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Comment History  (0 - 30 of 427)
Ignatz
Ignatz - - 427 comments @ [1.7.1] Ballistics Overhaul

Hi Grok, really nice addon, stable, impactful and lean. I really like the new feeling of the weapons in game and actually need to use AP ammo for walking tanks in exos!
The only issue I have noticed it the fact, that the mod renders weapon firing in the bursts more or less useless. Take the good old AN-94: its two-shot burst is a waste of ammo, as the kickback of the weapon after first shot will send the second bullet to the moon. Same applies to M- series weapons or the new ISG BaS weapons.
Anyway keep up the good work!

Good karma+2 votes
Ignatz
Ignatz - - 427 comments @ Boomsticks and Sharpsticks

Thanks Mich. It was the Motion Blur setting. I was playing around with DoF, Lighning and whatnot but I was not suspecting the motion blur for it.
It works now.

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Boomsticks and Sharpsticks

Hey Mich. Nice update and sweet guns as always!

I've noticed that in my case, the scopes/sights that work like magnifying glass are sadly unusable (f.e. the AK5 ISG Special or the Tulip scope).

Instead of just magnifying the area from the scope, the whole screen gets blurry and loses sharpness.

I use BaS and Blindside together + Groks Rebalances including patches. I do not use additional shaders of effects. BaS is installed as last mod.

Thanks in advance for reply!

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Boomsticks and Sharpsticks

Hey, thanks for quick reply. It's just splendid that you offer your time to answer the questions and help out. Keep up the good job!
I hope too see more of your work in the future. Maybe one day someone, somewhere will create my long-time stalker dream: and underbarrel-mounted 40mm shotgun instead of grenade launcher ;)

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Boomsticks and Sharpsticks

Sup Mich, awesome work with this mod. A true gamechanger if you ask me, weapons from BaS feel way more realistic and immersive. The tacticool upgrades also add some nice touch to the end game.
I've noticed that I cannot mount one scope on any found gun. It's the Kashtan Tactical Kit for dovetail mounts. Would you mind giving it a look?

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Empire At War Remake: Galactic Civil War

Hey guys! After spending around 50 hours playing your mod, I feel that it would be justified to give you some feedback.

First of all, the general impression I have is great. The space battles are long, intense and immersive. I took the phrase "This mod catapults EaW into 2020" as an empty slogan, yet I was definitely wrong, because the mod certainly does that. The visual side of mod is stunnigly beautiful and I loved to just disregard my losses and enjoy the battle from the old, trusty cinematic view. The UI and GC Map are also intuitive, clean and just doing their job which is good.
But, as the old slavic proverb says, there is no rose without thorns. The starfighter are barely visible performance killers, I'm really happy that the devs decided to rework them in order to improve the FPS rate. In my case the improvement was great and personally I would simplify their design even further as the capships are waaaaay more intresting to look at and I need a magnifying glass to see those TIEs.
The lack of ground combat has been explained hundreds of times. Rome wasn't build in one day too so you have my understanding.
I've one more point to say and I might be a bit controversial but:
I've got some mixed feelings regarding the rework of the music. I like the fact, that you decided to keep the 100% SW music, but some of the tracks gave me flashbacks from Rogue Squadron and Dark Forces. Do not get me wrong, they're good, but they sound ... MIDIsh (especially the main menu) and I believe that they do not fit the modern look of the mod. The "new" trilogy (I-III) or newer games (Republic Commando?) had some great tracks and I would think about incorporating some more tasty bits into the mod. Similar approach applies to the Underground, which IMHO doesn't need 150% classic SW music, as this faction was always quite deviant from the main canon of the game (the MadMax tracks were pretty well fitting ;) )

Sorry for a Wall of Text, but I do not think that I could do your mod the justice it deserves in just few words.

Regards and keep up the good work!

Good karma+7 votes
Ignatz
Ignatz - - 427 comments @ Mass Effect Fan Group

Anybody still playing the multi ME3?

Good karma+2 votes
Ignatz
Ignatz - - 427 comments @ S.T.A.L.K.E.R. Anomaly

Hey guys!
I‘ve noticed that there is no way to effectively decrease goodwill. I‘ve read somewhere along the lines, that if xour goodwill is low enough, then the hostile faction will send a team to get rid of you.
I‘ve killed all mercs in Dead City as a loner, yet my goodwill still stands at 0.

Thanks in advance for response!

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Lost to the Zone v1.7 [CoC 1.4.22]

*Mild Spoiler Alert*

Hey there SarisKhan! I would love to give you some feedback but sadly, my storyline progression was stalled by quite unexpected turn of events. Murphy's laws are at play again: "If you make something idiot-proof, someone will just make a better idiot".

I was playing as a mercenary and started in the Dead City. During the story progression I was ordered to talk to the Gatekeeper. The quest failed immediately afterwards. I've went to the Barrier, where the Gatekeeper is supposedly found, only to find his dead body. I had my fair share of shootings in the Army Warehouses so I'm fairly certain that I mistook him for the next Monolith soldier, rendered him horizontal and used his soaked underwear to lubricate mah gun afterwards.

Would it be possible, to make this part of the quest more "robust"? For example by respawning him and making the quest harder?("You almost killed me last time! You would have to show me the heart of the oasis to make me forgive you") Would it be also an option to turn him into a trader (vide dudes at Flea Market)?

Thanks in advance and best regards!

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ S.T.A.L.K.E.R. Anomaly

First of all, this game is just outstanding. That's some quality work here!

I've noticed a few small things that IMHO could require some polishing or explanation.

1. Exo can only be repaired with Exo repair kit. I'm not sure if it intended or not, but I can live with it.
2. After doing some arena jobs, Arnie gives you a 1000 every time you speak to him.
3. Goodwill with your own faction resets if your faction enters a war.
4. Dushman assault jobs sometimes fail right after you start them.
5. I could only access the Limansk construction site via the deserted hospital. Not sure if it's intended. Wasn't there a teleport somewhere?
6. I've been everywhere but I've never saw a single Gauss Gun or Svarog detector.
7. Anomalies tend to spawn all the same artifacts all the time. I've a loads of Souls, Gravis and Eyes but never found a for example a single Stone Flower.
8. Damage system is a bit weird. I would make the armored guys a bit more tanky, you can one-shot an exo guy with some crappy shotgun.
9. Mutants are hella fast. It's okay, but I would make them a tiny, tiny bit slower, especially cats and lurkers. Because the mutatns also spot you for afar, it sometimes creates a weird situations, where mutants from all over the current map run through the miles of anomalies just to get to *you*.
10. Weather tends to change on instant or get stuck in one setting for days.
11. I'm getting notifications in the field about blowouts and psi-storms but actually have never ever (in 30+h) saw one.

That's it so far and keep up the good work stalkers!

Good karma+5 votes
Ignatz
Ignatz - - 427 comments @ int[] lol = new int[21];

Space Marine in a nutshell.

Good karma+3 votes
Ignatz
Ignatz - - 427 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

No, please no, I want to have social life!

Good karma+2 votes
Ignatz
Ignatz - - 427 comments @ Aircraft Lovers Group

In doubt always go back to the immortal IL-2 Sturmovik and take the seat in one of the cool oldschool jets or even rocket planes (ME-163 Komet FTW!)!

Good karma+2 votes
Ignatz
Ignatz - - 427 comments @ Humor, satire, parody

A bit of poorly translated biker humour incoming!

A Suzuki, Kawasaki and Harley riders died and are meeting the God at the gate to heaven. God stares down on the humbled Suzuki guy and says "You were popping wheelies near the kindergarden, you deserve punishment" and the guy drops into hell. As the Kawasaki guy approaches, the God says with booming voice "You were running red lights and speeding like a ninja, you go to hell!" and the guy falls down straight into a devil's kettle. The terrified Harley dude comes forward and the God bursts into tears saying "Come, my poor child, you've been already through hell with your bike"

*biker wave*

Good karma+2 votes
Ignatz
Ignatz - - 427 comments @ MISERY 2.2 released

Seriously? You've released the 2.0 when I was in the middle of an impossible exam period. Next massive update came out when I was struggling against my Bachelor's thesis. Now I'm in the middle od Master's thesis and boooom, Misery 2.2!
I've told you already TWICE, if I fail my studies miserably, then you will get from me less mayo on french fries!

Good karma+5 votes
Ignatz
Ignatz - - 427 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hey guys. I recently got an idea. We have basically no faction exclusive one-in-a-kind weapons. I've drank some beer to clear myself from radiation and boost creativity and here are the results:
1. Bandits: 4 or 6 barreled TOZ. They have no access to decent gear, but those chimeras and exo-tanks aren't gonna loot themselves. Perfect gun for ambush with ridiculous alpha and reloading time (like KV-2 Tank). It also adds a flair of craziness to the bandits.
2. Duty: slow firing, powerful machine gun from a tank, heli or something similar. Usable only with exo, great for purging. Tremendous firepower at the cost of impaired mobility!
3. Freedom: free like the wind. Preferably light, ultra-modern western carbine with all possible goodies attached. Or a stoner idea: RG-6 Bulldog (one you had to find in the first Stalker) modified to fire buckshot to turn it into revolver shotgun.
4. Loners: an exceptional sniper rifle, since nobody is so lonely as the snipers. But please not SVD.
5.Military/Mercs: Some prototype modular assault rifle. Dull, yet effective, like the faction.
5. Ecologist: Gauss Pistol. Nuff said.
6. Clear Sky: the Gauss Gun you had to use in Clear Sky at the end of the game. Or Vintorez from the protagonist, Merc. Both could be rugged, heavily modified weapons with a bit of sad backstory.
Here it is. Good night to you all!

Good karma+2 votes
Ignatz
Ignatz - - 427 comments @ Third Age - Total War

I know about the RoM, but the newer TW titles (including Atilla) are extremely mod-unfriendly. Even the strategic map cannot be modified in any proper way... and that's a KO for me.

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

This bug is around since TATW 1.1. it affects pretty much every game with installed submods. Luckily the game restarts quickly :)

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Elder Scrolls V: Skyrim

Search for it in the vincinity of the player-built houses. They're mostly located on the rocky slopes somewhere close to the workbench. Just run around a little next to any rocky walls/slopes and you will find something. Clay can be found near ponds, brooks or rivers and wood has to be bought at the sawmills. If you already have a standing house and a steward, then he can order the stuff you need for you. The general goods merchants tend to have building materials too!

Good karma+4 votes
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

Medieval II + Kingdoms+ Kingdoms Patch (1.41? I can't recall the number). You also need the latest verstion of the Third Age Total War mod!

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

If it makes you feel better - in my case the One Ring script crashed the game too during one campaign and worked perfectly during some other one and it was the same, not-reinstalled copy of the game.

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

So the Vault Wardens are gone for good?

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Effective, and permanent.

Innovative lead chemotherapy!

Good karma+5 votes
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

*dunedain intensifies*
Please add some special Numenorran Unit for Reunited Kingdom!:)

Good karma+2 votes
Ignatz
Ignatz - - 427 comments @ Third Age - Total War

I'm commited PC gamer since 1994 when I got into first contact with games like DOOM, Wolfenstein 3D or Duke Nukem 3D. I've played countless games and mods.
This is the best mod I've ever played and one of the very few games, that I'm always returning to after some time. This applies also to the truly wonderful TATW submods.
Thank you!

I really pity the fact, that this jewel will never be ported into newer TW game where it could fully unfold its wings.

Good karma+3 votes
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

Thank you for your reply! I know that the game's engine is sadly very limited when it comes to that, but I was thinking more in the category of adding some special structures, that do not have to be shown on battle/strat map. For example Dwarves could build the aforementioned Shrine (of the Seven ;)) in Gundabad, that would add for example increase in trade (pilgrims!) Isengard could build the lumber camps/windmills in Shire to reflect the "scouring" mentioned in the books. I was thinking about small changes like this, to add some more flavor. But anyway the mod is great and I wish you a lot of success with further development!

Good karma+3 votes
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

A small suggestion. I love the aspect of restoration of certain fractions to their old glory. What do you think about adding some more quirks like rebuilt Tharbad Bridge or restored Osgiliath? We could add cleansed Gundabad for Dwarves (some sanctuary bulding maybe?), rebuilt Amon Sul for Dunedain (maybe involing some palantir fished out from Forochel bay? There is a bit of potential for small quests in here), restored Minas Ithil for Gondor, cleansed southern parts of Mirkwood for the elves...
Or just go for the corruption. Scoured, industrialized Shire for the bad guys, gloomy Minas Tirith, razed Lothlorien... I remember some script that was changing the name of the Minas Tirith to Minas Anor and Minas Morgul to Minas Ithil once you were in charge of both of them;) It adds a nice touch to the game.

Good karma+3 votes
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

It's possible. I have played some submod where the good factions were never warring with each other. But it sucks on a long term, game gets quite boring, especially in the north, after Orcs there are gone, just nothing happens. One of the most intresting campaings for me was involving a full scale war between dwarves and elves!

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

Bro, just use an autowin-cheat if they bother you too much. It's your game! Or create an army with a lot of Uruk Pikemen + Archers that can deploy stakes and form your troops in square formation. The Ents are classified as heavy cavalry, so they should get killed by charging at the wooden stakes. Their assaults will last for some time, after several attacks they will be destroyed as a faction.

Good karma+1 vote
Ignatz
Ignatz - - 427 comments @ Divide and Conquer

They are like a bulldozer. Or zamboni ice resurfacer (Deadpool anyone?). It takes them some time to gain momentum, but once this happens, everything in their path is doomed. The Dwarves of Moria and their cousins from Erebor are my all time favourite factions to play, because of their superheavy infantry, sheer amount of badassery and lately, grapeshot catapults.

Good karma+1 vote