Yeah, it could certainly be tweaked. This was mainly just a demo with no attenuation so that you could clearly hear what it sounded like.
So I’m at Surface Tension in Black Mesa, and I do have to say, incredible job developers. Having never played Half Life 1, this was a great way to start it off for me.
There honestly has only been one thing that has been bugging me, and it’s the AI, especially the enemies’ (the allies’ AI doesn’t need to be that complicated, although when my ally decided to open fire on 6+ soldiers instead of waiting for me to take the first shot, I was pretty ticked).
I’m playing on Hard (like I do with every FPS), and it seems like the AI can be brokenly unfair at times. They seem to have no waypointing, and I noticed the general trend of the enemies spotting you from a mile away, standing in place and then shooting you with almost pinpoint accuracy, never bothering to take cover except for the occasional reload. It gets REALLY frustrating when there are numerous enemies, because if you try to hide or camp them out, they all run towards you until you are in their line of fire and then they just stand there and open fire. This gets to be pretty aggravating when playing on hard and enemies don’t die as easily, because while you are hiding in a corner, they all run in front of you and fire at you, while you can’t kill them fast enough before you die or need to reload (resulting in a death). Every time you move out of their line of sight, they approach you until they can start firing again.
After this, it turns into constant backpedaling to prevent them from appearing 2 feet in front of you to fire at point blank range. Because of this trend where the AI must constantly have line of sight with you, it feels like I never get a chance to reload or switch weapons without them chasing me down.
My suggestion is instead of bee-lining to the player if the AI doesn’t have a direct line of sight, maybe have the enemy move from cover to cover, then pop out to fire and pop back in to reload.
I’m pretty sure they do the same in hl1, if you hide for cover they all run at your or throw grenades to flush you out.
How is that not good AI, they are making it a challenge for you, they are there to kill you not let you hide and reload. But I do understand it is a bit silly if they just stand there in the open for you to kill them.
That’s fucking great.
I feel that too few of the HECU use Grenades, in fact I can only recall 2 times I’ve seen HECU Soldiers use Grenades.
I would suggest adding this to your cfg to get rid of the instant aimbot shooting:
ai_readiness_decay “10”
ai_reaction_delay_alert “0.3”
ai_reaction_delay_idle “0.65”
Where do we put that? In skill.cfg? or in a separate cfg. file?
Open the skill.cfg with notepad and go down until you see:
//HUMAN MARINES
npc_marines_crouch "1"
npc_marines_crouch_delay "2"
npc_marines_crouch_min_dist "360"
npc_marines_crouch_min_health "15"
npc_marines_melee_dmg "20"
sk_human_commander_health "65"
sk_human_grenadier_health "50"
sk_human_grunt_health "50"
sk_human_medic_health "50"
sk_human_medic_health_amount "25"
Just click after the “25”, hit Enter, then paste it there and save. It should look like this then:
//HUMAN MARINES
npc_marines_crouch "1"
npc_marines_crouch_delay "2"
npc_marines_crouch_min_dist "360"
npc_marines_crouch_min_health "15"
npc_marines_melee_dmg "20"
sk_human_commander_health "65"
sk_human_grenadier_health "50"
sk_human_grunt_health "50"
sk_human_medic_health "50"
sk_human_medic_health_amount "25"
ai_readiness_decay "10"
ai_reaction_delay_alert "0.3"
ai_reaction_delay_idle "0.65"
Thank you very much. Hey, that should considered at some sort of bugfix, since people complaining about the HECU reaction time being too fast.
It’s just not very realistic or fair. I’d imagine that the enemy soldiers in general still have some sort of self-preservation and that they would probably throw grenades to flush you out rather than run at you from point blank range and start firing in your face while taking a million bullets themselves.
This is why I suggested them running from cover to cover trying to advance on your position. Yes they are out to kill you and rush you down, but they also don’t want to die either, so they shouldn’t just run up to you until they have a line of sight and then stop and start firing.
There are other mpre realistic ways to make AI challenging, but the way they behave now is quite farfetched
At least, they are not dumb, unlike the Combine in HL2.
Damn, these punching bags almost offering themselves to my crowbar :freeman: ! I’m not even joking!
My only complaint with the mod is that sometimes, the edits that have been made to the original HL1 maps have gone too far. I understand the argument that some parts were “tedious” and I definitely agree that the damned waiting for the big yellow robot on the tram-ride at the start is just pointless.
However, it is another thing to cut down one of the best maps of the game, Surface Tension, by 25% or more. I can kinda forgive the deleting the tentacle monsters from the desert before the minefield, but harder to understand why the helicopter was cut from that area as well. It was fun dodging helicopter fire from rock to rock, while headcrabs and tentacle monsters threatened. It was tense and fun. Now, that whole part of the map is fairly quiet and except for a brief shootout with marines, not very lethal.
And eliminating the entire map between the Auto Repair Shop where the grunts shoot the air ducts and the Gargantua chases you through the Parking Garage is a huge loss to the game IMHO. I loved using the big gun to blast a hole into the warehouse, then running and gunning through said warehouse as a Bradley Fighting Vehicle busts in the wall and aliens teleport in all over. I loved dropping through the ruined building as alien grunts and headcrabs continually surprise. I loved high-jumping onto a roof to drop into a pipe where a firebomb is dumped in your face. It was most satisfying to lead the rescued security guard to that door and watch him keypad you into your meeting with Gargantua. I cannot imagine how any of that could be considered “tedious.”
In simple terms, a lot of the maps that have been heavily edited feel a lot less intense and threatening than they were in HL1. I don’t feel rushed or afraid of being hurt. It is one thing to joke “it’s quiet, too quiet…” and another to have it literally be too quiet.
{Edit}
I partially revise my comments above by noting that someone has attempted to fix the Surface Tension map and I hope the fix works. Nevertheless, Surface Tension is not the only map with the problem I described so this post is still valid, excluding the Surface Tension part.
Never surprises me when somebody complains about something without knowing what the fuck they are talking about.
Regarding Surface Tension, it is stated in probably 50 places on these forums that a team member left and they had to shorten that particular chapter.
@GenericPlayerX Don’t think this as a full version game just yet, I imagine things will look a bit different (including Surface Tension) when the patched version releases.
The Black Mesa Dev team is too prideful to improve Surface Tension for their final release. If they prove me wrong, I’ll be overjoyed.
I’d rather have them use TextFAMGuy1’s maps instead to please the community (highly unlikely, IMO)
That would be my preferred outcome, too, but, as I said, they’re too prideful to allow that to happen.
I do apologize for being ignorant of the facts surrounding Surface Tension. I would remark that this mod did take a rather long time to be completed and so one was inclined to forget to check up on it. It didn’t seem to be very productive to keep up on the latest gossip when it yielded the same “We have always gone for a when it’s done approach…” for six years. Not a complaint, mind you, but explanation.
That said, I still stand by my concern that BMS’s editing of HL1 maps may have undermined the tension that was at the heart of HL1. A lot of places that I am fairly sure were full of enemies in HL1 are disturbingly empty in BMS. A lot of those simple but deadly puzzles/traps also seem to have been replaced or removed. I am fairly sure one did a lot more jumping and pushing crates around to reach hard spots in HL1 than they do in BMS.
You memory just deceives you, I’m just replaying HL1 and it’s much inferior to BM.
Stop. Making. That. Bullshit. Argument
That’s not an argument, that’s a fact. If HL1 was better than BM is, then there wouldn’t be any point in the remake and you could consider it a failure. I’m currently replaying HL1, other than having some areas that were cut with BM intact, I’m yet to see anything better about it. It’s flaws show just now, I’m playing on Hard and I’m yet to die, not to mention I have Python with full ammo most of the time (36!!! quite unbalanced) most of your posts are very against this mod.
Of course it’s not flawless, but it’s the only remake around, so either get used to it or play HL1 still.