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Use this: https://steamcommunity.com/sharedfiles/filedetails/?id=2017647571&searchtext=
and balance will be restored to how it should be.
That's why you need the magnum to deal with them, as expressed by many upset and disappointed paying customers since the game left early access.
I never really had a problem with the soldiers. Just stay at a fair range and plink them off with the basic pistol, taps with the MP5, or get next to an entrance and use the double barrel from the shotgun.
Good luck plinking them with the glock with the new AI, or try to trick them to walk in one by one around corners.
Through much of the early chapters of BM, I felt there was a bit of a weapon hierarchy between the revolver, the glock, and the crowbar. The crowbar was to handle low-end enemies in order to conserve ammo where none needed to be expended. The glock with its moderate/rapid rate of fire and average accuracy is meant for low/medium enemies and mid-range, with the higher-rate of fire helping to deal with close range when switching to the crowbar wasn't an option. The revolver with its aforementioned hindrances served as the long-range/one-shot utility meant for dealing with medium tier enemies outside of the glock's effective range. The "bridge" at the end of Office Complex comes to mind when the vorts teleport in, proving a challenge for you and the guards you've amassed as despite their lack of high volume is compensated by their greater range.
Long story short, the revolver provides the player with a significant advantage in the early game, allowing them to snipe enemies from cover. This is especially prevalent in "We've Got Hostiles" where you could easily pick off marines from beyond the effective range of their MP5s. Perhaps the mentality the devs intended for this change was to force players out of this habit and for a more aggressive playstyle.
All of that was disproved and destroyed over several months by those of us who play videogames, then the devs made the change, game went live, and the forum was flooded by people who couldn't fight the HECU,
I link it, they give the game another try. If the devs had listened, I wouldn't have to do this.
You'll start finding ammo for it beyond this point. If you miss it, you get more chances to find one so dw.
Hopefully this thread also doesn't devolve into mindless rabble and whiny walls of texts.
magnum is meant after you kill tentacles...
- It is where the first tentacles come from
- The .357 and shotgun are at the similar spawns to HL1
- There are more explosives (red barrels, gas tanks and canisters) located close to HECU flanking and nesting positions so you can draw them out in We've Got Hostiles surface battle
- If the barrel explosion didn't damage them enough your SMG oughtta finish the job
- You should be rushing to shelter there anyway, the whole point of that battle was that it's too hot on the surface and Gordon is forced to go back underground. Otherwise, what's the point of constant mortar strikes?