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I'm not 100% certain that's the case, but I feel like I've had that happen to me often in the mod, and now the same in the retail version. If it really is happening, I doubt it's intended for reflected Tau shots to do 0 damage to an Apache.
Regardless, I agree about the difficulty of the dam Apache; it's now way more difficult to fight than it was in the mod. I appreciate that it does seem to be more intelligent, but you can't really walk out into the open easily at all without your face being shot off.
An overpowered Apache would have the ability to destroy every piece of cover you find, which thankfully isn't the case in Black Mesa :P
The second confrontation with them in the large container depot was just mad. From the small corridor I ran out to trigger them, then ran back into the corridor. Their gunfire was incessant and indescriminate, they were even shooting at the closed door. When I opened it, they all just literally launched themselves at me in the doorway. As I shot them, they all ended up in a big pile by the door. The whole thing lasted for about 10 seconds!
Meanwhile, with the dam 'copter, I ended up crouched behind an ammo box (I think it was) by the hangar doorway next to the health station. I gave myself the smallest gap to shoot the 'copter with the Tau gun.
Compare that with some of the large open areas with the grunts and tanks that should have been so much harder than they were.
The games not perfect, but hey, that's what Early Access is for, right? Fantastic job otherwise.
Furthermore, it seems like the bullets from the chopper are able to go through the walls, which is highly annoying, especially since the game doesn't visually indicate that this is, indeed, the case - there are no bullet holes in the places where the bullets flew through the wall, only the "traces" through air and the hits are shown.
Final remark to the Dam fight: The Tau fire seems to ricochet not only off the chopper (that would be, with good hitboxes, actually quite cool), but it visibly ricochets from the rocks BEHIND the opposite end of the dam, revealing that the skybox is very close.
I am also rebalancing the Apache to have a greater rest period between bursts, and shorter bursts, so it's a bit easier to confront.
As for the Assassins, they too are bugged. Turns out they were drawing damage from our generic NPC_Glock weapon instead of from their own specialised damage convar. We set the NPC_Glock to do 12 damage as it's what the Guard uses, and we wanted to make him more useful, but this had the unintended (and undiscovered, until release) side effect of making the assassins really overpowered. In the next patch this is fixed, and the Assassins now do 6 damage per shot, instead of 12.
Funny enough, I didn't have problems with either chopper fights.
also carrying the rare specimen past the dam now that was hard to figure out :P
In most games, when an enemy kills you, you learn very quickly what you were doing wrong, and can, within few attempts, discover the right strategy. Here, I was dying over and over without so much as a clue to what I was doing wrong.
Their damage is bugged, and is around 2x higher than it's meant to be. It will be fixed in the next patch.
Fair enough, I already saw that, but it doesn't change the fundamental problem that they are an enemy that
a) seemingly always knows where you are
b) can move very fast
c) have very high accuracy
d) have very high rate of fire
and there don't appear to be any environmental things that could help with them.
What if a player enters the location with 50% of health and no armour? How does a player like that get through? And more importantly: Which "hints" should the player notice to find the answer?
There is a very good answer to the Assasins, since 1998: Grenade the ♥♥♥♥ out of them. xD
Cuz, except for the higher dmg right now, they are pretty much like the Original HL Assasins.
Their AI hasn't been altered, you're just seeing changes where you think. The only thing which is different is the damage.