[QUOTE=Hell-met;44967370]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.[/QUOTE]
I actually really like how Ravenholm was balanced, and that the danger was not getting bitch-slapped after a poison bite, but instead being circled then torn to shreds by the crabs and zombies.
The cremator would be cool in secret areas
I feel like HL2 as a whole game was balanced pretty well. I don't remember any particular part that would even on hard make me get stuck and mad. It was challenging but not unfair.
[QUOTE=Dom Pyroshark;44981116]I feel like HL2 as a whole game was balanced pretty well. I don't remember any particular part that would even on hard make me get stuck and mad. It was challenging but not unfair.[/QUOTE]
Part of what made HL2 as amazing as it was was it's immaculate pacing. Few games get their's even close to as good as HL2 was, one of the few being actually Crysis 2 (that I rembemer, anyway). You never really notice the game suddenly shifting, you just notice that you're at the end even though it felt like it just began.
Has anyone ever noticed how shooting a standard zombie in the body causes the headcrap to freeze in midair for 2 seconds and respawn? We need to make that animation more seamless.
[QUOTE=Dom Pyroshark;44981116]I feel like HL2 as a whole game was balanced pretty well. I don't remember any particular part that would even on hard make me get stuck and mad. It was challenging but not unfair.[/QUOTE]
The only thing I'd do is make the combine more accurate.
[QUOTE=PaChIrA;44984304]The only thing I'd do is make the combine more accurate.[/QUOTE]
with the ar2 and shotgun they are accurate enough, but the smg...
I would say something about the shotgunners being too powerful, but now I realize it's my fault for getting too close to them.
[QUOTE=m3gaman100;44985253]I would say something about the shotgunners being too powerful, but now I realize it's my fault for getting too close to them.[/QUOTE]
It seems the combine shotgunners are smart enough to use the semi auto mode on the spas 12
I wish the combine soldiers would use smg grenades, normal grenades are kinda easy to avoid.
If I think about it, Cinematic Mod with its really powerful grenades made me an excellent grenade tosser/avoider.
Everytime I heard this beep sound I got the chills, man.
[QUOTE=Coolboy;44985740]I wish the combine soldiers would use smg grenades, normal grenades are kinda easy to avoid.
If I think about it, Cinematic Mod with its really powerful grenades made me an excellent grenade tosser/avoider.
Everytime I heard this beep sound I got the chills, man.[/QUOTE]
Here's a helpful tip: Avoid Cinematic Mod references here at ALL COST, unless you enjoy having THIS in your game :v:
[IMG]http://cloud-3.steampowered.com/ugc/902127097201848924/50D56468FE98CC4A82F916A3363F833BCCE20D73/637x358.resizedimage[/IMG]
[QUOTE=Coolboy;44985740]I wish the combine soldiers would use smg grenades, normal grenades are kinda easy to avoid.
If I think about it, Cinematic Mod with its really powerful grenades made me an excellent grenade tosser/avoider.
Everytime I heard this beep sound I got the chills, man.[/QUOTE]
The only reason the Grunts from HL1 got away with that was because the Grenades where A: Absolutely goddamned massive and B: Really slow
[QUOTE=Coolboy;44985740]I wish the combine soldiers would use smg grenades, normal grenades are kinda easy to avoid.[/QUOTE]
I made a suggestion like that once but as a warning you'd have them [url=https://dl.dropboxusercontent.com/u/87931465/gl_attack_pre.wav]count down[/url] quickly, and it'd have 50% airspeed. But I got shot down by people who can't recognize patterns saying "3, 2, 1, Flash!" is too subtle. :v:
It might work if you insert a razor train horn combined with a flashing screen and a giant "[highlight]AVOID![/highlight]" arrow that follows the grenade like some JRPG.
[sp]Hope I'm not being too hostile, I'm just kidding, but I do think the excuse of it not being noticeable is a bit silly[/sp]
You know what's fun
when enemies shoot shit that gets rid of a large chunk of your health with something you're going to have a fucking difficult time trying to avoid since you know it explodes on impact and you have to get [I]out[/I] of where you are [I]right now[/I] or get fucked. Even better if you run out of cover only to get shot because unlike the normal grenade where I'd just gravgun it back at them, I actually have to run out into where I could possibly be facing like 5 people with guns shooting at me. [I]Fun.[/I]
And "321flash" or something like it would be a necessity because unless you make that nade super visible, some of us who aren't super amazingly vigilant are going to have a fucking awful time seeing it come at us, so all that'll happen is an explosion and death.
[QUOTE=gk99;44989128]You know what's fun
when enemies shoot shit that gets rid of a large chunk of your health with something you're going to have a fucking difficult time trying to avoid since you know it explodes on impact and you have to get [I]out[/I] of where you are [I]right now[/I] or get fucked. Even better if you run out of cover only to get shot because unlike the normal grenade where I'd just gravgun it back at them, I actually have to run out into where I could possibly be facing like 5 people with guns shooting at me. [I]Fun.[/I][/QUOTE]
there are objects that instantly explode in half life 2? i've never noticed any. they all catch on fire first for me, allowing me to throw them back with my gravity gun.
[QUOTE=endorphinsam;44990456]there are objects that instantly explode in half life 2? i've never noticed any. they all catch on fire first for me, allowing me to throw them back with my gravity gun.[/QUOTE]
[img]http://puu.sh/9dCr9/152b60269e.jpg[/img]
[QUOTE=gk99;44990544][img]http://puu.sh/9dCr9/152b60269e.jpg[/img][/QUOTE]
why did you not just say that then
[QUOTE=endorphinsam;44990456]there are objects that instantly explode in half life 2? i've never noticed any. they all catch on fire first for me, allowing me to throw them back with my gravity gun.[/QUOTE]
Depends on how much damage they take.
And I don't know if it's just me but I find that if it wasn't for the ticking noise I'd never notice grenades and as it is I find I have habits of getting myself into situations where I can't hear it, especially in the later parts of the game and during nova prospekt.
[QUOTE=endorphinsam;44990691]why did you not just say that then[/QUOTE]
Because I figured based on the current discussion and how most people in this thread have a knowledge of how SMG Grenades work, you could figure it out.
How about SMG Grenades on hardest difficulty then?
[QUOTE=LordMundy;44980714]The cremator would be cool in secret areas[/QUOTE]
sorry
w/ the smg grenades stuff, i'm afraid that soldiers will just spam them everywhere
[QUOTE=Mr. Someguy;44990914]How about SMG Grenades on hardest difficulty then?[/QUOTE]
You're kidding right? Difficulty settings do basically nothing in HL2! Adding a weapon would require a WHOLE new branch of script just for that difficulty
[QUOTE=SimplePlanz69;44991389]You're kidding right? Difficulty settings do basically nothing in HL2! Adding a weapon would require a WHOLE new branch of script just for that difficulty[/QUOTE]
I hate to be a jerk but if you're trying to be funny, you're not. If you're being serious, you don't you know what you're talking about.
[QUOTE=Mr. Someguy;44990914]How about SMG Grenades on hardest difficulty then?[/QUOTE]
Is this the new "make it optional"
[QUOTE=gk99;44992428]Is this the new "make it optional"[/QUOTE]
sorry for my recent questions i had a brain malfunction
but yeh, theres a reason why soldiers don't fire smg grenades, they are impossible to dodge. and to make them dodge-able would take an annoying amount of time and isn't worth it.
if any one on the dev team was even remotely for this idea, i think the best course of action is just let npcs toss grenades but with higher difficulty they explode faster.
[editline]sd[/editline]
but i personally do not see the point in either
[QUOTE=gk99;44992428]Is this the new "make it optional"[/QUOTE]
I just thought it was the next logical step. If it's too hard, put it in the hard difficulty.
More entertaining than just scaling damage stats back and forth.
[QUOTE=Mr. Someguy;44992510]More entertaining than just scaling damage stats back and forth.[/QUOTE]The idea of scaling numbers up & down might not sound as nice as making one skill level a special little butterfly with it's own features & gameplay, but it's a lot more sensible for the developers to manage & ensures players on lower difficulty settings aren't completely blindsided if they turn the difficulty level up.
When I first beat Half-Life 1 I did it on normal difficulty. When I played it again months later on hard I was completely confused by the assassins turning invisible. I thought it was a glitch. I read online that they turned invisible & thought that them [I]not [/I]turning invisible was a glitch. After further clarification that they only turn invisible on hard difficulty, not easy or normal, I came to the conclusion that giving npcs, weapons or shit like that their own special features is a terrible idea.
[QUOTE=DONOTWANT;44993237]The idea of scaling numbers up & down might not sound as nice as making one skill level a special little butterfly with it's own features & gameplay, but it's a lot more sensible for the developers to manage & ensures players on lower difficulty settings aren't completely blindsided if they turn the difficulty level up.
When I first beat Half-Life 1 I did it on normal difficulty. When I played it again months later on hard I was completely confused by the assassins turning invisible. I thought it was a glitch. I read online that they turned invisible & thought that them [I]not [/I]turning invisible was a glitch. After further clarification that they only turn invisible on hard difficulty, not easy or normal, I came to the conclusion that giving npcs, weapons or shit like that their own special features is a terrible idea.[/QUOTE]
No.
[QUOTE=I am Error;44993366]No.[/QUOTE]
Yes.
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