• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=I am Error;45232092]While I admit that giving such an amount (basically infinite) of rockets each and every time there's a gunship or large amounts of enemies is not really the best idea, changing it would require drastic changes in design, so it's really not a great idea.[/QUOTE] On a somewhat related note, I remember when games used health packs more commonly and it resulted in some very annoying checkpoints. Despite the flaw, it would require players to develop new gameplay tactics based on what they remember. I always love how the health pack system would add more challenge and replayability to a game, but it's too bad that regenerative health ruins alot of this.
[QUOTE=SimplePlanz69;45232253]On a somewhat related note, I remember when games used health packs more commonly and it resulted in some very annoying checkpoints. Despite the flaw, it would require players to develop new gameplay tactics based on what they remember. I always love how the health pack system would add more challenge and replayability to a game, but it's too bad that regenerative health ruins alot of this.[/QUOTE] How is this even remotely related
[QUOTE=gk99;45232280]How is this even remotely related[/QUOTE] Well we were talking about removing infinite rockets and related to the large amount of enemies > requires gameplay changes > player challenge > health packs
[QUOTE=I am Error;45230495]Not in this case, no. Besides, are you saying games should just be "fun" and not at all create worlds that make sense or that are in anyway believable? Having the infinite rocket is just silly and makes no sense, it doesn't fit.[/QUOTE] Yes And if you're gonna start removing things that don't make sense, you're not gonna have much of a game left
[QUOTE=SimplePlanz69;45232307]Well we were talking about removing infinite rockets and related to the large amount of enemies > requires gameplay changes > player challenge > health packs[/QUOTE] But the mod isn't getting regen health so there wasn't a reason to bring it up?
[QUOTE=gk99;45232349]But the mod isn't getting regen health so there wasn't a reason to bring it up?[/QUOTE] I was making a comparison in relation to health packs and modern games
[QUOTE=Fat-Corgi-Guy;45231739]If it ain't broke, ugly, unfitting, or low quality, why [I]fix[/I] it? This isn't FF:Cinematic Mod.[/QUOTE] but it [I]is[/I] low quality scripting :v:
[QUOTE=Magman77;45232715]but it [I]is[/I] low quality scripting :v:[/QUOTE] It's appropriate for the type of game HL2 is, there is literally no reason to have a "fuel reserve" in the rocket that can run out. The worst you can get is the water bug: [media]http://www.youtube.com/watch?v=8RscgU-Um-Q[/media]
Anyone think the supercharged grav gun blast that Breen shoots at you should do some damage? It would make sense that a weapon that can blast Combine soldiers into the abyss should at least do [I]some[/I] damage to Freeman Plus, it would make sense when Alyx tells you to charge up your suit, and give the final charger a purpose. There is a charger right before the pod up to Breen's office, so you would be at full health/suit before the grav gun blast.
[QUOTE=glitchvid;45232878]It's appropriate for the type of game HL2 is, there is literally no reason to have a "fuel reserve" in the rocket that can run out. The worst you can get is the water bug: [media]http://www.youtube.com/watch?v=8RscgU-Um-Q[/media][/QUOTE] That just made me realize something: The rocket's short, obviously looping, low-quality noise is amazingly immersion-breaking. Is this one of the things that are going to be replaced in the final mod? Something more than one second would do nicely (preferably around 10 seconds, as that's really the maximum of how long a rocket is going to be in the air).
Am I the only one that finds the idea of having to fire your rocket from the right place at the right time to take out a piece of formidable trans-alien military hardware more appealing than being able to just stand at any point and clumsily twirl a projectile through the air until you can fly it up its ass? :v: The rebels have access to what we'd consider modern military hardware at best (short of some of the crazier designs that some of the scientists cobble together), and most modern shoulder-fired projectiles are just [I]fast[/I], but they don't actually have a tremendously long solid-motor burn time.
The gunships will shoot down your rocket if it goes in a straight line.
So don't steer it in a straight line or from in front of it, it's not like I'm suggesting you shouldn't be able to guide it. If you're very bad then fly your rocket past it to have the gunship turn around to shoot it down, then shoot it in the ass as it's reorienting back toward you. Otherwise use all of the obvious paths and alternate targets that are in nearly every gunship encounter to have the opportunity to hit it. I just find the brute-force method to be very tired gameplay-wise and makes gunships little more than a speedbump. [editline]27th June 2014[/editline] I'll stop trying to push an idea you all clearly disagree with, I just thought it'd [I]add[/I] to gameplay. Sorry for threadshitting a little bit.
Personally I don't see a problem with your suggestion. I remember one of the first times I fought a strider the rocket got caught in a weird orbit around the strider & kept going for a while. I kept watching it to see if either the strider would bump into it or it'd run out of fuel. I forget what ended up happening, but I thought it'd be pretty neat if you could grab an un-propelled RPG with the gravity-gun then punt it at an enemy like an SMG-grenade. But I guess an RPG that can just fly around a map forever is something too. I'd also like to see the RPGs affected by gravity, not necessarily falling like a crossbow bolt while unguided, but having it go faster downhill than uphill would give it a nice sense of weight you just don't get from it's current Qphysics. Would actual reloading like HL1's RPG also be too much to ask?
[QUOTE=BoxBuilder999;45232985]Anyone think the supercharged grav gun blast that Breen shoots at you should do some damage? It would make sense that a weapon that can blast Combine soldiers into the abyss should at least do [I]some[/I] damage to Freeman Plus, it would make sense when Alyx tells you to charge up your suit, and give the final charger a purpose. There is a charger right before the pod up to Breen's office, so you would be at full health/suit before the grav gun blast.[/QUOTE] Problem would be if player entered the pod into Breen's office with low health and then got killed by the blast. Plus, I always thought that Breen didn't hit Gordon, but the pod he was in just as he got out of it.
It's hard to say really what the focal point of the impact is. Everything looks like it's a bit of a mess, but if I had to guess I'd say that based on overall rigidity the floor would've had to have taken the biggest punch to be indented like that. [t]http://i.imgur.com/kxongTL.jpg[/t]
[QUOTE=Dom Pyroshark;45235563]Problem would be if player entered the pod into Breen's office with low health and then got killed by the blast. Plus, I always thought that Breen didn't hit Gordon, but the pod he was in just as he got out of it.[/QUOTE] Just enable buddha mode before the scene.
[QUOTE=DONOTWANT;45235202]Personally I don't see a problem with your suggestion. I remember one of the first times I fought a strider the rocket got caught in a weird orbit around the strider & kept going for a while.[/QUOTE] Easy fix is just to allow the rocket to turn faster, allowing it to "home" in on it's target. Also, at least it's not BMS... (Note: I'm not talking, I was inside a public Mumble when I was recording) [vid]http://s.gvid.me/uw/s/2014/28/bmsrocketbug.webm[/vid]
When I saw the video my brain played the the "You spin me right round" song.
[QUOTE=Dom Pyroshark;45235563]Problem would be if player entered the pod into Breen's office with low health and then got killed by the blast. Plus, I always thought that Breen didn't hit Gordon, but the pod he was in just as he got out of it.[/QUOTE] Like I said in the Original Post, there is a suit charger [I]right[/I] before you get into the pod. Unless the player's an idiot and/or fails to notice the totally inconspicuous charger right in front of him after a battle with a strider, you'll have full health/armor when you reach Breen's office. If the player does not have full health/armor, well, I guess the damage could have like a limit (e.g. bring Gordon down to a maximum of [B]X[/B] health and [B]X[/B] armor)
For the rocket problem why not just have a feature where pressing mouse2 will turn off the guidance laser and enable the RPG to dumbfire? That way you can guide the rocket whilst also being able to quickly peek around a corner, fire off a rocket and get back into cover, exactly like fire and forget. I know the primary objective of this mod is to enhance the game and not add to it but I honestly think it's a good idea. I also could've sworn that Half Life had something similar to this, I can't exactly remember.
[QUOTE=Kebab;45238162]For the rocket problem why not just have a feature where pressing mouse2 will turn off the guidance laser and enable the RPG to dumbfire? That way you can guide the rocket whilst also being able to quickly peek around a corner, fire off a rocket and get back into cover, exactly like fire and forget. I know the primary objective of this mod is to enhance the game and not add to it but I honestly think it's a good idea. I also could've sworn that Half Life had something similar to this, I can't exactly remember.[/QUOTE] The HL1 RPG had a toggleable laser guide. I wouldn't mind that being added to HL2. Strider fights wouldn't be so annoying since right now you'll likely catch the last 3 [I]perfect[/I] shots trying to guide the rocket.
[QUOTE=Cows Rule;45238236]The HL1 RPG had a toggleable laser guide. I wouldn't mind that being added to HL2. Strider fights wouldn't be so annoying since right now you'll likely catch the last 3 [I]perfect[/I] shots trying to guide the rocket.[/QUOTE] Also, if the missile could lose track of your guide if you turned around too fast getting the laser behind it, I think that was more realistic than having the rocket making a perfect turn backwards.
[QUOTE=Kebab;45238162]For the rocket problem why not just have a feature where pressing mouse2 will turn off the guidance laser and enable the RPG to dumbfire? That way you can guide the rocket whilst also being able to quickly peek around a corner, fire off a rocket and get back into cover, exactly like fire and forget. I know the primary objective of this mod is to enhance the game and not add to it but I honestly think it's a good idea. I also could've sworn that Half Life had something similar to this, I can't exactly remember.[/QUOTE] [QUOTE=Cows Rule;45238236]The HL1 RPG had a toggleable laser guide. I wouldn't mind that being added to HL2. Strider fights wouldn't be so annoying since right now you'll likely catch the last 3 [I]perfect[/I] shots trying to guide the rocket.[/QUOTE] Wasn't this already stated as being added?
[QUOTE=gk99;45238934]Wasn't this already stated as being added?[/QUOTE] I know it was discussed already, can't remember how it ended though.
In Nova Prospekt when you first find Eli the machine shows a scan of him but with two legs fix
[QUOTE=ColossalSoft;45240202]In Nova Prospekt when you first find Eli the machine shows a scan of him but with two legs fix[/QUOTE] Change it so he only has the one leg but it's on the wrong side.
I'd give the excuse that it's just showing the general morphology of the species, but it would be great if it did have only one leg. :v: [editline]28th June 2014[/editline] One thing I've noticed while playing through "follow freeman" is that there are areas that are extremely hazardous for your allies when they traverse them before you clear a path. Could we remove the function that makes them follow you once you get a certain distance away or after a certain amount of time has passed? I found it a tremendous pain in the ass to keep looking back to tell them to stay where they are, and I hate losing medics just because they can't stand still for more than ten seconds.
I remember improving combat being mentioned a few times, personally I thought Half-Life 1 had better gunplay and that Half-Life 2 felt slow, toned down in alot of ways and kind of dull at times. I liked what Black Mesa did with giving the player the option of either having always run/sprint disabled or having sprint with walk speed. Options are good.
But there's a sprint meter, if you get to sprint the whole time some parts my not be scary when your sprint runs out.
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