New GUI installation interface with options for backup and restoration introduced!
Also, shotguns now have fixed clip capacities so they're no longer infinite, Revenant correctly has 1 spare clip, and various other tweaks introduced!

Just download the latest version, one with yellow icon.

Good hunting!



Old entry:
From Readme file (not complete)

Before we get to technical stuff,
Ever since I started playing, I wanted to do something like this, but never quite found the time
or knowledge how. Now, one of my Life's side-quests (petty dreams) are made true and
I hope you have as much fun kicking Reaper ass, as I did creating this modification.

Good hunting!

Installation instructions are below the changelog.
=============================================================


-- Enabled the code for ammo regeneration, simulating the weapons cooling down.
 

--  Player classes weapon loadouts changed greatly.

     Infiltrators, Soldiers and Engineers carry everything, since these classes appear to be very skilled in firearms usage.
    Vanguards and adepts do not carry sniper rifles, since one would assume that all the biotic training doesn't leave
    hundreds of hours of free time to practice with sniper rifles   
    Sentinels do not carry shotguns, since they're more range and support/defense oriented rather than CQB.
   
    You can also select "none" under weapon category, if you don't wish to carry a particular weapon with you.

--  Armor, shields and barriers no longer protect against effects of powers.

    Powers will not do any damage they weren't doing before, simply the physics effects will be present
-- 1.4 Squadmates all do exact same damage with same weapons as player.
[...]

And more!

The full change log is in the Readme file.

Higher quality video over at:
Youtube.com

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Dat code! Combat, weapon descriptions, hints Combat, weapon descriptions, hints
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Hybrid Combat (final)

Hybrid Combat (final)

Sep 21, 2012 Full Version 1 comment

Last version with upgraded Glyph, final gameplay tweaks for maximum gameplay balance, and tons of fun!

Hybrid Combat (complete)

Hybrid Combat (complete)

Aug 26, 2012 Full Version 3 comments

Finally, a completed version of the modification, Including the Text Fix. I have written a nice installer interface, Glyph, to help you back up files...

Hybrid Combat text fix

Hybrid Combat text fix

Aug 26, 2012 Patch 0 comments

If you already have Hybrid Combat installed, download this. If you don't yet have the mod, go back one page and download full version.

Hybrid Combat (without text fix)

Hybrid Combat (without text fix)

Aug 22, 2012 Full Version 0 comments

New version and text fix (replacing in game text descriptions) is authorized and can be downloaded). This file is obsolete. ...

Post comment Comments  (30 - 40 of 40)
pilot99
pilot99 Sep 3 2012, 11:06am says:

Exelent mod! You made ME 2 fun again. But few suggestion, reduce shotguns and pistols clips by 50% because they are OP for now. Also reduce the cooling speed, as the cooling systems has been removed in place of thermal clips, but add option to reload, when gun is not "empty" yet.

Thanks again for exellent mod!

+1 vote     reply to comment
Eudaimonium
Eudaimonium Sep 5 2012, 5:01pm replied:

Hm yeah lately I was thinking about reducing shotgun clips a bit, but then again, they are shotguns, what they lack in range, make up in punch. I was generally going for all weapons being aproximately (as much as lore allows) of same usefullness.

I believe pistols are generally OK, but I'll see. Which clip sizes do you reccomend? I believe that larger clip size compensates for lower power, again making them useful in battle, not just as "last resort" type of weapon.

I cannot add option to reload (not yet), because as soon as you enable cooling/regeneration, you lose the reload command in total (no matter which key you set it to). I'd need to dig into some serious code to change that, but I don't really want to, because I believe it serves a bit of a tactical purpose and adds difficulty to game, which kinda sorta got reduced.

I did increase Insanity difficulty by multiplying all power cooldown periods with 1.5 but you still do not worry about ammo as much as you did.

I have played a lot with cooling speed (more than I should) and I believe that current one is OK. I mean, back in ME1, an overheated gun took what, 5 seconds to fully cool down, while here, non-overheated avengers takes around 10 seconds to fully cool down.

Reducing it any further would start rendering the entire tactical thing useless as you wouldn't have time to wait for gun to cool down, essentially going back to old gameplay style.

Thank you for your feedback!

+1 vote     reply to comment
Anubis_theDark
Anubis_theDark Aug 26 2012, 5:23pm says:

Damn i had so much fun playn this mod. If only you could do something similar to mass effect 3. Awsome job dude.

+3 votes     reply to comment
Eudaimonium
Eudaimonium Aug 26 2012, 7:02pm replied:

Thank you.

I am already working on ME3 version but it's going to take long time and it will be a bumpy ride - modding via Coalesced fire is severely restricted and any larger modification must go through digging over game's files. There is a collection of tools and guys working on them all the time, but it's still very early in experimental phase.

Anyway, I am hoping that in a few hours, the new version of Hybrid Combat will because Authorized, it's already uploaded. I have found a way and modded all the weapon-relevant text in the game so the weapon selection screen and loading screens do not break your immersion.

+1 vote     reply to comment
Anubis_theDark
Anubis_theDark Aug 26 2012, 7:42pm replied:

Yeah, i've been modding the ME3 coalesced myself. It kinda offers a lot more options than the ME2 one tbh.
As for current project just one small suggestion - I would strongly suggest you reduce the clip size of some sniper rifles. Atm guns like the viper pretty much make any other weapon in the game pointless :P.

+1 vote     reply to comment
Eudaimonium
Eudaimonium Aug 27 2012, 1:34am replied:

Yeah but ME3 one doesn't offer the option to enable the ammo regen anywhere... or as far as I know. I've tried using the options from Geth Combat Software and from Particle Rifle, even as far as routing the "basedon" option to DLC files for Avenger :p Nothing worked so far. Now I'm digging through the PCC files, seeing if I can't dig up anything useful.

I think Viper is pretty balanced. It is supposed to be as useful as Incisor and more useful than Mantis, see the new in-game description with the text fix.

What difficulty do you play?

+1 vote     reply to comment
Anubis_theDark
Anubis_theDark Aug 27 2012, 5:50am replied:

The one after normal - i think it's hard difficulty. And yeah i tried to implement the particle rifle code as well but for a reason i simply couldn't frekin understand it didn't work. Good luck with it. I really hope you find a way :).

+1 vote     reply to comment
Eudaimonium
Eudaimonium Aug 27 2012, 7:22am replied:

"Veteran" it's called. I reccomend "Hardcore" (one after it)for optimal challenge and gameplay balance.

And yeah there's a long way ahead of me in modding ME3.
Thanks :)

+1 vote     reply to comment
spartan594
spartan594 Aug 23 2012, 8:21pm says:

excellent concept, downloading.

+2 votes     reply to comment
Eudaimonium
Eudaimonium Aug 24 2012, 3:56am replied:

Thank you man.

Let me know what you think after you give it a spin.

+1 vote     reply to comment
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Platform
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Release Date
Released Aug 18, 2012
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