The assassins

A few suggestions for the assassin NPC:

  1. In HL1, the assassins mostly avoided the direct contact with the player by running and jumping away.
    I could imagine that it would make sense, if the assassins would go into a direct confrontation sometimes and not only shooting from the distance and for example try to stab the player in close combat, especially if you stand with your back to them.

They could jump at you from a higher position for melee attacking.

I think the melee abilities (punching, kicking and the use of their dagger) of this enemy should also more show to advantage in general.

  1. Also it would be cool, if the assassins could perform a few more athletic movements than in in the original. Like doing a roundoff. I could imagine, that the movie Matrix would also give you some inspiration for great fighting movements.

  2. They should be able to jump onto higher objects (like a container) from the ground.

Anyone could imagine that it would make sense, but that doesn’t make it so.

They were able to do that in Half-Life, so they will be able to do it in Black Mesa too.

i love to get kicked by them.

Duuuuude

Let’s try not to make the assassins any more annoying than they already are…

Hopefully the Assassins will get some special attention, with some awesome kickass moves. They will most likely have some good melee capabilities, though I don’t know whether this is a main attack of theirs or not.

I would like to see them to try to sneak up behind you though, this would make the game much more tense, and would mean that the player needs to keep alert, and looking around.

I think they should be able to do only would they could in half-life…
I mean, this is a recreation of half-life is it not? If you make the assassins to difficult (or to easy) it just won’t be the same…

Seconded

True but i always thought that the Assassins were to eeasy for my liking i want more of a challenge…

Neither is Zombies being able to smack barrels and other objects at you like they could in HL2, but they’re still putting that part in. The important part is making sure that it keeps the vibe and flavor of HL1, but just as important is making sure that it fully lives up to and takes advantage of the features and capabilities that the source engine provides.

:fffuuu:

I was disappointed that they only appeared once in-game (right?), despite making me paranoid beyond help.

They’re in Apprehension and briefly in Lambda Core. I’d imagine that the devs will try to make better use of them, putting in a few more encounters (same for houndeyes :stuck_out_tongue: ).

I’m not sure about adding more encounters. If it fits, I’d be okay with it, but there is a lot going on at almost every moment in HL1. I’d hate to see another encounter shoehorned in just for the sake of it.
Going back to the OP, so far as #2 is concerned, I’m betting there will be some interesting new animations and skills the assassins will use, but they are going to be pretty damned quick, so you may have trouble noticing in game. I’m happy with the encounters so long as the feel is kept the same.

These are teh moves the assasins should have.

I agree! The assassins are the elites of the military and should fight more offensive in my opinion. They appeared a little bit like cowards in the original.

It would also be more interesting to see their melee attacks, than just distant shooting - run away - distant shooting - run away.

They should directly confront the player with their physical abilities in my opinion.

Someone needs to relearn the difference between a crazed gunman and an assassin.

Based on the night vision goggles, the leg support devices, the cloaking ability and quick agile movements, I would say the assassins were more focused on stealth than aggressive close quarters confrontations. They aren’t wearing the thick armor required to take close range weapons with any sort of effectiveness.

For those reasons I think the aggressive tactics should be out.

The difference being that one’s a job and the other is mental sickness.

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.