Combine Organization
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Re: Combine Organization
Perhaps a headshelling Artillery option would be nice, although creating zombies/zombines would be tricky.
- Drunkenvalley
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Re: Combine Organization
Assassins do not need to be slower or tougher. Rather, Assassins should work as low-health but expensive multitaskers, bearing mainly three weapons by standard: The sniper, a pistol and a knife.Jenks wrote:Definetely, Assassins need to be a slower, but tougher Unit.SkedarE wrote:To extend on that, if a sniper and double pistols are added to an assassins role, then maybe the switching between weapons could take place using the ability icon in the HUD(i.e the grenade button). Also, should the assassins anti fog of war radius be increases when switching to sniper?
Here is a video of a few in action in the HL2 Beta, as well ass other creatures that might be implementable:
http://www.youtube.com/watch?v=DpnKPAL0 ... re=related
Respectively, she would use the sniper when outside of pistol or knife range, but within line of sight.
To go sniper, however, she would first have to position herself appropriately, assemble the sniper, load it & aim it. (Ca 8-10 seconds?) In return for this long load, she has a powerful long-range weapon, although there's a 2-3 second reload, even more for a new clip if that's necessary. Her line of sight is also extended slightly once she's positioned and aiming. Another drawback, however, is that she's relatively slow at turning to follow the enemy with her scope, and accuracy drops slightly if attempting to take down moving targets, as the projectile is relatively slow.
There are three ways to leave sniper: Die, pack the sniper or throw it away (which naturally means that if used, the Assassin can no longer use Sniper).
If moving, but outside melee range, the pistol would be used. Dual pistols are arguable, but at least one. Mainly, this would be to keep off enemies rather than facing them head-on, as the damage is very minimal, mainly due to the bad accuracy, especially at longer ranges.
Finally, there's the knife. It's slightly more accurate than the pistol for obvious reasons. The attacks are also faster.
I'd say the Assassin is restricted in behavior: By default, she doesn't fire her sniper unless ordered to, both to ensure she requires your attention more, and to let your Assassins work in team to net in and take down several targets when they're trapped.
NOTE: Obviously, this is more a "You Wish" thing, I know.
- Jenks
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Re: Combine Organization
Awesome idea...better than mine!Drunkenvalley wrote:Assassins do not need to be slower or tougher. Rather, Assassins should work as low-health but expensive multitaskers, bearing mainly three weapons by standard: The sniper, a pistol and a knife.Jenks wrote:Definetely, Assassins need to be a slower, but tougher Unit.SkedarE wrote:To extend on that, if a sniper and double pistols are added to an assassins role, then maybe the switching between weapons could take place using the ability icon in the HUD(i.e the grenade button). Also, should the assassins anti fog of war radius be increases when switching to sniper?
Here is a video of a few in action in the HL2 Beta, as well ass other creatures that might be implementable:
http://www.youtube.com/watch?v=DpnKPAL0 ... re=related
Respectively, she would use the sniper when outside of pistol or knife range, but within line of sight.
To go sniper, however, she would first have to position herself appropriately, assemble the sniper, load it & aim it. (Ca 8-10 seconds?) In return for this long load, she has a powerful long-range weapon, although there's a 2-3 second reload, even more for a new clip if that's necessary. Her line of sight is also extended slightly once she's positioned and aiming. Another drawback, however, is that she's relatively slow at turning to follow the enemy with her scope, and accuracy drops slightly if attempting to take down moving targets, as the projectile is relatively slow.
There are three ways to leave sniper: Die, pack the sniper or throw it away (which naturally means that if used, the Assassin can no longer use Sniper).
If moving, but outside melee range, the pistol would be used. Dual pistols are arguable, but at least one. Mainly, this would be to keep off enemies rather than facing them head-on, as the damage is very minimal, mainly due to the bad accuracy, especially at longer ranges.
Finally, there's the knife. It's slightly more accurate than the pistol for obvious reasons. The attacks are also faster.
I'd say the Assassin is restricted in behavior: By default, she doesn't fire her sniper unless ordered to, both to ensure she requires your attention more, and to let your Assassins work in team to net in and take down several targets when they're trapped.
NOTE: Obviously, this is more a "You Wish" thing, I know.
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Re: Combine Organization
OK, based on examining an actual beta assassin, heres the stats:
Speed: fast
Hp: so-so
Armament: dual USP Match pistols (they're made to the model's hands)
Accuracy: on par with elites
If you want a combine heavy, remake the combine Guard with his mini-singularity gun.
Anyway, adding a beta, unmounted sniper rifle would work, based on concept art of an assassin with some sort of cut down scoped weapon. DO NOT confuse the beta rifle with the hl2 mounted rifle.
Go play MI or OC to see the beta rifle out.
Speed: fast
Hp: so-so
Armament: dual USP Match pistols (they're made to the model's hands)
Accuracy: on par with elites
If you want a combine heavy, remake the combine Guard with his mini-singularity gun.
Anyway, adding a beta, unmounted sniper rifle would work, based on concept art of an assassin with some sort of cut down scoped weapon. DO NOT confuse the beta rifle with the hl2 mounted rifle.
Go play MI or OC to see the beta rifle out.
In war, theres always one who is not dedicated to one side, but against all.
He is the Angel of Death...
He is the Angel of Death...
- SkedarE
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Re: Combine Organization
Sounds great, but with Drunken Valley's idea on dropping the sniper entirely, I am not so sure whether it would work or fits the game. A bit too complicated or too tedious to program as to adding a standard ability with models and actions from other mods. I haven't seen double USP pistols though.
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- Drunkenvalley
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Re: Combine Organization
Oi, don't put words in my mouth.SkedarE wrote:Sounds great, but with Drunken Valley's idea on dropping the sniper entirely [...]
- SkedarE
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Re: Combine Organization
?Drunkenvalley wrote: There are three ways to leave sniper: Die, pack the sniper or throw it away (which naturally means that if used, the Assassin can no longer use Sniper).
EDIT : Sorry! My wording might seem to suggest I thought you were dropping the idea and not the actual weapon.
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Re: Combine Organization
Go download missing information mod, then go into console and type
npc_create npc_assassin
npc_create npc_assassin
In war, theres always one who is not dedicated to one side, but against all.
He is the Angel of Death...
He is the Angel of Death...
- Jenks
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Re: Combine Organization
I might just do it, I need to test this shit out for myself.Vaun wrote:Go download missing information mod, then go into console and type
npc_create npc_assassin
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Re: Combine Organization
So howd it work out? notice the dual USPs (that they clench even in death).
In war, theres always one who is not dedicated to one side, but against all.
He is the Angel of Death...
He is the Angel of Death...
- Jenks
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Re: Combine Organization
I downloaded Missing Information Mod and tried it. It is freakin awesome, and Stalkers could even be addable.
The Combine Assassins only work good in certain areas, and the Missing Info Mod is missing some maps such as Terminal and the old Coast.
The Combine Assassins only work good in certain areas, and the Missing Info Mod is missing some maps such as Terminal and the old Coast.
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- SkedarE
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Re: Combine Organization
Take into account that this is the future with futuristic weapons and a futuristic alien race that the assassins are working with. With their athletic, futuristic, and combine cyborg abilities the sniper rifle would take a lot less than 8-10 seconds to assemble and shoot. It would more realistically be more pump action if Valve developed it.
- Drunkenvalley
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Re: Combine Organization
If we were to be hyper-realistic, yes. c.c;SkedarE wrote:Take into account that this is the future with futuristic weapons and a futuristic alien race that the assassins are working with. With their athletic, futuristic, and combine cyborg abilities the sniper rifle would take a lot less than 8-10 seconds to assemble and shoot. It would more realistically be more pump action if Valve developed it.
For practical purposes, though, I think it sounds perfectly reasonable.
Besides, I believe most rifles take a lot longer to assemble by default, although this probably varies depending on the rifle itself.
The point would be to get the Assassin/Sniper into a position that's actually practical for sniping, rather than them just pulling up a rifle when not at point-blank distance and headshotting the target instantly.
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Re: Combine Organization
Turrets, mines (and even manhacks) should be purchasable 'upgrades' for Combine infantry units that can be acquired when they're within close range of the Combine barracks/armoury. Once bought, they can place these as desired until running out.
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Re: Combine Organization
(terminus) Agreed
(jenks) They were still working on the mod but valve ordered them to stop.
(jenks) They were still working on the mod but valve ordered them to stop.
In war, theres always one who is not dedicated to one side, but against all.
He is the Angel of Death...
He is the Angel of Death...
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