall seems to be better:
Psy Dog - Often kites you and changes places with clones when spawning in new clones, full auto is less effective than burst damage headshots to down them.
Controller - Uses a zoom in attack that removes control from you if you are visible to it for so long, so if you go full auto it can psi attack you for good damage and apply visual debuff, burst damage in between psi attacks is really strong.
Burer - can weapon rip you, so you want to bait the weapon rip and poke them with burst damage, they also gain a damage immunity a few seconds after they take damage that lasts for 10-20 seconds every time they are able to be damaged, burst weapons can kill them before they pop their shield.
Deer - Deer rush you down and spawn a ton of enemies all around you, if you ADS and try to headshot track them, you will likely get knocked down by the boars they spawn.
Bloodsuckers - aren't visible or sitting still for long enough to easily hit them, they sprint low to the ground invis and become visible for 1-2 seconds before going invis, DPS weapons are just a little worse than huge burst damage weapons due to this ebb/flow of combat with them.
Cats- hard to track across several shots as they run/leap and have a small hitbox, so landing fewer bit burst damage shots is easier than tracking their small head hitbox as they sprint around.
Basic mutants like dogs, boars, pigs, big rats are fair game for full auto, as they just need DPSed down and have no difficult mechanics to deal with.
I recommend against using full auto overall to conserve ammo and weapon durability, you will likely miss more shot in full auto unless enemies are close or you have mastered the recoil of a particular weapon.
@IcedCoffeeGaming well I haven't seen much else besides flesh, snork and boar, jumping rats. 😂 Which I tried once with shotgun and then I just die getting surrounded. Nice info though.
Flesh are mutated pigs😂
Whirlwinds suck 😂😂
whirligig
9x18 more powerful than .45ACP? Gtfo
Dude, giants and Chimeras are like 60% head to body. You need 0 skill to head them in the head so 0 multipleir is fair.
Guys, this game fucking sucks right now.
No it doesn't. It's unbalanced and has flaws but It definitely doesn't suck.
@ wait till you get to certain parts of the story the shit is unplayable.
I am currently stuck fighting Faust on the Duga mission and rn I agree 😂
30:21 Its called a "Magazine Tube"
I can certanly say this is false, I 1shot a Poltergeist in the head will the revolver so he has headshot multipliers otherwise it took me 3 shots to take it down, bloodsuckers are the same, 2 saiga shots in the head, 4 in the torso.
I was thinking the mutant multipliers were incomplete or wrong as well, I 1 shot cats with M701 super headshot from full HP in veteran.
skifs pistols mains rise up