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You can't tell me that most players will not feel disappointed when picking up a dropped military weapons just to 1) not be able to use it at all for the longest time, and then 2) when finally able to use it find out that they break like cheap toys and have iffy effectiveness or ammo supplies.
Telling people to ignore years of game experience and play another game because their expectations are a bit misguided is not good form. I've played many of the HL games (before Steam even recorded it), and immersive sims, and the 'Overworld Guns' still need some work to feel right.
And yes, I know, I've said a long time ago that the focus is on the crafted sciency weapons, because that's a main selling point. Having easy to find guns overshadow crafted weapons would hurt the game more than what the current fragile guns are doing now. That's not to say that players don't have a point that the Overworld guns kinda suck right now.
it's not the devs fault that players can't read. the main premise of the game is "what if you controlled a scientist in half life's resonance cascade? the pathetic ones who keep dying half the game? yeah those ones".
and even if Abiotic Factor is very "immersive sims-y" is also primarily a game of survival. Subnautica, Valheim, The Forest, Don't Starve just to name a few, Survival games with little to no focus on guns. and even then the intended of the game is pretty obvious
(and it isn't like the problem was unforeseeable, given how they wisely pre-nerfed the guns, to some people's annoyance)
It isn't just 'players not reading', it is presentation and expectations. The examples you give, Subnatica, Valheim, Don't Starve, etc they aren't FPS games, and don't have such an issue. Subnatica can't be a shooter because there barely are any guns in the game! Prey (2017) would be a closer example of an immersive sim that is first person and has guns, but it also has a limit on weapons to cut down on the run-and-gun aspect that HL is known for.
Even ignoring the default mode of some players to run in and start blasting, the fact that Overworld guns are so easy to break and have so little ammo to make semi regular bases unworkable is frustrating in of itself. Last I played it, Prey didn't have that bad of an ammo situation, and the durability didn't feel as bad as it does in this game. So comparing more on apples to apples, the guns in this game still need work.
That said, I'm not stressing out about the guns here, since I know it will take time and effort for the devs to find the right balance between usable find weapons and still keep the cool crafted weapons from being overshadowed.
Makeshift Crossbow
Scattershot thing (one round reload... ick but OK it's like a breach musket thing)
Suddenly Security Pistol, OMG it has 8 rounds and actually works a little before I have to reload.
However the real idea is to build the electric gun and the grinder gun. I loved the power, hated how often grinder rounds seemed to just stick on or bounce during what must be I-frames? Also I STILL thirst for rebar at end of initial Early Access content.
I also see the idea of "Why even have them then???!?". I can 100% garentee if they where not usable by the player the same people would be complaining that they can't use the over world guns. So at the end of the day you can't make everyone happy, so don't worry about it.
Also, yeah, if this half-life aesthetic game didn't have the ability to use standard firearms we would never hear the end of it. Much like how we're never going to hear the end of ammosexuals wanting this game to be like every other shooter instead of using the rest of the crafted arsenal, as the game design is heavily weighted towards using crafted items as your solution for combat.
Earlier in development, I did find the handgun to be pretty effective and suitably ammo efficient when taking time to aim properly, but I did abuse the flashlight mod repair exploit to keep them around for longer. Even then, I was going though more ammo than I could loot (but that might be different now). Later on, the seemingly slight buff to the SMG was noticeable, moving it to my preferred 9mm weapon, given me the option to pull off accurate (enough) single fire shots, or effective burst fire, but at the cost of a bit of armor. Oh darn... guess I'll have to kill things quickly so to not get hit /sarcasm (like I typically do nowadays).
The revolver feels like it is almost right out of HL1 with its insane stopping power (with head shots). Just a shame the ammo and gun is so rare, but good news, if you are good at aiming the ammo and the gun last a long time! One shot, one kill!
I occasionally break out the military weapons after hoarding so many guns and ammo. Every time I try them out, I often have to carry a second SMG simply because it breaks so fast with regular use when out and about, which feels weird. Not like I'm put off about it though, since I have way too many SMGs in storage and am often tempted to break some down before even using them!
As with most of the game, it feels a bit awkward (which makes some sense for Early Access), since things just seem to run out or break down faster than what's seen in other games. If I'm having this kind of a problem as 1) a solo player that can hoard everything for myself and 2) leaning more into melee sneak attacks anyway, then I'd feel really sorry for those that want to try to somehow main with Overworld weapons with friends; and if those friends want to do that as well.
(There can be only one Gordon Freeman that is allowed to run and gun, and he isn't any of the player characters)
(Also, we don't have an armored, likely power assisted, hazmat suit with medical and military systems in it, so that's a double no for Freeman cosplays in game... for now?)
...
Now that I think about it, does the Sigil of the Hearth trinket make guns more viable?
Yeah it wasn't viable for me, a rather casual player. Some FPS expert might have different results.
I'm not sure anyone has even said that they're 'underpowered'.
It's about a power balance between crafted weapons... as said before...
In just a few minutes you can amass the resources to make dozens if not hundreds of Grinder disks and scrapshot ammo, and use them the moment you gather their materials.
Or you can farm for hours or more, RNG dependent on getting ammo for things you can't use until you've either burned through a ton of it on the Pistol, or -already- crafted and used the makeshift weapons. And that's not even if RNG blesses you with weapon drops (I have a chest filled with weapons I can't use, but it's theoretically possible)
And that's not even counting the efficacy of justifying statistics. Pistol is 26, SMG is 30 damage. With your limited supply of ammo can you justify wasting that on the pistol over saving it for the SMG, prolonging the situation.
At this point I feel like the Biometric armwraps just need to be dropped and give people a massive penalty to accuracy, reload or having 'accidents' like uncontrolled fire or accidental discharges instead of barring those weapons outright until skill levels raise.
You're trying to tell me that something that is; equally, if not more effective than anything you can find, easier to not only obtain, but maintain and supply and more reliable is good balance?
First page.
There is -no incentive- to make the effort to use them.
This is not about how good or bad overworld weapons are. There's no reason to use them over the alternatives.
That is not good balance.
Edit: I'll also say again. I feel like the Biometic armwraps being dropped would solve alot of this problem.
Being able to use the weapons at the players discretion, without lengthy hoops, at a penalty, would be enough to justify overworld guns being used as a 'holdover'.
HOWEVER some gun animations are broken and has visual artifacts and still yet to be fixed
i dont like the smg ready animation the telescopic stock just jitters by it self and it looks weird like the back part of the gun is cutting trough the stock bars