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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: COMBINE OVERWATCH: REVISITED 0.82
Quote: stalker is ridiculously powerful Those are things it ought not be doing. Well apparently your complaint is my command or something. New download up. Stalker is now a 25g unit, although it could probably still mutilate someone at close range. Sorry you have to dl the entire thing again. I don't do patches.
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Tue Oct 23, 2012 4:18 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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 Re: COMBINE OVERWATCH: REVISITED 0.82
i think this mod is superb. even if it has like 5 weapons. all the offsets and sprites are done quite nicely... i might mod it in that the elite has a jetpack though cause a faction without jetpacks is weird to me.
otherwise this mod suits my playstyle completely. i always would find myself buying shitloads of cannon fodder like culled clones.
the one thing i have to ask is why you didn't make the MP7's firing sound the one from HL2? it sounds way better than the shitty stock smg sound.
this mod seriously needs a unit with a jetpack and heavy armor.
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Fri Oct 26, 2012 11:32 pm |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: COMBINE OVERWATCH: REVISITED 0.85
0.85 Update
Damage adjustments Buffs to the Assassin The clumsiest APC ever Jetpack guys The One Free Man game mode Moar exploding
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Sat Oct 27, 2012 2:32 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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 Re: COMBINE OVERWATCH: REVISITED 0.85
the only things i can suggest would be dropship and some kind of rocket launcher.
then this mod would be perfect in my eyes
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Sat Oct 27, 2012 6:54 pm |
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jegowndig
Joined: Sat Oct 13, 2012 7:13 pm Posts: 13
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 Re: COMBINE OVERWATCH: REVISITED 0.85
A combine dropship as a Cargo would be amazing!
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Sat Oct 27, 2012 9:58 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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 Re: COMBINE OVERWATCH: REVISITED 0.85
why does this mod require the AI mod linked to in OP?
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Sun Oct 28, 2012 3:20 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: COMBINE OVERWATCH: REVISITED 0.85
Quote: why does this mod require the AI mod linked to in OP? Actually I'm not sure why it does (or even if), I just know that I am using Abdul's updated HumanAI as the base for the Combine troops, and I figure it's safer that you have the HumanBehaviors file associated with it. Really, it's just for better smart-making - the update makes the miners not act dumb, and units now do suppressive fire on areas where they know something is happening. Makes for more bullets flying through the air.
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Sun Oct 28, 2012 3:24 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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 Re: COMBINE OVERWATCH: REVISITED 0.85
this mod would be so much better if data implemented an in game map that enabled RTS like gameplay.
also i just played it with and without the AI mod. they seem to act perfectly fine to me.
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Sun Oct 28, 2012 6:31 am |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: COMBINE OVERWATCH: REVISITED 0.85
Quote: this mod would be so much better if data implemented an in game map that enabled RTS like gameplay. I think everything in this game would be better with that mang Thanks for the heads up about the AI
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Tue Nov 06, 2012 11:13 pm |
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adnananator
Joined: Sun Dec 02, 2012 11:18 pm Posts: 1
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 Re: COMBINE OVERWATCH: REVISITED 0.85
Anyone remember the hl2 gravity gun mod? ( viewtopic.php?f=61&t=16515&hilit=Half+life+mod+gravity) Any way to get that back for 1.0?
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Sun Dec 02, 2012 11:21 pm |
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Notsoscary
Joined: Mon Oct 15, 2012 5:21 pm Posts: 879 Location: Somewhere in Germany
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 Re: COMBINE OVERWATCH: REVISITED 0.82
NeoSeeker wrote: a faction without jetpacks is weird to me. . Ever met the "Loyalists" Mod? No Jetpacks, not even jumping.
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Fri Dec 07, 2012 4:37 pm |
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TankNut
Joined: Mon Dec 24, 2012 7:35 pm Posts: 2
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 Re: COMBINE OVERWATCH: REVISITED 0.85
It seems that every time I spawn one of the units, the game slows down incredibly and becomes almost unplayable, anyone else having this problem?
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Mon Dec 24, 2012 8:07 pm |
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drentrix
Joined: Sat Oct 17, 2009 10:40 pm Posts: 4
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 Re: COMBINE OVERWATCH: REVISITED 0.85
Me too, except it takes me at least 3+ actors for the game to start slowing down. I tried playing the little activity with Gordon Freeman for a bit, and after wave 2+, each starting wave (with like, 7 actors on screen) lags the game down to like, 5-10 FPS, using a decent computer specs.
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Sat Dec 29, 2012 6:29 pm |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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 Re: COMBINE OVERWATCH: REVISITED 0.85
Quote: game slows down incredibly Quote: 3+ actors for the game to start slowing down This mod is for 1.0, so it uses older AI scripts that don't jive with the game anymore. I'll upload a 1.05 compatible version in the next week or two. EDIT: 0.9 is up with new friendlier scripts.
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Sun Dec 30, 2012 10:26 pm |
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nubbles
Joined: Tue Dec 04, 2012 1:31 am Posts: 45
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 Re: COMBINE OVERWATCH: REVISITED 0.85
https://dl.dropbox.com/u/43670290/CMB.rte.zip I made them quite a bit tougher, made a new unit called the "Combine Support", which is a lighter combine suited for engineer roles or sniper, and is a little weaker, made another new unit called the "Hazmat Combine", which has extremely tough frontal armor, the real tank of the combine infantry, and made a new weapon, called the "357 Magnum", using a sprite I made myself (having not realized that there was already a sprite in the CMB.rte folder.) How does it stand up for balance things compared to the other factions?
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Sat Jan 26, 2013 8:51 am |
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