I accidentally got that " Tunder" rifle from the duty guard on my first playthough. He somehow wandered out of rostok and into the dogs into the front. That rifle carried me through most of the game.
Wow, I just found the Strelok Stash fast shooting AK by accident, and it ended up carrying me through the entire game! Didn't know it was so good for how easy it was to get!
@@SauceTart Which new weapons do you mean? I mostly used the AK's insane accuracy to tap fire distant enemies and dispatch them, or use the AK's insane firerate to dissolve enemies that are close enough to spray against. It's been a while since I played stalker though, so I'm a bit rusty on how I used it.
@@SauceTart If you can get the Vintar early using the Rostok glitch, then it's definitely preferable to use over long distance in comparison to the AK.
15:50 that’s actually the best assault rifle in whole shadow of Chernobyl, you can kill those 3 by using a barrel that you can find in bloodsucker village on the tower or you can roll over some barrels from barrier or freedom base , if you don’t want trouble with Freedom faction 👍
Yeah the barrel trick is quite well known, I just forgot about it. As for the best gun I guess it depends on personnal preferences, but it is a very good weapon indeed !
technically and economically i'd go for the ft-200m if it was obtainable throughout the game and not just towards the end of the game... but other than that I would rate it the same as you!
Since the video has no timemarks and I have too much time on my hands, here goes. 0:30 - Mail Jacket Bandit Jacket with extra Bulletproof. 0:45 - Fort-15 Fort-12 with extra magazine capacity. 1:17 - Skinner Anomaly Leather Jacket with 600% health regen and other boosted stats. Great for early game. 1:33 - AKM 74/2U Special AKM 74/2U with intergrated suppressor. Unless you're a collector, it's not worth it. 2:01 - Viper 5 9x18 Viper 5 but shoots 9x18mm rounds. Very useful since this is the only automatic weapon that shoots that caliber. 2:33 - Walker 9x18 Walker P9m but shoots 9x18mm rounds. 3:08 - Fast-shooting AKM 74/2 AKM 74/2 with greatly increased fire rate. One of the most powerful rifle but eats up your ammo very fast. 3:34 - Hunter PSZ-9d PSZ-9d Duty armor with general increased resistance. 3:54 - Martha Unique pistol chambered in 9x19mm. The most powerful pistol that uses that caliber. 4:43 - Noiseless Viper Viper 5 with an intergrated suppressor. Very good if you have lots of 9x19mm to spare. 5:16 - Tourist Suit Stalker Suit with 20kg additional carrying weight. When you reach the soft cap 50kg you still suffer endurnace penalty. 6:00 - "Tunder" 5.45 A Tunder S14 that shoots 5.45x39mm rounds. One of the most powerful rifle in the game. 7:18 - Big Ben Unique pistol chamered in 9x39mm rounds. The most powerful pistol in the game. 7:49 - Reinforced Suit Merc Suit with extra Rupture resistance. 8:08 - Healing Beril Berill-5M Armored Suit with improved bleeding recovery. Despite the name, it features no improved healing. 8:18 - Ghost Suit Stalker Suit with 600% increased health regen. 8:31 - Storming Obokan Obokan with an intergrated GP-25 Koster grenade launcher and less visual recoil. 9:07 - Threaded SPSA14 SPSA-14 with improved accuracy. Despite the description, there's no penalty when using buckshots. 9:35 - Sniper SGi-5k SGi-5k with an intergrated SUSAT scope. For some reason it has slightly lower damage than normal variant. 10:24 - Kombez Freedom M2 Wind of Freedom Suit with greatly improved Electric resistance. 11:24 - Sniper TRs-301 TRs-301 with intergrated SUSAT scope and suppressor, improved accuracy but rate of fire is greatly decreased. 11:55 - Balanced IL 86 IL 86 with slightly less recoil. 12:56 - Lightened IL 86 IL 86 with less weight and intergrated silencer. 13:16 - Combat Chaser Chaser 13 with improved damage. 13:58 - Sniper Obokan Obokan with an intergraed PSO-1 scope and slightly improved accuracy. 14:41 - Noiseless Kora Kora-919 with an intergrated suppressor. 15:22 - Sniper VLA VLA Special Assault Rifle with the ability to mount a scope. 16:25 - Exoskeleton PNB-4UZ Exoskeleton Suit with better night vision module. All additional info were taken from stalker.fandom.com
you prolly dont give a damn but does anyone know a trick to get back into an instagram account..? I was dumb forgot the login password. I appreciate any assistance you can offer me!
You can even turn 'Purge the Freedomers' in to a repeatable mission and get unlimited Sniper VLAs. Voronin will always offer the mission near the end of his sequence if there's a Freedomer in the village, so just toss either of the two randomly-named guys in Murk's group into a Vortex to destroy his body and a respawn will show up. The respawns keep coming too, you only have to destroy the first body to set it up.
@@Ender111 I get what you mean, the thing is that I don't know myself why my accent sounds like that. I'm not Russian nor Ukrainian. I just spent too much time in the Zone I guess.
Ah yes, I remember that Thunder. It always show up when you first entered the village. So you need to save 20000 RU before entering the village in the beginning of the game is a challenge. I remember how I tried and finally bought it. It's a poweful gun.
don't forget if you get ontop of the barn, in cordon and sprint jump to the house straight ahead. There is an armor there as well, i forgot what it's called.
@@vanyaimportant669 i killed them without having the rest of freedom turn against me by rolling an explosive barrel up to them then shooting it. dunno if it was a glitch tho, or if it works with other factions, it's a long time since i played the game.
@@papalegba6759 I think it's because 'not YOU killed them, but the BARREL". I tried it too, and it always worked. I also wanted to try out the hint in the wiki and roll them to the Duty camp and damage them, but on half the way they despawn and respawn in their original position. That was do annoying!
@@londomollari1082 lol i never tried that! btw, when i finally got the modded freedom guns i didn't like them & sold em to barkeep... a very stalker scenario.
9:25 The "Penalty for shooting buckshot" is later introduced in Clear Sky where you can have a threaded barrel instead of a smoothbore shotgun barrel, but you cannot use buckshot rounds. If you notice recently, I watched a lot of your videos and commented a lot about Clear Sky mechanics and theories. I am a (semi) modder as I create "Starter Pack" (by modifying "character_desc_general.xml") and "Running Exoskeleton" (by modifying "outfit.ltx") mod for the game
3:20 Basically an AK-107 (in concept). 9:23 IRL, if you fire shot out of a shotgun with a rifled bore, the pellets will disperse faster due to the rotation imparted onto the wad that contains the pellets. So really, all it does is loosen the pattern. It's not a huge deal, though, since a shotgun with a rifled bore (which we Western spies call a "slug gun") is optimized for slugs. Slugs, themselves, can also be rifled for flatter trajectory and better accuracy. *Note:* IRL, only a chump would willingly use slugs in a shotgun with no stock (not counting if it's the only thing available). Also, only a chump would put a stockless pistol grip on a shotgun that already has rifle sights. I'm thinking of the Chaser in this case (which is actually a Maverick 88, not a Winchester 1300). 12:52 They got the weight wrong with the standard L85A1. It weighs 5kg unloaded when it should weigh 5kg loaded. That means its loaded weight is 5.33kg. What a hoss! 13:42 Five rounds instead of six would make sense if it's loaded with 3" Magnums. That's how I justify it in my headcanon anyway. The Maverick 88 holds five in the tube plus one in the chamber if loaded with 2.75" standard rounds. Subtract one if loading Magnums. That is, unless you chamber-load a Magnum round directly into the chamber, then load the tube with standard rounds. But that's not applicable here. Speaking of which, I hope S.T.A.L.K.E.R. 2 depicts realistic chamber-loading with all fixed-tube guns. *Note:* You might notice that slug and dart rounds have a 76mm (3") case length instead of 70mm (2.75"). That would indicate that they're Magnums. 12-gauge in metric is 18.5mm, so a full metric designation would be 18.5x70mm (standard) or 18.5x76mm (Magnum).
The description of the Combat Chaser says that there's an artifact stuffed into the tube magazine to make the slugs and shot it fires more powerful. That's why it only fits 5 rounds instead of 6.
@@JunkCCCP Yep. Kinda like how you subtract one if loading 3" (76mm length) Magnum rounds. Except the artifact presumably makes it more like a Super Magnum. Super Magnums exist, but they're 3.5" ultra-shells rather than being Zone-enhanced IRL a go go. A 12-gauge Super Magnum is roughly comparable to a mighty 10-gauge in terms of cartridge payload.
My favorite unique item in soc was the sniper TR you can get in the merc blockade in the army warehouses. It was my trusty gun for most of the game, and you could even add a grenade launcher (M209) to it. It even had a suppressor, and I used to headshot people in the head to kill them instantly.
If you didn’t know this before, I’ll tell you know. Some of the neutral/friendly characters who carry special weapons, if they take part in an engagement with another faction, they can get downed if injured badly. When that happens they drop their weapon and you can pick it up and give them the medkit in case you want them alive for whatever reason. For instance the bandit raid with Bes in the Garbage
Very useful vid didn't know you could quick load to get the stashes to pop up as the fang stash is very annoying as there's only one Dead NPC that can give it and its in the tunnels after a long sequence so if you don't get the stash to pop up you have to try again.
If you just play the game long enough, then most of unique characters will die by "natural" causes and you don't need to kill them to get their unique weapons. If I am not mistaken, then by repeatedly killing enemies, you eventually should open most stashes anyway (I am not 100% sure, but I wasn't aware there are stashes which you can only get from specific bodies). Overall, I think part of Fang's exoskeleton I had all unique pieces, or maybe I just didn't use it as I always preferred SEVA suits, or SPP99/Ms and haven't used many Exoskeletons.
@@anomalousdugout9557 Well I did get them all, but I had to do a bunch of planning on the optimal ways to get every special weapon. If I knew about this, it would've been easier. To be honest, I didn't know about the scoped VAL until that run.
There is an RPG on the second floor of the building right before you go into the lab after getting the second key from Borov. You have to get up to the second floor from the outside stairs which is a bit hard to do because the stairs are broken, But you'll manage if you try.
Funny fact: The IL 86 in Stalker Shadow of Chernobyl could have a better version, for the IL 86 be a good weapon it should: 1- Be lightened (To 2 or 3 kgs for example); 2- Have a lower recoil and a better handling; 3- Have an integrated silencer; 4- Have an higher reliability; 5- Be chambered for 5.45x39 ammo. If there was an special IL 86 with those characteristics, it's possible that it would be one of the most reliable and benefitial weapons in game.
9:42 there's actually a safer way to get those Sniper SGI instead of killing the guards and turn them hostile. roll some barrels (2-3) inside the warehouse and explode them at the guards, i think it's not actually a bug since they were killed by barrel, not the player..
Yes, I know that this works. I was more focused on where to get the weapons and what was special about them so I did not think about this trick when I did the video. Thanks for pointing it out anyway :)
I always got my hands on that special thunder gun. Because that guy would run out and get mauled by dogs ever single time. It and Big Ben where my favorites.
There is another weapon which can't actually be acquired normally but some mods add it back in as a unique gun: the TOZ-34 or "hunting rifle" as it's sometimes called. For some reason in SoC, this gun is STUPIDLY powerful, dealing more damage per shot than any other gun with the sole exception of the Gauss Rifle (balanced out by only having two shots before needing to reload, a slow reload at that, and no optics). I'm assuming the stats it has are placeholders.
@@anomalousdugout9557 I still remember the first time I got one in a modded SoC playthrough and I punted a pseudodog over the railway bridge in Cordon due to a physics bug. At that moment I decided that was the gun I would use for the rest of the playthrough, and I did.
So uh kinda late, but what is the best radiation resistance artifacts/ anomalies and what suit is best for reduced radiation? I am having trouble with the red forest mission. I keep getting fucked by radiation
I have a question, is in stalker clear sky and shadow of chernobyl a box where you can put all your loot in like Call of Pripyat at the skadovsk ? Or you must take your loot with you ?
You can use any box or container, the NPCs will never steal your loot. In Shadow of Chernobyl there is a box at the 100 rads bar that can be especially useful.
So i either had a really weird bug or i'm very lucky since i found the special suppressed AK-74U on the body of some bandit i killed close to the Agroprom Entrance in the Garbage in the train station where the loners are at
So I want to ask a question, I was coming back from the X-18 Labs and I went over to the Garbage where I saw Oleg was in the fire and his Sniper Obokan was on the ground next to the fire. Now I don't know if he is supposed to wander here but you said that he would wander around Wild Territory. So how did he die in Garbage and not reach Barkeep yet? Was Oleg too early in my timeline, and was Oleg killed before he got to Barkeep? Because I remember sometimes I would come back from finishing in Yantar to go into Wild Territory, then leaving for Barkeep and then I start getting close to leaving and those rats end up killing Oleg before I could even get to him. It was then I would pick up the Sniper Obokan. Are there any answers to this?
Bro i new player for stalker shadow of chernobyl can i ask some question ? Which mods i need ? (for graphic, gameplay and bugs ) how i use mods ? (sorry man my english bad :d)
For your first playthrough you don't really need any mods. If you really want some, check out the moddb website. Usually all mods are easy to install and all the instructions are written on the page.
The Fort 15 is a very good gun for me. It has the biggest pistol mag in the game, it is reliable, it is very precise, and has good range. It is also very easy to get, it has ammo which is common in the Zone, so it is highly recommended.
It is a pretty good pistol indeed, but you have to consider the consequences of killing the military at the bridge. After you wipe them a squad of special forces will take their place, making the crossing of the bridge much much harder.
@@anomalousdugout9557 I also have the Threaded SPSA, the Fast-shooting AKM 74, the AKM 74 Special, and the Storming Obokan. It's very easy for me to kill the special forces under the bridge.
I haven't done any stat comparisons or anything, but I believe it's one of the best for sure. There are maybe other late-game guns that are better but considering that you aquire it very early in the game, it usually stays relevant for a long time.
La TRS-301 Sniper del campamento de los mercenarios, es la mejor arma de los fusiles, porque es un fusil francotirador modificado, la ocupé siempre durante todo el juego, la otra es la escopeta SPAS-12, y la pistola del militar del cordón con silenciador posteriormente. Saludos P. S. No es necesario asesinar a los S.T.A.L.K.E.R para obtener las armas, por lo general, mueren por ataques de mutantes o de bandidos casi siempre. Saludos
Hi I notice you carry a good weight in game but collect all stuff where to you store items for safe storage and how do you deal with this merci bo cu,thanks