• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Even then, how much damage does a headcrab do regularly? If you have a suit-administered antidote, why would it drop your HP to [I]fifty[/I] when hit with 100 HP?
[QUOTE=gk99;44952953]Even then, how much damage does a headcrab do regularly? If you have a suit-administered antidote, why would it drop your HP to [I]fifty[/I] when hit with 100 HP?[/QUOTE] The suit simply isn't advanced enough to completely counteract the effects of the particular poison in question. Pretty obvious really.
5-15 depending on difficulty, if I'm right
[QUOTE=UntouchedShadow;44944020]Reminds me of how in Fallout: New Vegas, the tumbleweeds would make loud metallic clanking sounds if you jumped on them.[/QUOTE]Or like, most of Xen.
[QUOTE=DONOTWANT;44954641]Or like, most of Xen.[/QUOTE] Well, Xen seemed to be some kind of system of rocks or whatever so it would make some sense.
[QUOTE=juhana;44953185]The suit simply isn't advanced enough to completely counteract the effects of the particular poison in question. Pretty obvious really.[/QUOTE] Says who? Now we're just rewriting canon.
[QUOTE=gk99;44955432]Says who? Now we're just rewriting canon.[/QUOTE] idk maybe the gameplay
[QUOTE=gk99;44952953]Even then, how much damage does a headcrab do regularly? If you have a suit-administered antidote, why would it drop your HP to [I]fifty[/I] when hit with 100 HP?[/QUOTE] [QUOTE=gk99;44955432]Says who? Now we're just rewriting canon.[/QUOTE] I like the idea of dropping the player health a percentage when this happens, but I agree that losing 50 health would just be too much. Maybe you simply drop to around 70%?
[QUOTE=Falkok15;44951977]I run the fuck out of the mineshaft before anything touches me.[/QUOTE] Shoot the barrels when the crabbies get close, that's what I do
Poison headcrabs aren't supposed to be scary alone. They're supposed to be terrifying when with other enemies.
[QUOTE=endorphinsam;44955880]idk maybe the gameplay[/QUOTE] You mean the gameplay that doesn't do that shit vanilla? Totally.
[QUOTE=gk99;44956563]You mean the gameplay that doesn't do that shit vanilla? Totally.[/QUOTE] does it not take your health down a lot? i haven't played in a long time.
[QUOTE=endorphinsam;44957319]does it not take your health down a lot? i haven't played in a long time.[/QUOTE] Takes it down to 1 and then grows back up. He's talking about permanently halving your HP (until you grab a medkit) every time you get hit and it goes up. Basically, if you have 100 HP, the system he's talking about will drop you down to 50 HP in one hit from a poison headcrab, 25 HP in another hit, etc.
[QUOTE=gk99;44957604]Takes it down to 1 and then grows back up. He's talking about permanently halving your HP (until you grab a medkit) every time you get hit and it goes up. Basically, if you have 100 HP, the system he's talking about will drop you down to 50 HP in one hit from a poison headcrab, 25 HP in another hit, etc.[/QUOTE] Only on hard, which is after all supposed to be, well, hard. On easy it would be just like the vanilla HL2, and on normal 75% of the previous health would be regenerated. Of course these particular figures are just my suggestions, and I realise they might be considered a bit excessive by some. But the basic idea is pretty good nonetheless. Now that I think about this more, perhaps it should instead work the following way: - On Easy, your health will be regenerated back to 100hp (minus the small bite damage), if you had that amount before. - On Normal, your health will be regenerated only up to 75hp, if you had that amount before. - On Hard, your health will be regenerated only up to 50hp, if you had that amount before. This would work much more sensibly than the system I suggested before, as it would be pretty silly if the player (assuming he had full health) would lose 25/50 hp from a first poisoncrab bite, and then lose only ~18-19/25 hp from the next one and so on.
I think it'd be nice for the normal setting to take half of your health and let a quarter of it regenerate. For example, you start at a hundred, drop down to 50 and then have the ability to go back to 75. At 50, you'd drop down to 25, and then have the ability to go back to 36. The regeneration would take place over a longer period of time, as well. For the hardest difficulty, it would be cool if instead of regenerating back to 100, you regenerated to half your health as mentioned in this thread. And, of course, there would be a longer duration for the regeneration of health. Oh, and for Easy, you could probably just take away 5-10% of health and have it so all of it can come back relatively quick.
[QUOTE=wauterboi;44958871]I think it'd be nice for the normal setting to take half of your health and let a quarter of it regenerate. For example, you start at a hundred, drop down to 50 and then have the ability to go back to 75. At 50, you'd drop down to 25, and then have the ability to go back to 36. The regeneration would take place over a longer period of time, as well. For the hardest difficulty, it would be cool if instead of regenerating back to 100, you regenerated to half your health as mentioned in this thread. And, of course, there would be a longer duration for the regeneration of health. Oh, and for Easy, you could probably just take away 5-10% of health and have it so all of it can come back relatively quick.[/QUOTE] No. Not having your health drop initially to 1 would make the poison headcrabs too unthreatening, and goes arguably against the very reason for their existence (in gameplay sense).
[QUOTE=juhana;44958587]Only on hard, which is after all supposed to be, well, hard. On easy it would be just like the vanilla HL2, and on normal 75% of the previous health would be regenerated. Of course these particular figures are just my suggestions, and I realise they might be considered a bit excessive by some. But the basic idea is pretty good nonetheless. Now that I think about this more, perhaps it should instead work the following way: - On Easy, your health will be regenerated back to 100hp (minus the small bite damage), if you had that amount before. - On Normal, your health will be regenerated only up to 75hp, if you had that amount before. - On Hard, your health will be regenerated only up to 50hp, if you had that amount before. This would work much more sensibly than the system I suggested before, as it would be pretty silly if the player (assuming he had full health) would lose 25/50 hp from a first poisoncrab bite, and then lose only ~18-19/25 hp from the next one and so on.[/QUOTE] Or they could just leave the system alone
The entire point of poison crabs is to make you want to target them first leaving you vulnerable to other enemies- it's basically a way of trying to force the player to take some damage.
iirc Newell talked about the poison headcrabs as being a fear that the player would immediately recognize upon hearing its pounce.
While on the subject of Headcrabs, can we give the fast headcrabs their own sounds?
I don't think there's much you could do aside from maybe adding some skittering sounds when they run, they're basically just skinny, long legged headcrabs
[QUOTE=kaze4159;44961289]I don't think there's much you could do aside from maybe adding some skittering sounds when they run, they're basically just skinny, long legged headcrabs[/QUOTE] why would like, a creepy ugly looking food deprived boney ass headcrab sound the same as the regular ones though
If anything was to be changed, a slight disorienting effect would be a nice touch. Like for 2-3 seconds.
Just do a tapping synced up with their running animation, if anything.
[QUOTE=Mr. Someguy;44962706]Just do a tapping synced up with their running animation, if anything.[/QUOTE] Perhaps a sound effect akin to someone tapping their fingernails on a saucepan? Their legs are much thinner than a normal Headcrab, so it could fit. Just make sure the sound is quiet enough. I couldn't imagine how Ravenholm would be if there was a constant 'tick tick tick' noise every level.
I say the effect should be the cyberdemon stomp from the original Doom.
The best possible solution for both Fast and Poison Headcrabs is to have the Fast Headcrabs constantly making the scream Poison Headcrabs make when they're about to attack. That way, Fast ones sound different from regular Headcrabs, and it's suddenly a lot more stressful finding a Poison Headcrab, because chances are you'll hear so many false alarms from a fast headcrab just wandering around that you won't even acknowledge the REAL Poison Headcrab's attack.
[QUOTE=eatdembeanz;44966089]The best possible solution for both Fast and Poison Headcrabs is to have the Fast Headcrabs constantly making the scream Poison Headcrabs make when they're about to attack. That way, Fast ones sound different from regular Headcrabs, and it's suddenly a lot more stressful finding a Poison Headcrab, because chances are you'll hear so many false alarms from a fast headcrab just wandering around that you won't even acknowledge the REAL Poison Headcrab's attack.[/QUOTE] But then you loose the whole purpose of the poison headcrabs sound, which is to be a clear warning. And considering the sound they make is like a rattlesnake (likely a reference to their toxicity), it would be weird to hear from a non-toxic crab.
i have never been combo'ed by a poison + fast crab combine smgers + poison crabs on the other hand are just downright evil. only seen that in custom maps though.
Maybe we could give them a low-volume hiss or something. Fast Zombies are constantly making that weird obnoxious noise, why not do the same for the crab?
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