One big complaint I have is the SMG. It feels completely useless.
Just like in the original game.
One big complaint I have is the SMG. It feels completely useless.
Always Run is useful for more than just forward movement, it makes movement in all directions faster. I turned it on and never looked back, since it was like that in the original.:O
Still think I might stick to just rebinding sprint to mouse 3. I admit I forgot how to sprint until after I walked at the bunker at the end of "We've got Hostiles" and fooled with my keybinds. :U
Always Run is useful for more than just forward movement, it makes movement in all directions faster. I turned it on and never looked back, since it was like that in the original.
Immediately after the funicular where the head crabs are jumping down at you.Which level was that?
Loving the game so far, but the marines are way too accurate and react too quickly.
Loving the game so far, but the marines are way too accurate and react too quickly.
Did you not play original? Pretty much the same accuracy, but a lot less cover. Cover is your friend.
I disagree that marines are exactly like the original. Damage? Sure. Reaction speed? No way. They're so quick to react and insanely accurate over a long distance that it changes the flow of combat. Half-Life marine battles were comfortably played at high speed. You can't really do that here due to how accurate and damaging they are. Instead it plays slower and more exploitive, keeping distance to land precise shots while peeking out of cover. Get too close and you're torn to ribbons in literally a couple of seconds.
There's a lot of little flaws like this in the combat. Both the Vortigaunt and Houndeye charge up times seem significantly decreased, again shaping the combat towards 'quick draw' style gameplay versus proper, up close running and gunning.
It's the one major part of the mod that I feel deviates a little too much from the original *cough* source.
It's not really bad game design.
Exactly my feelings, Black Mesa feels like a cover based shooter in certain parts...which feels very wrong.
I disagree that marines are exactly like the original. Damage? Sure. Reaction speed? No way. They're so quick to react and insanely accurate over a long distance that it changes the flow of combat. Half-Life marine battles were comfortably played at high speed. You can't really do that here due to how accurate and damaging they are. Instead it plays slower and more exploitive, keeping distance to land precise shots while peeking out of cover. Get too close and you're torn to ribbons in literally a couple of seconds.
There's a lot of little flaws like this in the combat. Both the Vortigaunt and Houndeye charge up times seem significantly decreased, again shaping the combat towards 'quick draw' style gameplay versus proper, up close running and gunning.
It's the one major part of the mod that I feel deviates a little too much from the original *cough* source.
Why would you reload just because you take damage? Live with your decisions, your just making the game worse for yourself playing it like that. The autosaves are pretty consistent in this game.
The dam level I used crossbow and Magnum, got up close with shotgun and it was lights.
They really fucked the signposting on the dam. It's nearly impossible to see the ladder you're meant to sprint up and swimming over to it is a slow swim, and the chopper just unloads on you the entire time (because its targeting is supernatural)
They really fucked the signposting on the dam. It's nearly impossible to see the ladder you're meant to sprint up and swimming over to it is a slow swim, and the chopper just unloads on you the entire time (because its targeting is supernatural)
I disagree that marines are exactly like the original. Damage? Sure. Reaction speed? No way. They're so quick to react and insanely accurate over a long distance that it changes the flow of combat. Half-Life marine battles were comfortably played at high speed. You can't really do that here due to how accurate and damaging they are. Instead it plays slower and more exploitive, keeping distance to land precise shots while peeking out of cover. Get too close and you're torn to ribbons in literally a couple of seconds.
There's a lot of little flaws like this in the combat. Both the Vortigaunt and Houndeye charge up times seem significantly decreased, again shaping the combat towards 'quick draw' style gameplay versus proper, up close running and gunning.
It's the one major part of the mod that I feel deviates a little too much from the original *cough* source.
You can sprint in the water...you have to be on the surface though which is awesome. But you also risk getting shot up quicker which I think is a nice tradeoff.
Just unfair trial-and-error all over.
Not really disagreeing with you, but that's pretty much how I remember the original surface tension as well.
You were pretty much perpetually at 50 health and no armor in the original game too, but helicopters only took one shot charged with about 15+ ammo. Not 6 rockets and 2 charged shots.
Doing another playthrough and I set it to Normal this time. Just finished Power Up, I'm enjoying the combat much more and I don't find the soldier AI to be as big of an issue. They're perhaps on the easy side actually because they go down in one shot to the magnum. I'm also actually finding the MP5 to be useful. The key is to aim for the head, do short bursts and not go full auto. So yeah, if you're annoyed with the soldiers try dropping the difficulty down.
Playing BM just reinforces my belief that HL1 is actually Valve's best game, though the mod isn't up to Valve standards in terms of polish and subtle signposting in the level design. It's still super enjoyable though and the combat is way more fun than HL2.
Oh wow look at that I haven't looked it up in a while and it's out and rolling! When did it come out! Now I got another mod to install when I get home. Sweet!
Are you head-shotting with the magnum, because I haven't dropped too many marines with one shot on normal.
Are you head-shotting with the magnum, because I haven't dropped too many marines with one shot on normal.
That's funny, I tested it and it turns out you're right, it doesn't 1-shot them anywhere on the body. I must've been on a crazy roll because stuff like this happened. I just assumed I was getting some body shots. (not my first time playing that so I knew where they would be )
Is it just me or is it that every time I have to jump on something I have to crouch jump? It feels weird having to do every time.
You were pretty much perpetually at 50 health and no armor in the original game too, but helicopters only took one shot charged with about 15+ ammo. Not 6 rockets and 2 charged shots.
Also too much bloom ruins Surface Tension looks and the colors look too saturated or its just me?
From what I remember the devs said they wanted to drive people to cover as soon as the chopper comes out, much like in HL2.
Early on, headcrabs where able to latch on to the player. The player would slowly take damage over time and would have to rapidly press the attack button to throw the headcrab off. After extensive play testing it was disabled. However it can be re-enabled via a console command (sk_headcrab_can_latch_on_player).
No, there were just as many loads during the intro in the original as well.I was also kind of bummed to see the intro interrupted by three (?) loading screens. That's Source being Source, right? Or am I just remembering it wrong.