• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
I loved the change in Assassin behavior. Sure, they could've just made them one shot kills (they almost already are) but instead they did, "hey, what if we make an already OP enemy invisible for [I]hard[/I] mode, right?" Same applies for Doom where certain enemies appear earlier on higher difficulties or outright respawn endlessly. I think the Antlions already do that, even though in retrospect you don't actually fight them often, only a handful come to think of it. Ravenholm however wouldn't be a bad place to add respawning enemies. Not in endless quantities but perhaps have one or two spawn from behind an alley or something. Not enough to be annoying but enough to keep the player on their toes. If there's one scare factor in games that always gets me in the constant threat of danger.
Combines are so dumb they don't even know how to use the features what they've made.
[QUOTE=Cows Rule;44993806]I loved the change in Assassin behavior. Sure, they could've just made them one shot kills (they almost already are) but instead they did, "hey, what if we make an already OP enemy invisible for [I]hard[/I] mode, right?" Same applies for Doom where certain enemies appear earlier on higher difficulties or outright respawn endlessly. I think the Antlions already do that, even though in retrospect you don't actually fight them often, only a handful come to think of it. Ravenholm however wouldn't be a bad place to add respawning enemies. Not in endless quantities but perhaps have one or two spawn from behind an alley or something. Not enough to be annoying but enough to keep the player on their toes. If there's one scare factor in games that always gets me in the constant threat of danger.[/QUOTE] Ravenholm already has a place with endlessly respawning zombies.
You know, in that options panel where you select your difficuty level, there is a short description of what each level means, right? So... What about we just put something among the lines of "combine soldiers use SMG grenades on this level" there? Since you need to visit this panel in order to change your difficulty level, there is no way anyone will miss that. In fact, people will be aware that something like this may happen before thay even encounter any enemies in the game. There is no way anyone would ever be confused becouse of that.
[QUOTE=SimplePlanz69;44985962]Here's a helpful tip: Avoid Cinematic Mod references here at ALL COST, unless you enjoy having THIS in your game :v: -breenpic-[/QUOTE] Jokes on you, I play with the improved vanilla models.
[QUOTE=Coolboy;44998041]Jokes on you, I play with the improved vanilla models.[/QUOTE] "improved" But then you also have his horrible map modifications.
[QUOTE=WhyNott;44997869]You know, in that options panel where you select your difficuty level, there is a short description of what each level means, right? So... What about we just put something among the lines of "combine soldiers use SMG grenades on this level" there? Since you need to visit this panel in order to change your difficulty level, there is no way anyone will miss that. In fact, people will be aware that something like this may happen before thay even encounter any enemies in the game. There is no way anyone would ever be confused becouse of that.[/QUOTE] It's just an annoying mechanic. You can use tactics to avoid regular grenades but am smg nade would essentially just be an overpowered bullet. There's no fun in that.
[QUOTE=Tuskin;44998052]"improved" But then you also have his horrible map modifications.[/QUOTE] The music in the mod annoyed me so much I just turned it off like damn
suggest [video=youtube;PhGFJTUPXps]http://www.youtube.com/watch?v=PhGFJTUPXps&feature=youtu.be[/video] or bust
Might not be possible, but definitely cool.
I'd say it's possible, although I don't see a reason why it should be a feature.
[QUOTE=Yourself;44999792]suggest [video=youtube;PhGFJTUPXps]http://www.youtube.com/watch?v=PhGFJTUPXps&feature=youtu.be[/video] or bust[/QUOTE] How is that any different than what we have already. The difference I see is that the gib destruction is delayed. Unless that's somehow a Source game, it's not going to look as good as you want it to in the engine.
The best you could do is chunkier box gibs, so boxes don't turn into little wood shards.
[QUOTE=Cows Rule;45000775]The best you could do is chunkier box gibs, so boxes don't turn into little wood shards.[/QUOTE] Who would have thought that one man could have the power to reduce a wooden skid to shards with just 1 whack of a crowbar :v:
[QUOTE=SimplePlanz69;45000805]Who would have thought that one man could have the power to reduce a wooden skid to shards with just 1 whack of a crowbar :v:[/QUOTE] who would have thought that that basically already happens in vanilla HL2 with one whack of a crowbar :v:
[QUOTE=WhyNott;44997869]What about we just put something among the lines of "combine soldiers use SMG grenades on this level" there?[/QUOTE]The problem with that is the specificity of it. If it were something simple like "all enemies respawn" it'd be simple because that change applies to the entire game. Adding one thing like "assassins turn invisible" would just be bizarre because that wouldn't matter at all for the vast majority of the game. If the devs wanted to add other features that only apply to other npcs on the same skill level they could end up with a laundry list of differences next to the skill level. I don't think anybody could be expected to remember a changelist listed next to their current skill level. All I'm saying is that rather than have the assassin turn invisible on the hardest difficulty level only, it would be better to have their opacity &/or the length of time they can stay invisible change with skill level.
[QUOTE=Cows Rule;45000775]The best you could do is chunkier box gibs, so boxes don't turn into little wood shards.[/QUOTE] You could also add cans and shit like in HL1 to the gibs
[QUOTE=gk99;45001517]You could also add cans and shit like in HL1 to the gibs[/QUOTE] Wasn't this discussed earlier?
Anybody else having Steam issues? I think they just had a massive blackout of some sort, servers are offline
[QUOTE=SimplePlanz69;45002034]Anybody else having Steam issues? I think they just had a massive blackout of some sort, servers are offline[/QUOTE] happens all the time .-.
[QUOTE=endorphinsam;45002080]happens all the time .-.[/QUOTE] Wow, I guess the East Coast is lucky; except now. I have been on Steam for a long time and this is the first.
there's one weird combine elite with a smg1 in the c17 horse level due to valve's mistake. they could give him the launcher for giggles.
[QUOTE=m3gaman100;45001997]Wasn't this discussed earlier?[/QUOTE] Yes and I'm fairly certain most everyone agreed on having it. Like why the fuck are there so many crates full of nothing?
It would be kind of cool if rebels could change their guns, like if they have an SMG and some combine guy dies with an AR2, he could pick it up and start using it.
[QUOTE=Blockhead;45003219]It would be kind of cool if rebels could change their guns, like if they have an SMG and some combine guy dies with an AR2, he could pick it up and start using it.[/QUOTE] They already do?
[QUOTE=Falkok15;45003262]They already do?[/QUOTE] They even have custom voice lines for it
[QUOTE=Hell-met;45002138]there's one weird combine elite with a smg1 in the c17 horse level due to valve's mistake. they could give him the launcher for giggles.[/QUOTE] Only the elites received the training for pressing-that-button-which-launches-the-grenade. The others steer well clear of it.
combine in a nutshell [media]http://www.youtube.com/watch?v=kufvhOQ2dqg[/media]
[QUOTE=p0rtalplayer;45003692]Only the elites received the training for pressing-that-button-which-launches-the-grenade. The others steer well clear of it.[/QUOTE] Only one problem: This is the combine, not aperture science.
[QUOTE=Marguy;45008448]Only one problem: This is the combine, not aperture science.[/QUOTE] What is a joke
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