Some Multiplayer/Singleplayer gameplay suggestions, thoughts and improvement ideas

After spending some great time in MP/SP, I have decided post a list of few things in my head, that could make better gameplay experience. I would appreciate some feedback/opinions from players or devs.

  1. Adding gameplay option to disable weapons equip priority in MP. I have killed myself or been killed many times because of picking up random weapons during intensive combat.

  2. Suspending mouse1,2 pressed button when ammo is depleted or weapon switched. Another way player can easily kill himself, for example: while throwing snarks, shortly after last one is depleted, another weapon is equipped and shoots immediately (RPG, SMG grenade, tripmine, crossbow) and unintended explosion usually harms or kills player.

  3. Picking up weapon should also reload clip (at least in SP). Example: player has depleted revolver 0|0 and finds another one with ammo pack. After picking up all items (revolver+ammo) ends up only with 6|6 ammo and not full 6|12, because the old weapon needs to be reloaded instead picking up new one.

  4. Adding small autobalance TDM. I have experienced lot of imbalanced games where players refuse to join weaker team, leading to 5v1 or 7v2 games, forcing weaker players to leave.

  5. Hivehand’s hornets, grenades and satchels can kill player instantly in some elevators. Those objects act like kinda solid materials and kills player on bump collision. This behavior seems to be found only on collision-type of elevators (Crossfire, Subtransit). Not sure if it can be fixed because of engine logic, but I would appreciate any info.

  6. This one needs some discussion. I have some feeling that Tau is a little overpowered. It is the ultimate powerful weapon. Also lot of servers have Tau disabled. It has high damage, instant projectile speed, walls penetration, high accuracy, no ammo reload and brings player high mobility. It could use some small nerf, for example slowly reducing accuracy after 4-5 seconds when fully charged - even the weapon animation shows overcharge recoil from unstable weapon’s state. This could bring little balance to players flying over map with always loaded and accurate Tau.

Wasn’t this covered in the most recent update?

I could not find anything related. Could you post a link?

I am so sorry, I meant the May 15 2016 update. Holy crap how time flies. Link.

Other than that, I’d assume a lot of those features are carry-over from both HL2DM and HL1DM but I don’t see a reason why the Black Mesa team couldn’t balance them further, especially considering the next big update will most definitely revive the MP.

Thanks for the link. Glad to see that devs are really trying to make mp nicely balanced. I am curious if fall’s engine update will also bring any new mp/sp features.

The tau put me off playing the multiplayer part, it’s just not fun to play against instant kill weapons.
The skillgap between someone who can use the TAU effective and those who can’t is just too big.

fix quickswitch bug
fix glitchy rockets spazzing out when guided
fix satchels disappearing when placing
give disable autoswitch weapon option

tau is fine. plenty of servers that disable the thing if it pisses you off.

If it’s fine, why are servers disabling it?

My suggestions are to make the hivehand 27.5% more powerful.
Increase the snark death delay by 19 seconds and make their bite and death explosion 18% deadlier.
And tame the TAU so it takes a minimum of 2.5 full charges to bring down a fully armored player.
While taking 2.8 seconds longer to fully charge and only holding a full charge for 3.72 seconds before a very damaging overcharge discharge that leaves the holder with less than 31% health.
Laser tripmines should disappear after 1 minute 59 seconds or whenever the player that placed them kicks the bucket.
Also the Gluon gun should shoot flowers and chocolate pudding with it’s secondary fire.

because some people don’t like it? same reason why gluon gun can be disabled and it’s a shit gun.

i sometimes disable tau because i’m bored of it

But if people don’t like it to the point of disabling it from their servers, including you from time to time…
Then isn’t there something wrong with it? :slight_smile:

if it’s possible disable vertical movement on the tau, that allows for too much mobility (and you can survive otherwise lethal falls), horizontal is just fine, if the skybox is huge then that’s your fault not everyone else’s who didn’t get a tau

Hm, increasing fall damage could also indirectly balance Tau.

I don’t have any issues with the vertical movement, that fits the gun.
It’s the instant kill damage that is the annoying part. If you apply falldamage the gun will still be instagib in corridorlike maps.

once again, gluon can be disabled the same way. it’s one of the worst guns in game.
most of the guns can outdamage tau such as shotgun, underbarrel grenades, crossbow or rpg. tau is the best weapon but it doesn’t mean that you’ll win all engagements just because you have tau.

But I don’t want it disabled! :smiley:
I want it to be balanced and fun to play against.

Maybe we can make the guns more fun to use and play against?
So maybe people would play this game again. Instead of having empty servers almost all the time.

well this game has barely had any updates and deathmatch is quite glitchy. weapon autoswitch and quickswitch alone can cause a lot of frustration. besides most people play black mesa for its single player.

i wouldn’t touch the tau. it’s supposed to be powerful, just like in hldm. in fact i think the way penetration works in this game, tau is already nerfed from its predecessor. if tau gets further nerfed, everyone will run with underbarrel grenades. instant 90 damage + splash is simply too good to ignore. crossbow is going to dominate in dm_bounce, etc.

So… What’s saying the devs wouldn’t be able to tweak them then?
Not in the way of making them shit, but in the way of making them fun to use and play against.

they probably can. someone suggested adding recoil. recoil has no place in a game like hl, it’s an arcade-arena shooter. no room for randomness.

So change something else, damage perhaps?

  • CS_GO has recoil which isn’t random based.

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.