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 COMBINE OVERWATCH: REVISITED 0.85 
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Joined: Thu Jan 13, 2011 1:31 pm
Posts: 158
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Post Re: COMBINE OVERWATCH: REVISITED 0.82
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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.


Tue Oct 23, 2012 4:18 am
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Joined: Tue Jul 24, 2007 1:13 am
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Location: eating sock's face like a cupcake
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Post 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.


Fri Oct 26, 2012 11:32 pm
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Joined: Thu Jan 13, 2011 1:31 pm
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Post 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


Sat Oct 27, 2012 2:32 pm
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Post 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


Sat Oct 27, 2012 6:54 pm
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Post Re: COMBINE OVERWATCH: REVISITED 0.85
A combine dropship as a Cargo would be amazing!


Sat Oct 27, 2012 9:58 pm
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Post Re: COMBINE OVERWATCH: REVISITED 0.85
why does this mod require the AI mod linked to in OP?


Sun Oct 28, 2012 3:20 am
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Post Re: COMBINE OVERWATCH: REVISITED 0.85
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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.


Sun Oct 28, 2012 3:24 am
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Post 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.


Sun Oct 28, 2012 6:31 am
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Post Re: COMBINE OVERWATCH: REVISITED 0.85
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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


Tue Nov 06, 2012 11:13 pm
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Joined: Sun Dec 02, 2012 11:18 pm
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Post 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?


Sun Dec 02, 2012 11:21 pm
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Joined: Mon Oct 15, 2012 5:21 pm
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Post 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.


Fri Dec 07, 2012 4:37 pm
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Joined: Mon Dec 24, 2012 7:35 pm
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Post 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?


Mon Dec 24, 2012 8:07 pm
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Joined: Sat Oct 17, 2009 10:40 pm
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Post 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.


Sat Dec 29, 2012 6:29 pm
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Post Re: COMBINE OVERWATCH: REVISITED 0.85
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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.


Sun Dec 30, 2012 10:26 pm
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Joined: Tue Dec 04, 2012 1:31 am
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Post 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?


Sat Jan 26, 2013 8:51 am
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