Here’s a few issues regarding movement which I would like to mention.
Ladder Climbing feels slower and unnatural compared HL1. The screen bobbing caused by strafing left and right while climbing up a ladder is disorienting and annoying.
Ducking is slow and unresponsive and doesn’t allow the player to dodge attacks very effectively. Also, you can’t duck while in the air (which could make the difference of making a jump to a ledge or not.)
There isn’t a way to perform a maneuver known as a “duckslide”. This allows a player to skim the ground by quickly and repeatedly pressing duck (which can be performed manually, however, it’s most commonly used with special alias) using the momentum they have gained to collect weapons on the ground and roam the map more efficiently.
Because there is almost no weapon choice for a player under control. Yes, you can always kill a player with xbow headshot, but there is practically no chance to kill a dominating player with mp5 for example, even if your aim is really good. Gluon can be nice for retaking control, but:
It has recoil and splash.
It is too powerful against unarmored players. For example, if you are waiting for a player respawn on crossfire with gauss, you have a chance to miss and if you did, spawned player will have a chance to run/damage you a bit. A player can also delay a respawn, so you will have to lose 11 ammo and charge again or you will take damage. Considering recoil gluon makes its user almost invulnerable against a player with no significant weapons, however sometimes it’s possible to kill a gauss player with glock. That’s why (I think) gluon should be fixed somehow.
First, we can remove recoil and splash, so it will be not just more fair, but more skilled too.
Second, we can change it’s armor penetration, so it will be harder to use it to rape 100/0 players (the damage should be slighly higher than mp5s) without making it useless against 100/100 players.
I’m inclined to agree on the Gluon Gun needing rebalancing (fight me), but I don’t understand what you mean with regards to armour penetration. If a player has 0 suit charge, then armour penetration wouldn’t make a difference, right? Do you mean something like lowering the base damage it does and upping the armour penetration it has?
I know I must sound like a doofus for not saying why myself (busybusybusy), but we need to say why we disagree with something or think it is a bad idea instead of just voting up or down. It is not informative to the person who has been voted down and if their post contains many points it can be misinterpreted.
This topic needs to stick to the game, and I’m peeking in a can of worms after what happened to last to your thread, but I’m saying this so you might last on this board longer.
All opinions don’t have the same value and legitimacy, but everyone has a place to speak here. Your credentials make your claims more trustworthy, but you should always explain your wisdom and refrain from personal attacks.
And more importantly, your credentials reside in the game. That expertise does nothing to bolster your ideology or what you think this product should be, because aspirations are not knowledge. Feel free to attempt to share your aspirations with others, but it’s going to require a separate line of reasoning - should Einstein cite his credentials when telling people what they should want?
Is near perfect.
Are you able to hear the sound from someone else longjumping or is that just for yourself?
If the latter players are likely to remove it so they have clearer sound understanding of their surroundings.
If the first Im just glad it isn’t as loud as opposing force but enough players likely want it removed for silent long jump reasons.
Besides its realistic blast sound it would already make a sound for players to hear as they land step.
What pro players ultimately would want is to be able to silent longjump.
This is preformed by doing the longjump combination and then stopping mid air(air control) pressing backwards to cut off jump lenght trading off for no land sound.
Making ninja style possible.
There probably are some lingers or downsides about having silent longjump in the game but it is a style amongst others that formed competitive play.
some consider it lame yet it is important in role reverse of control and agressive attack styles.
For all i care it can be excluded.
The biggest issue to date is that you cant jump a few units higher while preforming a longjump so you can get onto higher grounds and boxes.
Thus Getting to entities faster like ammo, armor and weapons, others wouldn’t be able too without the module.
Shifting control of a particular area.
That is something that has got to be addressed.
also the way it is now you have to wait a little bit before you can preform your 2nd longjump.
now this has already been addressed and I think the 2-3 jumps in a row would be more then enough to prevent mindless spamming and include mind when to use it in combat.
That is only good if it wont be annoying in combat so players got to give it a good try, it could help for a skillfull play.
While at the same time finding a sweet spot between pro players and average players looking for a good time.
Pro players likely tend to use it before a gauss jump or bunnyhop anyway.
Bunnyhop
I’d recommend implanting the Adrenaline Gamer 2 bunnyhop.
That is the best bunnyhop I have experienced under the source engine.
If you’d like I might be able to get that code for you.
I like the power of the Mag. With the bow, maybe its just the animation of the bolt travelling that is throwing me off. Though it seems like I really have to lead a player in order to hit them
Maybe Im just not used to it yet or something.
In regards with the movement, there was also another technique that you could do in Half life 1. I don’t necessarily think its a super important part of the game or anything, but, When your pressed your “Use Key” , it would actually stop your movement on the spot. Players would use this to make it easier to land on smaller platforms when gauss jumping. You could gauss jump somewhere with speed, and hit E soon as you hit the ground and it would bring you to a halt. This move was also nice in battle, when your gauss jumping around quick , you could stop suddenly , sometimes throwing off the enemy’s aim. Also, correct me if I’m wrong guys, but wasn’t this also for slowing down your ability to move around while charging on a Hev or health machine?
It is, for the sake of legitimacy, imperative to design and produce a fundamentally accurate and genuine remake of HL1. Furthermore, it is neccessary and appropriate to implement movements which are exclusive and true to the mechanics of HLDM. As a result, a foundation is established in validity, and is therefore acceptable with credence as it is in accordance to this principle.
I disagree, a remake or sequel does not have to preserve every aspect of it’s predecessor, especially if such aspects were unintended. In every successive version of source, more and more movement tactics (propjump, bhop, strafehop) have been removed from the code. Half-Life had use key slowdown, but Half-Life 2 does not. Implementing aspects of Half-Life into Black Mesa shouldn’t be done on just the basis of “did Half-Life have it?”, things from Half-Life should be implemented if they result in a more fun game.
bhop makes the game more fun and more dynamic, use key slowdown makes sense so these things should get added. I would even like to see a climb-key or bigger stepsize. In HL1 people used quick crouch-doubletaps to climb up 32 unit-crates on stalkyard and other maps. I liked it because it made movement less choppy. It would be cool to have something like that. A key to step up a 32 unit high obstacle to get up faster whithout losing control over your movement. But I agree that this would be a lower priority feature.
Some unintentional things like faster ladder climbing when holding " a+d " were in hl1 and still was ported to counter strike go. Bhop was removed because it doesn’t fit in CS GO type of game witch aims for realism. HL does not aim for realism its fast paced game where you can hold more than 10 weapons at once. This game definitely needs features like Bhop.
Use key insta stop was good for standing still while shooting gauss and for kz maps, but its not that essential to me.
all this clueless talk about bow…
this is a fragmovie by me: tonsOfBowActionWithoutScript
you will see fast shots without using a script. and i swear this is bringing tons of fun.
cuz well placed, fast bow shots in hl require a lot of skill and are very satisfying when succeeding.
So John Snow stop talking about a game that you don’t even understand a bit.
Crossbow gameplay in hl is unique and awesome in all it’s ways.
I respect your opinion in regards to this matter, however; adding, removing, and changing features that could result in a “more fun game” (apart from HL1/AG) is subjective and controversial.
was faster ladder climbing while pressing a+w pr d+w added today or it was there since the beginning? i feel like it works good now and i remember it didn’t work few days ago.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.