Black Mesa V6 - 'Not sure about the shotgun'-edition
1,875 replies, posted
[QUOTE=RenaFox;50274861]I've been playing this on twitch recently
The marines are really overpowered and not fun to fight, it's not good design to be shut in an area where there's very little cover with 10 of them :surrender:[/QUOTE]
it used to be 10x worse in the mod. They're manageable now.
if there's too many just shoot a mp5 nade or a crossbow bolt in their general area. it will stunlock them in retreat and fear
[QUOTE=TextFAMGUY1;50279859]We want everyone's input!
We know about this and we hate it too! Just haven't got around to fixing it yet. Will see if I can kick one of the programmers up the arse for it for CU4.[/QUOTE]
The camera lurch is especially bad with the Crossbow. With the marines they can take potshots at you and make it almost impossible to hit anything. The Itchyasaur is also too weak, 2 glock clips kill it with ease.
[QUOTE=TextFAMGUY1;50279859]We want everyone's input!
We know about this and we hate it too! Just haven't got around to fixing it yet. Will see if I can kick one of the programmers up the arse for it for CU4.[/QUOTE]
AI has impeccably accurate aim that makes it annoying to play.
I couldn't get past the assassins area because my health was too low and couldn't do anything once I stepped out the door, they instakilled me every time. After I reloaded and saved health better this time, I barely even managed to finish the fight without dying several times. Same goes for the marines, they're just too good a shot. HL2 was never this hard for me, not even on hard difficulty.
[QUOTE=austin0331;50280985]AI has impeccably accurate aim that makes it annoying to play.
I couldn't get past the assassins area because my health was too low and couldn't do anything once I stepped out the door, they instakilled me every time. After I reloaded and saved health better this time, I barely even managed to finish the fight without dying several times. Same goes for the marines, they're just too good a shot. HL2 was never this hard for me, not even on hard difficulty.[/QUOTE]
Half-Life 2's a walk in the park, imo. Half-Life on hard was difficult as hell, but for almost all the right reasons. Yes, enemies were hard, but they were combattable in different ways. It didn't feel like you were fighting aimbots.
That being said, the whole hgrunt problem could really easily be fixed - and on my end, is because of script changes - by editing simple values in weapon_mp5.dmx. There's even separate syntax for AI versus players, so it's all relatively simple.
Speaking of, if any devs feel like they wanna spruce that up somewhat I could give you my values. I'm no programmer, but why not :v:
I don't think they can legally, they'd have to pay you or something
Wait, really? well that's silly, All I did was make it so they no longer have sustained fire, but rather fired in bursts of 3, so all they'd have to do is set the burst_count_min/max to 3 and adjust values from there. I didn't think you could paid for giving someone simple boolean values.
Send to them the fixes/post it at their forums then. They welcome suggestions and fixes.
Also, to whoever wrote that we won't take suggestions because we'd have to pay the person, don't be silly! There'd be no precedent for that whatsoever. We came from a modding background, we thoroughly welcome community input (within reason of course!). Hell, I'm on the team because of that same attitude!
I'm very keen to keep improving the balance of our game and to make the gameplay more fun and deep. Suggestions are welcomed and always considered, as long as they're laid out in a reasonable manner. I'm actually tweaking some balance for the Surface Tension Update right now, as it goes.
[QUOTE=TextFAMGUY1;50290826]Also, to whoever wrote that we won't take suggestions because we'd have to pay the person, don't be silly! There'd be no precedent for that whatsoever. We came from a modding background, we thoroughly welcome community input (within reason of course!). Hell, I'm on the team because of that same attitude!
I'm very keen to keep improving the balance of our game and to make the gameplay more fun and deep. Suggestions are welcomed and always considered, as long as they're laid out in a reasonable manner. I'm actually tweaking some balance for the Surface Tension Update right now, as it goes.[/QUOTE]
1. Some of the ammunition found lying around prior to finding the huge ammo storage room in Surface Tension should be removed to make this event more significant. I'm mainly thinking about the shotguns you discover at the end of the map with the two tanks (prior to the map with the snipers), but there might be other examples too.
2. I've mentioned it already, but the Alien Controllers should have new voices made for them in order to better distinguish them from the Houndeyes. Also, their voices should have a more shriek-like distinctive quality (as in the original game), since the gameplay mechanics involving the controllers typically have them somewhere [I]above[/I] the player, making it important that the player can quickly notice their presence by non-visual signals.
3. It often feels like ammo is far more abundant that it was in the original HL, which is actually detrimental to gameplay. There's too often a feeling that the game is trying to ensure you're always wielding full ammo for every gun you have. How to fix this? For one thing, the MP5s' and MP5 clips should preferably not give the player same amount of ammo when picked up, as it was in the original: The clips should give you the full 30 rounds and the guns themselves maybe 15-20 rounds. Picking up any of the weapons shouldn't give you more ammo than the clip of the weapon can carry, at least on difficulties other than Easy. Most importantly of all, I'd really like to have a HL2-type system where the amount of ammo picked up changes depending on difficulty, so picking up a shotgun (to give an example) might give you 12, 8, or 4 shells (or whatever numbers you prefer) depending on the difficulty level.
4. Continuing on the above point: In order to enhance the "marines losing to the aliens" theme in ST and FAF, it might be interesting if the guns dropped by the grunts in the later maps of ST and the whole of FAF gave the player only a very small amount of rounds. This might additionally have the effect of making the player rely more on the grunt vs alien infighting as part of his strategy, if that's in any way desirable.
5. The shotgun-wielding grunt found in We've Got Hostiles is a poor addition. In the mod version, finding the shotgun at the end of the chapter worked as a great reward for surviving through it. When contrasted with the fact that the shotgun isn't really all that useful during the outdoor battle, it seems a shame to lose this aspect.
[QUOTE=juhana;50298484]
5. The shotgun-wielding grunt found in We've Got Hostiles is a poor addition. In the mod version, finding the shotgun at the end of the chapter worked as a great reward for surviving through it. When contrasted with the fact that the shotgun isn't really all that useful during the outdoor battle, it seems a shame to lose this aspect.[/QUOTE]
I thought he had the don't-drop-weapons flag before.
well it should be super easy to reactivate
[QUOTE=TextFAMGUY1;50279660]Fancy laying all of those "quality of life" issues out as feedback for us so we can consider changing those things? It's hard to make improvements based on simple statements of opinion as fact. The update following this one will probably be focussed on small improvements.[/QUOTE]
Yeah, sorry for the very late reply, sometimes I post right before I go to bed and forget in the morning.
I really like Black Mesa, I've replayed it a good number of times, so most of my complaints are inspired from things I've noticed over and over and bothered me, hence "quality of life". Be warned, a lot of these could be somewhat inconsequential or subjective nitpicks.
So without further adieu:
- You can't sprint in any direction other than forwards, I think this is a contrarian design decision to how half-life is intended to be played, you're supposed to move around quickly and avoid fire. This is further compounded by how quickly and aggressively the AI fire at you. It would be more understandable if that was just the 'new' mode, but also affects "Always Run" mode.
- This is a slight graphical nitpick, but I think there should be a few second delay between sprinting, and the sprint animation playing; since if you sprint sporadically in a gunfight, your view model starts flailing everywhere. I think BF4 does this well, for reference.
- [URL="https://s.gvid.me/s/2016/05/12/crossbowinterrupt.webm"]Sprinting interrupts the crossbow reload[/URL]
- As I said earlier (I think), the MP5's 'recoil' is super weird to handle:
[vid]https://s.gvid.me/s/2016/05/11/bmsmp5.webm[/vid]
As compared to the comfortable, if 'gamey' HL2:
[vid]https://s.gvid.me/s/2016/05/12/hl2smg.webm[/vid]
- The crowbar decides what to hit in a weird way:
[vid]https://s.gvid.me/s/2016/05/11/crowbarweird.webm[/vid]
As compared to HL2:
[vid]https://s.gvid.me/s/2016/05/11/hl2crowbarproper.webm[/vid]
Which feels very 'accurate' at hitting the exact thing you want to hit.
- Viewpunch is a big issue, HL2 has fairly mild viewpunch, doesn't mess your aim up that much, whereas BM really makes it hard to aim.
- The combat and 'flow' is also off, the [URL="https://s.gvid.me/s/2016/05/12/bmscombat.webm"]AI are extremely aggressive in BM[/URL], often unloading half a clip into you as soon as they spot you, and not being able to sprint backwards makes it hard to evade. Just compare how[URL="https://s.gvid.me/s/2016/05/12/hl2combat2.webm"] HL2 combat scenes flow[/URL].
(I stand still for the fist few seconds to demonstrate the aggressiveness and viewpunch) (Both are recorded on the 'middle' difficulty)
- Nades in HL2 [URL="https://s.gvid.me/s/2016/05/12/hl2nade.webm"]don't inherit player momentum[/URL], which in my opinion makes them much easier to peak and toss, where [URL="https://s.gvid.me/s/2016/05/12/bmnade.webm"]Black Mesa nades do[/URL]. You also can't crouch 'roll' them, which is a nice feature in HL2 for very fine controlled placement.
- Getting hit pushes you back, this makes rushing a group of NPCs especially difficult, HL2 does this to some extent, but only 'boss' NPCs can really push you (Striders).
- More of a bug, but [URL="https://wiki.sourceruns.org/wiki/Schrodinger's_Crouch"]Schrodinger's Crouch[/URL] [URL="https://s.gvid.me/s/2016/05/12/schrodingerscrouch.webm"]still exists[/URL] (Yet no bhopping :frown:)
- Checkpoints, usually they're pretty good, but on Surface Tension whenever I die I'm often put back 10~ minutes of gameplay
My suggestions are very simple because I completed the retail version only once, so I don't have a lot of experience:
-SMG could be a bit less accurate so I can "spray and pray" more, especially when the enemy is a bit further away.
-Screen recoil from being shot by HECU could be reduced a bit.
This can easily be seen as one issue: When you fight HECU, your screen recoils so much that your crosshair is almost never on the enemy, and because the SMG is so precise this means that you are not hitting them, too. I beat the game on hard, and it was hard, but not in the good way (Talking exclusively about the fights with the soldiers. Everything else was OK as far as I'm concerned with my limited experience).
Again, I didn't test anything specifically, it's just how it felt to me.
[QUOTE=TextFAMGUY1;50290826]Also, to whoever wrote that we won't take suggestions because we'd have to pay the person, don't be silly! There'd be no precedent for that whatsoever. We came from a modding background, we thoroughly welcome community input (within reason of course!). Hell, I'm on the team because of that same attitude!
[/QUOTE]
Maybe it depends on company policy. Could be a triple A developer thing. I've just seen it happen before.
My bad.
[QUOTE=glitchvid;50305056]
- Nades in HL2 [URL="https://s.gvid.me/s/2016/05/12/hl2nade.webm"]don't inherit player movement[/URL], which in my opinion makes them much easier to peak and toss, where [URL="https://s.gvid.me/s/2016/05/12/bmnade.webm"]Black Mesa nades do[/URL]. You also can't crouch 'roll' them, which is a nice feature in HL2 for very fine controlled placement.[/QUOTE]
That's the main reason I didn't use grenades, they were so unpredictable and felt just wasting them.
btw didn't Half-Life do that?
You can edit files in scripts\gameplay\weapons to tweak weapon behavior in hands of player and NPCs.
These values for MP5 should make MP5 HECU Marines behave more like Combine Soldiers:
[CODE]
"npc_attack" "npc_attack"
{
"id" "elementid" "b786a699-6137-4684-9788-ab2edc850d3a"
"cycle" "float" "0.1"
"burst_count_min" "int" "2"
"burst_count_max" "int" "5"
"rest_time_min" "float" "0.3"
"rest_time_max" "float" "0.6"
"bullet" "bullet"
{
"id" "elementid" "fe4126d4-5274-41dd-92c7-6787c6a4d840"
"spread" "vector3" "10 10 0"
"damage" "float" "3"
}
}
[/CODE]
Update just dropped
On an unrelated note, this is either extremely light "Depleted Uranium", or Gordon is very strong:
[vid]https://s.gvid.me/s/2016/05/12/bmshotput2.webm[/vid]
-snip-
[QUOTE=conner.97;50308229]Update just dropped[/QUOTE]
Huh? I didn't get any update.
Edit: It's in the public beta. Right click on Black Mesa in your Steam Library, go to properties and opt into the beta.
We rolled out the patch to the public-beta to try and catch any nasty issues and to iron a few things out first. Real update [B]should[/B] roll out in a few days, depending on what we find.
Feel free to post feedback and thoughts here, and definitely post anything that might need immediate (read: gamebreaking!) looking at, please!
Not sure if it's something on my part, but cascaded shadow maps look pretty crisp on High:
[t]http://i.imgur.com/YWLPg4b.jpg[/t]
And then this is Very High:
[t]http://i.imgur.com/UKkZ70k.jpg[/t]
Edit: is it working as intended if the key security guard only catches up when I get close to the booth and some enemies spawn? Otherwise he just stood there in the hangar after opening the door, not reacting to anything.
[QUOTE=HGrunt;50311723]
Edit: is it working as intended if the key security guard only catches up when I get close to the booth and some enemies spawn? Otherwise he just stood there in the hangar after opening the door, not reacting to anything.[/QUOTE]
No, that's not working as intended. In fact you're missing out on some pretty awesome scripts.
Are you using any mods?
[QUOTE=TextFAMGUY1;50312013]No, that's not working as intended. In fact you're missing out on some pretty awesome scripts.
Are you using any mods?[/QUOTE]
No mods. Also I just replayed the map and now he exited the hangar right after me as intended.
[QUOTE=TextFAMGUY1;50310751]Feel free to post feedback and thoughts here, and definitely post anything that might need immediate (read: gamebreaking!) looking at, please![/QUOTE]
CSM shadows don't work at all for me, but still kill performance when enabled, when disabled they leave an overlay on the screen; [URL="https://s.gvid.me/s/2016/05/13/BMCSM.webm"]demonstration video[/URL] [del]soon[/del].
AMD r9 290, Win 10.
[QUOTE=glitchvid;50312149]CSM shadows don't work at all for me, but still kill performance when enabled, when disabled they leave an overlay on the screen; [URL="https://s.gvid.me/s/2016/05/13/BMCSM.webm"]demonstration video[/URL] [del]soon[/del].
AMD r9 290, Win 10.[/QUOTE]
Found a fix! Set your (non CSM) shadow detail to high. Worked for me.
[b]Edit:[/b]
Nevermind, I Rewatched your vid, You already have ot set to high.
This game is pretty good graphical-wise
[t]http://images.akamai.steamusercontent.com/ugc/267214130199983892/1CB15C10922C54599272386D9C162E513511858A/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/267214130199984768/B33D9AE47B06747B561C8D48BDDDCAF6DF17C5F4/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/267214130201994318/82036CDA3894751B867F24BE3FFDE7DC79C36FBE/[/t]
Also I say that you should do this:
For difficulties, Easy should be Normal, and Normal should be hard
Easy should be identical to Half-Life 2 combines
I haven't tried Normal, but it's pretty tough on Easy.
I think what you could do is remove the spray patterns on Normal and Easy, but keep them on Hard.
Surface Tension uncut was pretty fun, you guys did a great job on it!
Also, I strongly recommend changing the way that rockets work
[video=youtube;i9QEsvG3LEg]https://www.youtube.com/watch?v=i9QEsvG3LEg[/video]
Can you please add Steam Controller touch menu icons for Black Mesa?
Having a touch menu is so much better than using the scroll wheel to select weapons.
Pretty sure on the Steamworks website you can upload your own icons.
The icons have to be in a 1:1 aspect ratio like 256x256 or 512x512
I never understood why shotgun grunts both in hl1 and hl2 are sometimes allowed to instantly shoot a second shot with no cooldown. They do that in BM aswell.
can we just make them shoot with less random pauses and a set fire rate? Also allow them to shoot from midrange like hl1
pretty sure that's just the AI's way of using the secondary fire
well then have it make the appropriate sound effect and do a real double shot.
two fast shots just feels like they cheat
Eh, I don't think getting the cumulative damage in one blast is going to feel any less like being cheated.
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