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I love this feature, so I'll play the mod when you can keep that part functioning. This feature seems to be troublesome for the other mods as well to keep. Isn't it just a case of tweaking the sniper rifle to original vanilla values, since the weapon is pretty powerful as is?
This is a shitpost I can appreciate.
I´m finding it hard to judge how this affects gameplay by reading the readme alone, since it's been 4 years since I played the game.
The thing I disliked the most about ME2 was the bulletspongey enemies. I still loved the game, but rebalancing the game with less bullet sponge and more dangerous enemies would be cool, is that the case?
That's great, it will be a fantastic mod once fixed!
I've been playing this one coop and I do enjoy some of the features, but a major annoyance is the penalty system.
The penalty system is too harsh and there are annoying grey zones that are impossible to predict. I've had many times when a suspect has aimed their guns at me, shot me, then comply in the middle of me shooting them. For a split second they suddenly comply, just as a bullet enters their face. A suspect that complies just after shooting shouldn't be unauthorised force, at least not until after a few seconds.
Thanks for your response! Will wait with great anticipation for the updated release. Will you release it this year?
I played this a little bit again, then reminded myself I wanted to play the enhanced version. However I wanted to give you some suggestions on what to improve:
1. The hit-indicator. It's a bit of a distraction, something about it is just off, I think it has to do with the size: it's too big. Besides, Max Payne 3 made it a kill indicator, as you know. I do remember you saying that making it a kill indicator is impossible. I suggest thinking about removing the hit indicator: the game doesn't really need it and isn't improved by it.
2. The revolver back up sidearm. I am slightly dissapointed seeing Max use a revolver like it's a beretta in cutscenes (and of course the graphic novels aren't changed and still keep the beretta). Not saying you should edit the graphic novels or cutscenes to correspond to gameplay inventory - just saying you should make an exception in making all the weapons MP3. The beretta is his weapon of choice in MP2. I'd prefer the 1911 replaced with the revolver given that it's a unique weapon to MP2, and making the backup sidearm the beretta.
3. Difficulty. I probably should've played on a higher difficulty (the highest requires an appropiate save file or registry edit, but due to frequent uninstalls and reinstalls I often lack these), but I'm fairly sure the game's still easy on higher difficulties. This is obviously because of MP3's highly slowed down bullet time mechanics. Vanilla MP2 has a much shorter shootdodge, and a gradual-slowing down bullet time mechanic. The slower bullet time in the mod gives a massive advantage. My suggestion would be to adjust the AI or Max Payne's health to accommodate.
4. The inventory system mucks up a bit at times, but you've heard this one many times already.
Beyond that you've delivered fantastic work. I eagerly await your improved version. I do hope you consider some of my suggestions, though I might be in the minority with points 1-3.
Looks good but the shaking camera is a bit too much. This would give me a headache while playing!
Thanks for keeping the MP modding scene alive though!
Hi. Great mod. I was wondering whether your version of the mod implies you haven't finished it yet. Are you merely fixing bugs at this point until you get a bugless game 1.0, or are you adding more content?
This mod will be made to work with the final version of Revision, right?
There's nothing wrong with the enemy anims in MP2. The_Silver has already tweaked the ragdoll effects, so I assume they don't comically fly away. That's good enough for most of us.
The only way to get MP3 level of anims is with Euphoria, which MP2 obviously does not support.