• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
a semi-auto would give me a boner, but I'm sure we don't want to turn it into Half-CoD: 2 [editline]29th June 2014[/editline] I can guarantee this has been asked before but I wasn't around for the answer; what's the verdict on adding iron-sight functions to any of the weapons? Are we sticking with hip-fired only? Insert redundant Half-CoD: 2 acknowledgment here
[QUOTE=m3gaman100;45251523]I think this has been discussed before, but is the smg going to have the unused burst-fire mode?[/QUOTE]there is literally no reason to add this it's more useless than the peeking feature that i want :v:
[QUOTE=m3gaman100;45251523]I think this has been discussed before, but is the smg going to have the unused burst-fire mode?[/QUOTE] IIRC, wasn't burst-fire mode just like controlled bursts? Optimally a few shots then a short cooldown to manage recoil. If so, just fire 3 shots in a row, then pause for about a second.
[QUOTE=Magman77;45251721]I can guarantee this has been asked before but I wasn't around for the answer; what's the verdict on adding iron-sight functions to any of the weapons? Are we sticking with hip-fired only? Insert redundant Half-CoD: 2 acknowledgment here[/QUOTE] I for one like Iron-Sights, but they have no place in the Half-Life series.
It just bothers the hell out of me that no matter what you do, you have a consistent cone of fire for whatever weapon you're using. [editline].[/editline] how is that a zing do you three even know what that means
[QUOTE=Magman77;45253323]It just bothers the hell out of me that no matter what you do, you have a consistent cone of fire for whatever weapon you're using.[/QUOTE] What do you mean?
If you want Iron Sights, go make a script for yourself. That's what I did for Half-Life Opposing Force.
[QUOTE=Magman77;45253323]It just bothers the hell out of me that no matter what you do, you have a consistent cone of fire for whatever weapon you're using. [editline].[/editline] how is that a zing do you three even know what that means[/QUOTE] Why not add crouching improves aiming? Making it more accurate when crouched, and less when jumping?
[QUOTE=Fat-Corgi-Guy;45252987]I for one like Iron-Sights, but they have no place in the Half-Life series.[/QUOTE] What about Magnum Iron sights/zoom in? [IMG]http://www.imfdb.org/images/thumb/0/0d/Half-Life_Python_5.jpg/600px-Half-Life_Python_5.jpg[/IMG] [IMG]http://img0.joyreactor.cc/pics/comment/full/%D0%9A%D0%BE%D0%BC%D0%B8%D0%BA%D1%81%D1%8B-Black-Mesa-iron-sights-%D1%83%D0%B4%D0%B0%D0%BB%D1%91%D0%BD%D0%BD%D0%BE%D0%B5-187636.png[/IMG]
hldm isn't really canon and bms isnt made by valve
SMOD is the thing if you really want ironsights, but officially it is only for Day of Defeat.
[QUOTE=BenjaminTennison;45254598]SMOD is the thing if you really want ironsights, but officially it is only for Day of Defeat.[/QUOTE] And two guns in CSGO.
Iron sights is for when you want the gun to kick you in the face.
[QUOTE=Hell-met;45254476]hldm isn't really canon and bms isnt made by valve[/QUOTE] But still it was very fun to use regardless, and made it sort of unique compared to the Crossbow. Also, this from the wiki: [I]In the Half-Life 2 series, all six bullets of the Magnum's cylinder are reloaded together, but there is no speedloader (the bullets just float in mid-air as a circular group). The animation is instead more suited for the application of a moon clip. Overall, this is merely a design oversight.[/I] [IMG]http://combineoverwiki.net/images/0/02/357_HL2.jpg[/IMG] [I]In the Half-Life 2 series, on the weapon's viewmodel cartridges "Federal 357 Magnum" headstamps can be seen. Taking into consideration bullets in ammo boxes, it can be concluded that Gordon uses Federal .357 Magnum JSP ammunition, although design of the .357 Magnum boxes themselves could be based on PMC ammunition boxes.[/I] [IMG]http://combineoverwiki.net/images/8/81/357large.jpg[/IMG] Please, fix these, too, if you haven't done that already.
[QUOTE=Dr. Kyuros;45256001]But still it was very fun to use regardless, and made it sort of unique compared to the Crossbow. Also, this from the wiki: [I]In the Half-Life 2 series, all six bullets of the Magnum's cylinder are reloaded together, but there is no speedloader (the bullets just float in mid-air as a circular group). The animation is instead more suited for the application of a moon clip. Overall, this is merely a design oversight.[/I] [IMG]http://combineoverwiki.net/images/0/02/357_HL2.jpg[/IMG] [I]In the Half-Life 2 series, on the weapon's viewmodel cartridges "Federal 357 Magnum" headstamps can be seen. Taking into consideration bullets in ammo boxes, it can be concluded that Gordon uses Federal .357 Magnum JSP ammunition, although design of the .357 Magnum boxes themselves could be based on PMC ammunition boxes.[/I] [IMG]http://combineoverwiki.net/images/8/81/357large.jpg[/IMG] Please, fix these, too, if you haven't done that already.[/QUOTE] that first bit I understand fixing, but the second one? really? does that really matter?
[QUOTE=MrBunneh;45256081]that first bit I understand fixing, but the second one? really? does that really matter?[/QUOTE] Yes, Its an inconsistency and may bother some people.
Oh that reminds me. The guy who was doing the dogs ball thing- You probably picked up the idea from the PCGamer challenge.
[QUOTE=Pigbear;45256097]Yes, Its an inconsistency and may bother some people.[/QUOTE] What's the issue on the second one?
[QUOTE=supersnail11;45256246]What's the issue on the second one?[/QUOTE] The bullet box says a different type of bullet than what is put in the revolver.
Well, since the textures are going to be redone, the ammo box really isn't too big of a deal- just take the same design and change the labelling. The first problem is a modelling issue, maybe add a "moon clip" that it suggests.
[QUOTE=ViralHatred;45256208]Oh that reminds me. The guy who was doing the dogs ball thing- You probably picked up the idea from the PCGamer challenge.[/QUOTE] dunno which one that is, but I guess I completed it :v:
[QUOTE=Magikoopa24;45256377]Well, since the textures are going to be redone, the ammo box really isn't too big of a deal- just take the same design and change the labelling. The first problem is a modelling issue, maybe add a "moon clip" that it suggests.[/QUOTE] Just for reference, a moon clip looks like this: [IMG]http://img151.imageshack.us/img151/8052/p1060249.jpg[/IMG] [IMG]http://i124.photobucket.com/albums/p17/azredhawk44/Redhawk/100_0558.jpg[/IMG]
[QUOTE=SirLemon;45253411]What do you mean?[/QUOTE] I mean if you could affix a weapon from hl2 such as the smg1 to a block of cement with it pointed directly toward a target, you could fire in controlled bursts and still miss the target.
He's saying there's no spread dynamics, at all. Your actions have no effect on how accurate your weapons are.
[QUOTE=Pigbear;45256271]The bullet box says a different type of bullet than what is put in the revolver.[/QUOTE] It says "357 magnum," which is the type of bullet that you put in the gun. Sure, it doesn't say "Federal" on it, but most of the guns are made up anyways - is it really a problem if there's generic ammunition? You can't read the "federal" on the bullets in normal gameplay, so I don't really know how changing it would affect the game at all.
[QUOTE=Ott;45256702]He's saying there's no spread dynamics, at all. Your actions have no effect on how accurate your weapons are.[/QUOTE] Some sort of weapon climb/spread cone system would be cool as long as it isn't too crazy. Full auto should still be viable and tapfire shouldn't turn the SMG into a sniper rifle, basically.
I guess many would hate this because it's not like how Valve wanted it to be, but I would like to see some weapon accuracy system similar to CS (probably csgo). If you are not moving, or if you are crouching, the aiming should be pretty accurate. In HL2 doesn't really matter if you are jumping, falling or crouching, 357 will always be accurate and SMG/AR2 will always be inaccurate.
I never understood why crouching would make aiming more accurate. I get how the speed or acceleration of the player's body or the aim might affect the accuracy, but what's the logic behind crouching for better accuracy? There's already a trade-off between the player movement speed & their body/target size, so why also give them an accuracy boost?
[QUOTE=DONOTWANT;45258148]I never understood why crouching would make aiming more accurate. I get how the speed or acceleration of the player's body or the aim might affect the accuracy, but what's the logic behind crouching for better accuracy? There's already a trade-off between the player movement speed & their body/target size, so why also give them an accuracy boost?[/QUOTE] Have you ever actually aimed a heavy piece of metal at something? Of course it's the most stable when you're prone, but as someone who actually has, crouching is much, much better than standing still. You get more support from the rest of your body and you're overall much sturdier plus a much smaller target.
[QUOTE=I am Error;45258213]Have you ever actually aimed a heavy piece of metal at something? Of course it's the most stable when you're prone, but as someone who actually has, crouching is much, much better than standing still. You get more support from the rest of your body and you're overall much sturdier plus a much smaller target.[/QUOTE] I don't know about you, but when I'm crouching i'm wobbly as fuck and am 10x more prone to falling over.
Sorry, you need to Log In to post a reply to this thread.