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>> No.5862785 [View]
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5862785

>>5862740
>>5862667
>other half life anons ITT
Guten Tag.

A lot of weapon statistics apart from damage are defined within the dlls, which means you need to actively mod the source code to change those, which is probably beyond what you're intending to do.
Valve fixed this with HL2 where all the weapon statistics are defined in special files, which lets you change them easily, they wanted to implement a similar system for HL but ran out of time.

Heres comments and advice on weapons:
The crowbar could use a slight damage uptick to make rushing in and potentially taking loads of damage worth it, in the game it's only ever good for autistically saving ammo by harassing zombies and headcrabs, or just smashing the environment to progress.
The pistol is good as is, headshots make quick work of anything and it's supposed to be a somewhat low tier weapon anyway.
The revolver is good as is, it's a very powerful weapon and kills soldiers with one headshot.
As for the SMG, grunts seem pretty bulletspongy because of the SMG being inaccurate and dealing a good chunk less damage than the peestol, upping that will make the MP5 feel stronger but might make the pistol obsolete, you can't change the accuracy outside of code, so beware.
The shotgun feels weak because it has huge hollywood spread, upping the buckshot damage only changes one pellet, and the pellet amounts and spread are once again hardcoded, you might make point-blank shots too strong if you up it too far.
The crossbow is good as is, very powerful.
All energy and explosive weapons have good damage values so leave them as is, the grenade is the only exception, most people ignore them but I make use of them very intensly.
You can't adjust explosion range outside the code, but they're scaled according to damage.

I'm not sure what you can change for enemies except making human grunts a bit weaker, alien grunts are supposed to be chunky, but controllers are stupidly spongy and I hate fighting them, take them down a notch.

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