• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
You could have a place for them to sit in the dropship, then have an animation of them getting up from their seat and getting out
there could be explosions
Would there be a way to give them the ability to shoot at you while getting off?
Their current animation seems a little too drawn out. Perhaps have a quick vault out to minimize opportunity?
[QUOTE=Xubs;42590896]in Half-Life 2, when Combine get out of a dropship, they have the entirety of their drawn-out exiting animation where they are completely vulnerable to any and all attacks. There's quite a lot of instances where you can [I]easily[/I] cheese Combine soldiers without them ever fighting back simply by standing in front of the dropship, like so: [img_thumb]http://cloud.steampowered.com/ugc/848093507540937927/B09E1D7C82BA0373EAE45A71A2BB9891CE91E383/[/img_thumb] to top it all off, each combine emerging from the dropship happen to simply appear out of nowhere from within before hopping out. It's incredibly jarring, especially because a lot of the coastal dropships let you view this happen without ever trying to gate you from seeing it. I don't know if this was ever discussed in the past (4 threads + 127 pages is a lot to keep up with), but will this be fixed? One could simply revise the Combine animation and the dropship's model to fix the sudden appearance and make the dropship gun constantly fire even when it releases Combine to force Gordon away from the door. Alternatively, if it's too difficult to make the dropship fire while releasing the Combine, one could simply make the Combine be invincible for a few moments after beginning the animation and leaving the dropship.[/QUOTE] i'm guessing they'll fix it by making them sit down and then playing an animation of them getting up and walking out. and they could make it so there's a turret inside of the thing that would shoot at you if it saw you were too close, so you couldn't easily pick them off while they were still sitting down/in the middle of the animation. as it is now they are invulnerable during the animation, but as soon as they exit the animation you can just shoot them in the face, and that's kind of annoying that you cant kill them mid animation, so i think making them vulnerable while in the middle of the animation, but just making sure that if you get to close inside a turret would shoot you (or the still currently sitting down soldiers would shoot you with their guns, that would be cooler) so you couldn't easily pick them all off. but I say reward the player for sprinting in and tossing a grenade and killing them all before the turrets (or sitting down combine) could kill him.
[QUOTE=Xubs;42590896]Alternatively, if it's too difficult to make the dropship fire while releasing the Combine, one could simply make the Combine be invincible for a few moments after beginning the animation and leaving the dropship.[/QUOTE]Personally, I'm annoyed enough as it is that they're invincible [I]during[/I] their jump-out animation. I'd hate if they were given more invincibility. I'd rather see the soldiers jump out at a faster rate, so that the second one lands another jumps out. If they were all spawned at the same time it might be too easy for the player to take them all out with a single explosive. I thought briefly that they could stay inside for cover if seen, but it would give the player far too big of an opportunity to simply destroy the container they're in. I've also found it very easy to simply stay on the side of the dropship without the gun & pick the soldiers off from behind. A second gun(both made half as rapid as the original was) could counter this, but having the dropship's rockets burn near-by objects &/or repell them like the helicopter does could work just as well at close range. As for an improvement over the interior that should explaination why you can't just shoot or chuck a grenade inside to take them out, I can't think of anything good right now. All I can think of is force fields popping off & on between jumps. (The forcefields in the bunkers on the coast, not the more common ones you can shoot through seen in most of the rest of the game) And while I'm at it: Dropships that drop rollermines should have them visibly attached to their suction cups instead of having them appear out of thin air. I don't know how hard it would be to do right, but I'd really love to see ragdolls of all the soldiers/cops inside when a container breaks. And make the containers collides with the combine energy balls FFS.
Will there be any changes to the section in anticitizen 1 where the manhacks dont stop spawning in the car tunnel because I find that part really frustrating and kind of absurd. Almost always, my followers refuse to follow and would rather take cover because of the numerous manhacks and you cant even stop them from coming. Its like your walking right on by the manhack factory. At the very least the time before the next wave spawns should be extended.
Actually they do stop spawning, there's just a lot of them.
[QUOTE=DONOTWANT;42591768]Personally, I'm annoyed enough as it is that they're invincible [I]during[/I] their jump-out animation. I'd hate if they were given more invincibility. I'd rather see the soldiers jump out at a faster rate, so that the second one lands another jumps out. If they were all spawned at the same time it might be too easy for the player to take them all out with a single explosive. I thought briefly that they could stay inside for cover if seen, but it would give the player far too big of an opportunity to simply destroy the container they're in. I've also found it very easy to simply stay on the side of the dropship without the gun & pick the soldiers off from behind. A second gun(both made half as rapid as the original was) could counter this, but having the dropship's rockets burn near-by objects &/or repell them like the helicopter does could work just as well at close range. As for an improvement over the interior that should explaination why you can't just shoot or chuck a grenade inside to take them out, I can't think of anything good right now. All I can think of is force fields popping off & on between jumps. (The forcefields in the bunkers on the coast, not the more common ones you can shoot through seen in most of the rest of the game) And while I'm at it: Dropships that drop rollermines should have them visibly attached to their suction cups instead of having them appear out of thin air. I don't know how hard it would be to do right, but I'd really love to see ragdolls of all the soldiers/cops inside when a container breaks. And make the containers collides with the combine energy balls FFS.[/QUOTE] By far the easiest method would be just fix the dropship turret so it shoots whenever the player is near it, that's how it used to deter you long enough to unload. Alternatively you could try an invincible gunship accompanying the dropship, the gunship would strafe and harass the player long enough for the dropship to unload then move on.
Could you have the dropships drop roller mines before the troops disembark? Or would that be too much?
The drop-off location could simply be changed so that the soldiers are shielded by cover whilst they all get out of the container. I actually think there is a bit during the coast levels where a drop ship offloads troops behind a makeshift rebel gate and the troops all get into position and then breach the gate with explosives. OR The behaviour of the gunship could be changed whilst the troops are getting out so that it uses it's pulse cannon much more aggressively in order to force the player back into cover to give the troops some time to pull together. Pretty much what ViralHatred said
What if it flys by low altitude, and drops off sets of soldiers quickly; and dynamically so the player can never quite get there in time.
What if the drop ship releases the pod is from the air and the pod sides open upon on landing with the drop ship hovering around for a few seconds to cover the soldiers with a mounted gun that can be shot off with a rpg?
Or if the pod opened from the bottom and the Soldiers rappelled out. This is the EXACT same problem that happened with the Dropships in Halo 1, and they went around it by designing a different one in the second game where they deploy straight out of the bottom. I'm damn certain that would apply here too.
[QUOTE=glitchvid;42596833]What if it flys by low altitude, and drops off sets of soldiers quickly; and dynamically so the player can never quite get there in time.[/QUOTE] The problem is dropships take so long to land and drop off soldiers and that they don't fire their guns at close range any more (Only briefly at mid range). If you're talking about the specific scene in the coast with the gate battery puzzle an easy fix would be to plug the holes in the ramshackle fence and have the soldiers destroy a barricade to get in and perhaps stick a clip ontop of it so the player can't actually navigate to the dropship until they've disembarked. The real issue would be solving the bug when it comes to the lighthouse point attack - You need to make sure the buggy is disabled and cannot be retrieved before that attack (It's op as shit vs soldiers) and the fact they take ages to deploy needs correcting too.
Maybe you can omit the lengthy animation and just have the soldiers run out of the dropships. That way they'd be able to fight back the moment they enter the field.
[QUOTE=Blooper Reel;42597952]Maybe you can omit the lengthy animation and just have the soldiers run out of the dropships. That way they'd be able to fight back the moment they enter the field.[/QUOTE] The dropship pod is solid and a soldier can't walk in thin air. What happens is the soldier actually spawns outside in front of it, the game then plays an animation that makes it seem like he is jumping out. The reason they are invincible is because if they weren't you could shoot thin air in front of the dropship and kill the soldier before it even appears.
I think I have a simple solution. Just redesign the container so that it has a firing port on each side. If an enemy (you) gets too close, gunfire or sentry fire will come from that port and force you to move away.
[QUOTE=Mr. Someguy;42598574]I think I have a simple solution. Just redesign the container so that it has a firing port on each side. If an enemy (you) gets too close, gunfire or sentry fire will come from that port and force you to move away.[/QUOTE] But for all the effort of designing, modelling and coding they could just fix the dropship gun in the first place which did the same job?
[QUOTE=ViralHatred;42598827]But for all the effort of designing, modelling and coding they could just fix the dropship gun in the first place which did the same job?[/QUOTE] The dropship gun doesn't cover the left side. [editline]21st October 2013[/editline] Lift side facing the container has no defence, not sure why butthurter is dumbing this: [img]http://combineoverwiki.net/images/b/b9/Dropship_container.jpg[/img]
[QUOTE=Mr. Someguy;42600389]The dropship gun doesn't cover the left side. [editline]21st October 2013[/editline] Lift side facing the container has no defence, not sure why butthurter is dumbing this: [img]http://combineoverwiki.net/images/b/b9/Dropship_container.jpg[/img][/QUOTE] ..the turret can rotate and move on an axis. I think it's fine; and shooting 7 inch thick steel isn't going to do anything that bad so a turret doesn't need to guard anywhere else then what it was originally going to.
[QUOTE=Mr. Someguy;42600389]The dropship gun doesn't cover the left side. [editline]21st October 2013[/editline] Lift side facing the container has no defence, not sure why butthurter is dumbing this: [img]http://combineoverwiki.net/images/b/b9/Dropship_container.jpg[/img][/QUOTE] probably because there's nothing to defend on the sides
[QUOTE=endorphinsam;42600917]..the turret can rotate and move on an axis. I think it's fine; and shooting 7 inch thick steel isn't going to do anything that bad so a turret doesn't need to guard anywhere else then what it was originally going to.[/QUOTE] Do you understand what a blind spot is? Facing the image, the gun is on the RIGHT side. It cannot aim at the LEFT side unless you take the lazy way out and just let it shoot through itself, like the Combine APC does when you stand next to it. [editline]21st October 2013[/editline] [IMG]http://puu.sh/4W56E.png[/IMG]
I still think adding a gun on the other side to minimize the blind spot to it's rear could solve the problem. That would probably require halving the damage, rate of fire or lowering the accuracy of each to make it more or less the same as the original when both guns are pointed at the player. [QUOTE=ViralHatred;42594349]By far the easiest method would be just fix the dropship turret so it shoots whenever the player is near it, that's how it used to deter you long enough to unload.[/QUOTE]The only problem with that is it's too easy to simply stay on the side of the dropship outside of the gun's line of sight, using the dropship's container itself as cover. Unless by 'fix' you mean redesign the model so the gun can reach both sides. [QUOTE=ViralHatred;42594349]Alternatively you could try an invincible gunship accompanying the dropship, the gunship would strafe and harass the player long enough for the dropship to unload then move on.[/QUOTE]Nope, nope, nope. NOPE! [QUOTE=CMB Unit 01;42595509]Could you have the dropships drop roller mines before the troops disembark? Or would that be too much?[/QUOTE] I think there are already separate dropships in the maps for rollers & for troops. Or if you mean that they could be used to defend the soldiers, I don't think that'd work unless there was a near endless supply since they're so easy to punt across the map & ignore. [QUOTE=Kebab;42595725]The drop-off location could simply be changed so that the soldiers are shielded by cover whilst they all get out of the container.[/QUOTE] [QUOTE=glitchvid;42596833]What if it flys by low altitude, and drops off sets of soldiers quickly; and dynamically so the player can never quite get there in time.[/QUOTE] I imagine that either would be very hard to do in the lighthouse map. [QUOTE=xalener;42597722]Or if the pod opened from the bottom and the Soldiers rappelled out. This is the EXACT same problem that happened with the Dropships in Halo 1, and they went around it by designing a different one in the second game where they deploy straight out of the bottom. I'm damn certain that would apply here too.[/QUOTE]Are you saying to make it like the soldiers & osprey from HL1?
A simple solution might be to have several dropships landing around the same time and in places that can cover each other, instead of one at a time. Specifically thinking of Lighthouse Point, since IIRC that's really the only place you get to see dropships unloading up close anyway.
-snip for horrible puns-
I don't mean to be rude, but I think everyone's over-thinking this waaay too much than needed. I mean, it's an animation you don't even see much in the game.
[QUOTE=Mr. Someguy;42601340][IMG]http://puu.sh/4W56E.png[/IMG][/QUOTE] The real question is, can Player do fuck all when staring at a prop because the turret will shoot him if he pops out.
[QUOTE=gk99;42602787]The real question is, can Player do fuck all when staring at a prop because the turret will shoot him if he pops out.[/QUOTE] Still missing the point. You can stand beside the dropship container and shoot combine in the back as they come out. They can't react at all and the turret can't hit you there. It's pretty broken.
What if the pod had doors on the sides allowing all troops to come out at once? or as someone said before, put hatches beneath and have the soldiers rappelling down.
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