What happened to not releasing the MOD until it's perfect?

How is it not?

You can’t outsmart something omniscient and omnipresent.
With a bit of tactic enemies could be avoided or even ambushed in the original. Now most of them can’t, how is an inability to perform impossible a lack of skill?

If it is impossible, how have I done it? I’m not using magic to beat the game on hard.

Try harder dotard… It’s possible :wink:

It’s possible but rarely works, I start slowing walking up to a hgrunt or fall off a ledge and they automatically know were I am,even though I didn’t make a sound. Still I was very impressed with the hgrunt AI but I think their reaction time could be slightly slower.

Why? If the game is too hard, lower the difficulty to Normal…or if you have no pride at all, Easy.

I did beat the game on hard as well, but it wasn’t about tactical gameplay.
It’s just not fun when you can’t fool the AI, watching the Questionable Ethics ambush scenes on hard… it’s about being good at quick save/quick load and having nerves. The only viable tactic is camping close to the gate, and if one is lucky, shooting those HECU on the roof asap. so Gordon isn’t magically shot from such a weird angle while taking cover behind a pillar.
EDIT: can you please stop telling people to lower the difficulty to Easy? That doesn’t fix THE problem at all, they just deal less damage and are laughably easy to kill… the AI stays the same weird

That’s the only way YOU can do it, but it’s not the only way.

Being difficult isn’t a problem.

I don’t know, not like I’m being rude or taunting you, but feel free and show us “how to do it” :- )

Workaround of the problem doesn’t consist from fixing an other problem.
The complaint is about their wallhack,aimbot,accuracy or whatever that is, not the amount of damage they deal.

But not to be whining, let me put it this way. In my opinion, the HECU fights on Hard aren’t on par with the rest of the game in terms of difficulty. Thus the problem isn’t in a difficulty setting but in the HECU

I wouldn’t say it’s a problem of the HECU AI. BM in general is more difficult than the original HL; the zombies are slightly faster, deal more damage, as well as the houndeyes. If you were referring to the ambush scene in QE where the HECU are to tough, simply change your tactic. The first time storming around with MP5 and grenades I died, because the ambush scene used to be what it is, an ambush. Then i changed my tactic, immediatly shooting the rappeling Marines with the shotgun, camping behind the boxes and taking out the other soldiers with Magnum, Tau or Crossbow (for the ones on the roof) which worked perfectly for me on hard difficulty. So, yes it’s a lot harder, but you have to be creative and use your surroundings. The only way in BM where I would blame my death(s) to level design is that f*** up scene with the osprey and infinite respawning marines in surface tension.

I shall once the steam release comes out. With one demand. If I show you me beating whatever section you’d like to see you must NEVER write another whiny post about the difficulty, accuracy, or response of any enemy in BM :smiley:

EDIT:
WHY WAIT FOR ME THOUGH

It has nothing to do with the difficultly easy, hard, normal, the soldiers still have the exact same accuracy only they do less damage.

It’s okay Dotard, I completely understand where you are coming from. It’s a shame we can not express legitimate concerns without getting blasted by the same tired excuses over and over again.

It’s strange how the same tired complaints result in the same tired responses.

Asking for a mod to be perfect is a bit much. I thought it was pretty clear that they were simply polishing parts of the mod and bringing them up to a standard as high as the best parts at the time after the 2009 non-release. I would assume most of this was level design and trying to use as high resolution textures as possible. As for actual game play it’s easy to understand a creator of something seeing it differently than someone who experiences it for the first time who has no “it’s my baby” bias. Sometimes it takes a fresh pair of eyes to notice something obvious that someone who has looked at it every day for years simply cannot see.

The jumping issues and the insane AI reaction times are a perfect example of this. The devs will say things exactly like you’ve seen in this thread. “What issue? I can beat it I’ve done it a million times” and link a video where someone clearly practiced the same part again and again learning every enemy spawn as proof, because this is how the creators are actually playing the game. You may as well link a speedrun. They know every part and have seen it time and again.

A player who is playing the mod for the first time having not worked on it experiences it very differently. They don’t know that they are supposed to crouch jump for every jump. They might not want to quicksave before every encounter with the HECU to learn every enemy spawn because they are ridiculously accurate and all knowing to your position.

So is it the creators fault? No. But should they listen to the feedback of people playing it and saying hey you know maybe it would be a little better if you tweaked this or that or gave a visual cue at this spot because I had no idea what to do next? Yes they probably should at least consider it if enough people bring it up.

I am still trying to find where they said they were trying to make it “perfect”. Can anyone give me a link they were making it “perfect”?

Look, I played it on hard, didn’t find it that mindbogglingly difficult. How is that a tired excuse? If I didn’t find it difficult, well, I didn’t find it difficult. No two ways about that really.

I think some people went into this expecting no trouble at all on hard difficulty - just like pretty much any modern game released today. Black Mesa is different. They shoot, and they actually hit you. I personally can’t stand the current FPS trend where the bad guys spam bullets at you and hit 1 in 10 shots.

I’m afraid I think it IS to do with skill. Without trying to come across as horribly arrogant, which I’m afraid may be unavoidable given the statement I’m going to make - I personally have extremely high accuracy, it seems only fair to me that the HECU will get it too! Add to that the fact that they’re supposedly highly trained soldiers it seems odd to me that people want them to be way less accurate than they currently are. Perhaps a little, sure, go for it, but significantly? I think that’s a bit much.

I agree with you their reaction times COULD be a bit silly. But then again, you have to imagine that they’re reacting to external stimuli, just like a player would be. The noises you’re making, the sense of where you are, instinct, memory, etc. Though obviously that’s not happening that IS how that situation would play out in reality. Both parties would probably have high reactions. I don’t think it’s a travesty. In part it covers for their generally mediocre AI (not the devs fault, blame Valve for their hideous Combine AI).

So overall, I don’t agree. I think if you found it too difficult, you’re not good enough for that difficulty. Ain’t nothing personal. They could do with some tweaking but it’s not fundamentally broken. I found hard difficulty challenging, yes, but I could overcome it without too much facedesking, so I think PART of it is a question of skill. I think the thing that WAS fundamentally poor, however, was how good the HECU were vs how average the Vorts/Alien Grunts were.

Making mistakes is a way to learn how things work. After a few jumps or death, you understand crouch jumping is essential and to tread carefully when battling the HECU.
After that, if you still don’t succeeded, lower the difficulty. There’s no shame in that.
Also BM had in mind former players of HL so game mechanics aren’t unknown to them.

There is also the dreaded “Feature creep” to avoid. A team can get bogged down trying to reach perfection via tweak hell. Calling a project done will never mean it meets all user’s standards. It means it meets MOST user’s standards.

Exactly you ask a question or give any criticism and you get your head blown off on this forum sometimes. :smiley:

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.