I had the same issue with the door like ICG in my 2nd playthrough. I used commands to get inside and after that upper door opened… The door near guard and guide stayed closed for really long time
@@IcedCoffeeGamingthat's probably because some moron enemy walked in the building. I had it several times and had to reload the save because there was no way to kill and unlock the station.
You can get into malachite at any time by a hidden tunnel leading from where the electric anomaly is outside the facility, this will work always as the tunnel has no doors and only a ladder, I have this tried out as my front door opened only during main quest, so just like you said you can run there right from garbage, grab the free PSZ-9I drop down to the anomaly below and enter 😎
I used a lot Holemaker on M701 Cavalier and where I found this attachment very useful is when I encounter bloodsuckers and I have no full size shotgun in weapon slots and no time to swap guns. Actually from super close range I found easier to spam bloodsucker with buckshots. Against human oponents I found more useful rather Texan shotgun dealing more damage and being easier to do one headshot one kill improving ammo economy and DPS value. However what I really hate is that game does not remember being switched to holemaker after you use any consumeable, switch to second gun or sidearm or when you get stunned by some attacks like bloodsucker leap, chimera jump, pseudogiant ramming, etc. 💀
You can do a 5-magazine reload from empty if you mash the reload key. It'll tick up to 4, but then to 5 before the animation ends if you're mashing reload.
Turning off underbarrel after using consumables or weapon swap killed this attachment for me =( Also you can reload it while sprinting but actually shotgun empty it just animation bug Hope we can see mod that fix it all 😅
0:22 A few potential ergonomic improvements: Mount the M26 (Holemaker) a bit farther forward so you can add a grip. Alternatively, upgrade the rifle to use G3 mags (which would be common throughout Europe, surely on the black market, and would probably be used by mercs in the Zone). Then your support hand will have something to grasp when firing it. It should be straight-pull bolt-action, not semi-auto (no room to install a gas or inertia system since the whole point of the M26 is to be minimalistic), so a further improvement would be to give its host weapon an adjustable stock. Yes, even the M701 (Remington 700, M40, whatevs). And it should be able to be aimed, so when mounted on a host weapon along with a scope - as with the M701 which comes with a scope anyway - combo sights would be in order. Any kind of combo sights. You'd use the scope with the rifle and the backup CQC sight with the Holemaker. Any kind of backup CQC sight. Could be offset iron sights, offset dot sight, or any kind of backup sight on top of the scope. Note: The way it's used IRL is with its host rifle's stock collapsed so your shootin' hand can grasp the host rifle's mag like a grip while firing the M26, then you use your support hand to work the action. 2:15 In the old games, the default was "V" for toggling between rifle and launcher. In GAMMA, that's always what you use to switch between scope and backup sight with combo sight systems. 2:21 Should be able to accept all types of shells, and its damage and effective range should be roughly the same as the sawed-off. Also, it should use 5-round mags (tactical reload gives you six rounds). Anything more would hang down too low. Anything less is just skimpy. Note: Mag depth gets me thinking - what if you could lie prone and make use of bipods?! The M701 would be perfect for that! Basically Red Orchestra-style gameplay mechanics. 2:34 That shouldn't be a thing this far into the 21st century. That's, like, video game logic from 20 years ago. 2:46 Shouldn't have ANY spread at that distance! Not even out of that stubby barrel! They could maybe justify it by giving it a duckbill choke (since we're working with video game logic anyway), then have it throw horizontal oval-shaped patterns with about that much dispersion at average room-length distances. I'd prefer fist-size patterns at room-length distances (which is what you'd actually get with buckshot loads even out of that stubby barrel). You don't really start to see ultra-loose patterns until the barrel gets down shorter than, say, 7". 5:54 A clip is a device, other than a speedloader, used for loading a magazine or cylinder. If there was a magazine mod (which I'm sure modders will make if they haven't already), you could use stripper clips to speed-load box mags.
Thing is you cannot change the position of attachments in Stalker 2, they have fixed positions. You also cannot add any backup/combo-sights. This is not Escape from Tarkov ;-)
@@judsongaiden9878 I know that gamma has them, as well as efp and other mods for anomaly, but this isn't gamma, efp ect. We have to deal with what we have until maybe in future, when the mod pack is released by gsc, content like this will be brought in by modding community.
@@IcedCoffeeGaming I get it. I'm playing on Xbox so it would be a significant issue to try to switch between the shotgun and the rifle. So not a good idea for me!
brings memories of an old book about stalker where "device Holemaker" were special bullets made from the Zone's wildlife that could pierce nearly any armor :)
Doors being locked is an issue I’ve run into on my second play through also. Do you think it’s because we’re exploring in places the game doesn’t expect us to be in, because never had one locked door issue on my first time through when I followed the games intended path
Gp37(g36) should have a unique variant with unique holemaker and have a name like SASsy or smth, avaliable in mid game like right after Monolith and be usable whole game after. Also in pripyat on the roof we should have a unique m701 silenced in the green camo net with the name like captain speaking and not that lame shit with red dot on the duga guarded by 2 pseudogiants(in my case btw)
What keybind are you using to swap to the shotgun?? Is it a mod? B by default just changes between single fire, burst (if available), and full auto. By default you have to use the horrible tab function and hit C when it's open, and half the time it doesn't properly select the shotgun. I'd love to have a normal hotkey to swap to the Holemaker since the reason I quit using it was because I was getting killed in gunfights when I couldn't swap to it effectively. EDIT: I just found it on a Gamerant website. You hold B to quick swap to the underbarrel attachments!
It has the same stats as stock SPAS, just with fewer rounds but reload faster. If you have Saiga or RAM or Upgraded SPAS then of course it's worse, but it's nice to keep something as backup for dogs because it doesn't cost durability to shoot.
Question. When using an M203 on an assault rifle with the firing switch from full auto to semi-auto, is there a different method, or once you add the M203, your assault rifle becomes a permanent full auto, and the switch mode goes to using the M203?
on my second playthrough, door is locked, can noclip/fast travel to pay the fee or use tickets, but the upstairs behind door is permanently unlocked so i can just get in for free lol
I love the fact we have 3 viable shotguns for endgame each with it's own very small niche Ram - exo killer (better accuracy and damge) Saiga - mutant killer (mag dump king) Holemaker - jack of all trades My biggest issue with the holemaker is the 4 round mag. Because when you do get jumped by 3 bloodsuckers / pseudogiant / chimera and with sprinting reseting the whole reload animation, a bigger mag does make a difference.
I wish it had at least 8 shots but still pretty darn good. What I like about this is, you don't have to carry a separate shotty when you have this. So, less weight means more crap you can carry unless it weighs almost as much as a shotgun?!
i got one waaaaay before malachite - i just don't remember where i found it😀 but i've never used it except trying it for a while. I prefer real shotgun and an assault rifle or smg.
Why would you run your weapons till they’re broken? Why not just repair them sooner? My stuff rarely got below 85% except during a few of the heavier combat missions. I also never had any problems with the money for repairs. Are people struggling with this? I do play on stalker difficulty.
I finished my playthrough on veteran, never dropped the difficulty at any point. Never struggled with anything, actually at one point I had like 800.000 coupons in my inventory. All the while rocking an upgraded kharod, saiga, vastly upgraded diamond exosuit and an upgraded rhino. No issues whatsoever. Perhaps issues can arise if you extensively use sniper rifles because you constantly have to buy ammo. The point of stalker is usually for you to also determine whether the enemy you're fighting is worth the bullet investment or not. Sniper ammo should be reserved for toughest enemies only, same goes for gauss rifle. But yeah sure, if you blast your gauss on boars, poltergeist and bandits, well get ready to suffer financially.
@@blastmanutz7798sniper is actually great, the bolt action one has great economy (450 shots until it breaks so you can easily make 100-200 kills with it before you actually need to repair).
I want to be able to run a Holemaker under the Saiga. Because Dawg.
We put a saiga on yo saiga so you can magdump while you magdump
if you want double shotgun , get the TEXAN gun
That's like 14 rounds
Isn’t this like your 37th video on the Holemaker…
I have mentioned it in other videos but never actually made a video on it.
doors are not bugged. if there are hostiles around and the guards are enganged in combat doors are locked, same thing happens in yaniv
At the time the guards were not engaged, the one door in particular was locked for 20 hours of gameplay lol
I had the same issue with the door like ICG in my 2nd playthrough. I used commands to get inside and after that upper door opened… The door near guard and guide stayed closed for really long time
@@IcedCoffeeGamingthat's probably because some moron enemy walked in the building. I had it several times and had to reload the save because there was no way to kill and unlock the station.
You can get into malachite at any time by a hidden tunnel leading from where the electric anomaly is outside the facility, this will work always as the tunnel has no doors and only a ladder, I have this tried out as my front door opened only during main quest, so just like you said you can run there right from garbage, grab the free PSZ-9I drop down to the anomaly below and enter 😎
I used a lot Holemaker on M701 Cavalier and where I found this attachment very useful is when I encounter bloodsuckers and I have no full size shotgun in weapon slots and no time to swap guns. Actually from super close range I found easier to spam bloodsucker with buckshots. Against human oponents I found more useful rather Texan shotgun dealing more damage and being easier to do one headshot one kill improving ammo economy and DPS value.
However what I really hate is that game does not remember being switched to holemaker after you use any consumeable, switch to second gun or sidearm or when you get stunned by some attacks like bloodsucker leap, chimera jump, pseudogiant ramming, etc. 💀
Choosing the underbarrel is so wonky I consider holemaker utter garbage. And yes, you take meds you need to choose the underbarrel again. It's sheit.
You can do a 5-magazine reload from empty if you mash the reload key. It'll tick up to 4, but then to 5 before the animation ends if you're mashing reload.
Turning off underbarrel after using consumables or weapon swap killed this attachment for me =(
Also you can reload it while sprinting but actually shotgun empty it just animation bug
Hope we can see mod that fix it all 😅
0:22 A few potential ergonomic improvements: Mount the M26 (Holemaker) a bit farther forward so you can add a grip. Alternatively, upgrade the rifle to use G3 mags (which would be common throughout Europe, surely on the black market, and would probably be used by mercs in the Zone). Then your support hand will have something to grasp when firing it. It should be straight-pull bolt-action, not semi-auto (no room to install a gas or inertia system since the whole point of the M26 is to be minimalistic), so a further improvement would be to give its host weapon an adjustable stock. Yes, even the M701 (Remington 700, M40, whatevs). And it should be able to be aimed, so when mounted on a host weapon along with a scope - as with the M701 which comes with a scope anyway - combo sights would be in order. Any kind of combo sights. You'd use the scope with the rifle and the backup CQC sight with the Holemaker. Any kind of backup CQC sight. Could be offset iron sights, offset dot sight, or any kind of backup sight on top of the scope.
Note: The way it's used IRL is with its host rifle's stock collapsed so your shootin' hand can grasp the host rifle's mag like a grip while firing the M26, then you use your support hand to work the action.
2:15 In the old games, the default was "V" for toggling between rifle and launcher. In GAMMA, that's always what you use to switch between scope and backup sight with combo sight systems.
2:21 Should be able to accept all types of shells, and its damage and effective range should be roughly the same as the sawed-off. Also, it should use 5-round mags (tactical reload gives you six rounds). Anything more would hang down too low. Anything less is just skimpy.
Note: Mag depth gets me thinking - what if you could lie prone and make use of bipods?! The M701 would be perfect for that! Basically Red Orchestra-style gameplay mechanics.
2:34 That shouldn't be a thing this far into the 21st century. That's, like, video game logic from 20 years ago.
2:46 Shouldn't have ANY spread at that distance! Not even out of that stubby barrel! They could maybe justify it by giving it a duckbill choke (since we're working with video game logic anyway), then have it throw horizontal oval-shaped patterns with about that much dispersion at average room-length distances. I'd prefer fist-size patterns at room-length distances (which is what you'd actually get with buckshot loads even out of that stubby barrel). You don't really start to see ultra-loose patterns until the barrel gets down shorter than, say, 7".
5:54 A clip is a device, other than a speedloader, used for loading a magazine or cylinder. If there was a magazine mod (which I'm sure modders will make if they haven't already), you could use stripper clips to speed-load box mags.
Thing is you cannot change the position of attachments in Stalker 2, they have fixed positions. You also cannot add any backup/combo-sights. This is not Escape from Tarkov ;-)
@@judsongaiden9878 I know that gamma has them, as well as efp and other mods for anomaly, but this isn't gamma, efp ect. We have to deal with what we have until maybe in future, when the mod pack is released by gsc, content like this will be brought in by modding community.
useless for me, I didn't use it even once while playing because of the stupid switching between main and secondary weapons
So you never used it and wrote it off without trying it. I too enjoy being closed minded.
@@IcedCoffeeGaming I get it. I'm playing on Xbox so it would be a significant issue to try to switch between the shotgun and the rifle. So not a good idea for me!
brings memories of an old book about stalker where "device Holemaker" were special bullets made from the Zone's wildlife that could pierce nearly any armor :)
I thought the underbarrel grenade launcher was called a masterkey and was used as a door-breaching weapon by shooting out locks?
Doors being locked is an issue I’ve run into on my second play through also. Do you think it’s because we’re exploring in places the game doesn’t expect us to be in, because never had one locked door issue on my first time through when I followed the games intended path
Possibly, but on my 3rd vet run the green door wasn't bugged when I went there early. I think it was just an early game bug you'd get sometimes.
Gp37(g36) should have a unique variant with unique holemaker and have a name like SASsy or smth, avaliable in mid game like right after Monolith and be usable whole game after. Also in pripyat on the roof we should have a unique m701 silenced in the green camo net with the name like captain speaking and not that lame shit with red dot on the duga guarded by 2 pseudogiants(in my case btw)
What keybind are you using to swap to the shotgun?? Is it a mod? B by default just changes between single fire, burst (if available), and full auto. By default you have to use the horrible tab function and hit C when it's open, and half the time it doesn't properly select the shotgun.
I'd love to have a normal hotkey to swap to the Holemaker since the reason I quit using it was because I was getting killed in gunfights when I couldn't swap to it effectively.
EDIT: I just found it on a Gamerant website. You hold B to quick swap to the underbarrel attachments!
You must hold the fire mod swap key(B default) to activate underbarrel attachment
@@0DFG0 thanks! found it super annoying tabbing to the radial menu
Played with it a bit under the kharod & 701 and personnaly i like having a real shotgun better
It has the same stats as stock SPAS, just with fewer rounds but reload faster. If you have Saiga or RAM or Upgraded SPAS then of course it's worse, but it's nice to keep something as backup for dogs because it doesn't cost durability to shoot.
Question. When using an M203 on an assault rifle with the firing switch from full auto to semi-auto, is there a different method, or once you add the M203, your assault rifle becomes a permanent full auto, and the switch mode goes to using the M203?
on my second playthrough, door is locked, can noclip/fast travel to pay the fee or use tickets, but the upstairs behind door is permanently unlocked so i can just get in for free lol
I love the fact we have 3 viable shotguns for endgame each with it's own very small niche
Ram - exo killer (better accuracy and damge)
Saiga - mutant killer (mag dump king)
Holemaker - jack of all trades
My biggest issue with the holemaker is the 4 round mag. Because when you do get jumped by 3 bloodsuckers / pseudogiant / chimera and with sprinting reseting the whole reload animation, a bigger mag does make a difference.
Imagine having holemaker on sniper, you basically cannot use it because animations are too slow
I wish it had at least 8 shots but still pretty darn good. What I like about this is, you don't have to carry a separate shotty when you have this. So, less weight means more crap you can carry unless it weighs almost as much as a shotgun?!
i got one waaaaay before malachite - i just don't remember where i found it😀 but i've never used it except trying it for a while. I prefer real shotgun and an assault rifle or smg.
the trader reputation in malachite is fked i had it on red when i first arrived and im not the only one hope they fix that soon
you missed one thing, you can carry 5 bullet if you leave one bullet in the barrel and reload again
I just hate that you can’t use different ammo types in the holemaker… just standard buckshot
it kinda makes sense,since it has infinite durability it would be very exploitable to always run special ammo
@ ngl it was my exact thought when I first found it in the game😂
I ran this with a revolver and the skmakarov to make bundles cause it costs almost nothing to run.
This on the cavalier has gotten me almost to pripyat
Hello. Will u make material about hidden exoskeleton in game named shield of duty?
Thanks man. I totally missed it.
Why stop at malachite, tho?
Just run straight to yaniv or even pripyat and get all the good stuff 🤓
Why would you run your weapons till they’re broken? Why not just repair them sooner? My stuff rarely got below 85% except during a few of the heavier combat missions. I also never had any problems with the money for repairs. Are people struggling with this? I do play on stalker difficulty.
Ppl who play on veteran struggles with it, max difficulty has the lame balance
I finished my playthrough on veteran, never dropped the difficulty at any point. Never struggled with anything, actually at one point I had like 800.000 coupons in my inventory. All the while rocking an upgraded kharod, saiga, vastly upgraded diamond exosuit and an upgraded rhino. No issues whatsoever.
Perhaps issues can arise if you extensively use sniper rifles because you constantly have to buy ammo. The point of stalker is usually for you to also determine whether the enemy you're fighting is worth the bullet investment or not. Sniper ammo should be reserved for toughest enemies only, same goes for gauss rifle. But yeah sure, if you blast your gauss on boars, poltergeist and bandits, well get ready to suffer financially.
@@blastmanutz7798sniper is actually great, the bolt action one has great economy (450 shots until it breaks so you can easily make 100-200 kills with it before you actually need to repair).
I don't use the holemaker cause it feels a bit overpowered, I pretend it doesn't exist in the game.