Suggestions for the final Steam BM version

I use the MP5 more than any other weapon. It dominates the HECU guys for me, and I play on hard difficulty. Make it any better, and I’d barely use any of the other weapons. :stuck_out_tongue:

I definitely agree about the drowning speed though. I set mine so that the player loses 5 health at a time instead of 2. Maybe Gordon drowns unrealistically quickly this way, but it certainly makes underwater sections more interesting/fun (and lines up with HL1 and HL2 standards).

What happened to the military taking over the announcement system? They have a weird announcement in We’ve Got Hostiles that changes from the Black Mesa female announcer to the HL1 style male announcer halfway through (somehow), informing everyone that the announcement system is now under military command. But then they just stop with any announcements at all. I loved how in HL1, from that point on, you’d hear the military using it. They’d sometimes even try to trick isolated scientists into reporting topside for “questioning.” Brilliant stuff, but nowhere to be found in Black Mesa…

The problem most people have with the MP5 is that they hold it down to fire. The MP5 isn’t like the SMG in HL2, it gets less accurate the longer you spray it. The key to using the MP5 is to tap the trigger rapidly, not hold it. Rapid tapping makes it fire as if it were automatic, but the spread increases slower. If you burst fire, with a short pause between shots, the spread is non-existent. People just really underestimate the SMG because they aren’t using it properly.

The announcement system was accidentally deleted from the current release. It will be in the next one. It’s fixed in the current (unreleased) build, see here: https://www.youtube.com/watch?v=mKXO8e77EIo

It’s amazing how many people can’t figure that out. I mow down the HECU every time I see them with this one simple technique (I sound like one of those spam ads you see all over the place).

Please visit this link - XXXXXX for a free virus and keylogger :smiley:
Or maybe that’s said in not so many words :stuck_out_tongue:

I was told this about the MP5, so my second and third play throughs were dramatically more fun and easier. It’s an incredible weapon when used right. I actually switched from using the shotgun almost the most to using the Mp5 in HECU fights the most.
It’s an amazing mid range weapon. If you’re in short range of a HECU guy (or more than 2), you’re going to die usually, so use the shotgun instead. For long range you have a whole artillery generally. The TAU cannon and crossbow are amazing, but should usually be saved because of ammo restrains.
I tend to use the glock for long range ‘sniping’. Since it’s accuracy is amazing, so if you just hammer it whilst aiming for the head, people go down quickly.

If/when the announcement system comes back in, that’s amazing. I really really loved it even though I’ve only played HL twice.

The HECU seem to have extreme strengths and then extreme weaknesses in certain areas. They snipe with their smg’s and have superhuman reaction times, killing you before you can even think of what to do, yet they also fall for extremely easy tricks, like camping behind a wall.

Their health, damage, AI, etc should be polished, maybe even redone to make fighting them fun but challenging like in the original, and not an unpleasant chore as it was in my experience and in many others’.

Ideas I could offer for this would be: same accuracy on MP5 as the player has, using grenades more like others have mentioned, NOT charging like a mad bull into the player all the time, using cover more effectively and doing things such as leaning to the side from behind a wall, squeezing a few shots, then retreating back behind the wall, things of that nature.

While I don’t want to insult the developers, the HECU’s AI seems very basic. They spot you, shoot at you, run to your location when you’re ‘lost’, and seem to mostly operate around each other rather than with.

The Player is already more accurate than the Soldiers. What you’re suggestion is a buff to their accuracy, not a nerf!

While this sounds like a dream, it’d be a nightmare to code, and would require heavy scripting by the mapmaker. The mapmaker would probably take the brunt of the work, needing to place nodes behind every corner and static prop so the AI knows where to ‘snap’ into position for a shoot-from-cover animation. Plus, there’s only one animation set for this sort of thing “leanwall_corner_right_idle” and “leanwall_corner_right_exit”. Those are only for one side, and there’s no entry animation for it.

Yeah, this is true. I didn’t think this part out very much (lol).

In Black Mesa, the damage of drowning is 2 while in Half-Life is 5. Yeah, I agree that they shall increase the drowning damage.
The timer of drowning is just the same in Half-Life. 12 seconds.

The underwater visibility in BM is worse tho, not to mention the super excessive sharp blue glow filter when drowning actually makes me drown cause I can’t see a **** through it.

I don’t know if anyone would agree but what about adding a blinding effect to bullsquid’s spit like boomer’s spit attack in L4D? They’re not powerful right now like Half-Life but maybe this can enhance and introduce new gameplay.

Imo Bullsquids need slightly increased resistance, and their melee-centric AI back. I miss how they charged at you, and chased you. Right now their AI seems like that of a mortar instead.

Another suggestion, when marines rappel, make them low enough to start firing or less powerful/accurate while rappeling. It’s like they can fire you too accurately with one hand with the gun.

Make Marines fire at turrets that have been reset by you.

They’re gonna reset anyway so maybe instead of firing it, hide where the sentry can’t see them until the sentry is out of ammo then continue battling the player they were supposed to or they can throw grenades at it (they will be more dangerous especially when the player is holding it)

It’d probably be easiest to make them just shoot it. Sentries are weak, it doesn’t take much to make them fall over or break. The HECU own them, they know that. A few hits from an MP5 and it’ll either break or fall over.

Also a sentry suggestion: Just revert the Sentry to the classic tripod model. They removed that because of ‘balance issues’ but I downloaded a tripod version anyway (looks way better) and have never had ANY problem with it. They’re still piss easy to knock over. The only downside to swapping out the model is it breaks the textured screen, and I miss that.

Devs you should really consider increasing amount of grenades shoot by military. Also they should have a skill of shooting mp5 grenades. Maybe you add them some animation before they shoot mp5 grenade so player will have some time to escape before he gets owned with secondary ammo like it was in half life 1.

And also select marines can use the mp5 grenade like the “npc_human_grenadier”. After switching from the rpg doesn’t mean that they are not done of their demolitions. They could still have the mp5 grenade. Although they must use it in short-medium range so they are not too overpowered.

I don’t see why the RPG grunt doesn’t keep shooting. He’s using a reloadable rocket launcher as if it’s a disposable one. And it even has a rocket in it when you pick it up again.

It doesn’t really make sense, practically speaking. But I’m fairly sure the RPG grunt is used exclusively for scripted sequences in which only one rocket is desired. That’s probably why they’re stuck acting like that. I’m sure they also lack an RPG reload animation, so there’s that.

I doubt this will make it into the final release of Black Mesa, but I have to ask anyway. Why is the MP5 hard-coded to fire in bursts, instead of the HL1/HL2 freedom of precise control? It’s a waste of ammo, breaks whenever you use the MP5 for long enough (switches it to HL1/HL2 mode, which I infinitely prefer), and makes no sense from a realism perspective (there are burst fire modes, but none that seamlessly transition into full-auto if you keep the trigger held down). Do the BM devs think players won’t be able to create their own bursts without the game doing it for them? Seems rather condescending… :frowning:

Also, the Glock seems too deadly at long range in my opinion. I’m always a massive supporter of keeping pistols useful throughout the entirety of games, but the Glock in Black Mesa has zero recoil, pinpoint accuracy, and allows you to fire as fast as you can click. It just doesn’t seem believable at all. HL1’s Glock had much more recoil, and didn’t let you fire more than about two bullets per second with its primary fire.

It causes a bug which makes the rpg like the hivehand. Homing, fast and unlimited.

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.