EatChildren
Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
Can you explain a bit more what you mean by poorer combat? Faster enemies aside, I'm not really sure what there is to complain about.
Mostly the faster reaction speeds, which I touched on earlier. Half-Life, at it's core, was a run and gun game. Even with hitscan weapons, it was built around run and gun combat. This was mostly achieved by having enemies telegraph attacks and/or keep themselves very mobile, forcing you in turn to move quickly. Vort charging up? Move to dodge, same goes for Houndeyes. Marines? Cant stop-and-pop, as they move too quickly between cover, spray fire, flank, etc.
Black Mesa's absurd reaction speeds and aimbot levels of accuracy has reshaped the combat into slow, exploitive trial-and-error play that closer resembles a modern stop-and-pop shooter. Athletics and mobility take second place to simply getting in a quick, high damage shot before the enemy shoots you. It's particularly problematic with marines, as instead of getting up close and personal, moving between cover, and surprising them, the best tactic is to stay as far away as possible, peek around a corner, and pot shot them with the revolver.
Stuff like this, evident in also the increased Vort charge up time, says to me that the team didn't want to recreate Half-Life's excellent run-and-gun gameplay, or failed trying to. For me it feels less tactical, exciting and fast thanks to mobility of both you and the enemy, and instead slower, exploitive and cheap.