The goal of Half-Life 2 : MMod is to enhance and expand gunplay, combat mechanics and the immersion factor by giving the Player more options and combat opportunities as well as refine how the Player handles his arsenal. Half-Life 2 : MMod also offers minor AI enhancements, extended abilities for combine soldiers, multiple bug fixes, enhanced visuals, VFX re-design, sound redesign and much much more, while keeping nearly every new feature in the mod totally optional.
Standard Rebel Initiative.
Will be used by Rebels in Episode 2 campaign, stronger than smg1, but has a lot more recoil and lower fire rate.
Thank you JMan ( I hope I spelled that correctly ) for fixed hl2 beta model/animations!
So, i was looking at this gun, and OICW, and all the other new weapons (like the akimbo pistols), and just wanted to ask: Is this mod slowly becoming an extra-high quality, AAA-graphics version of SMod ? Not saying that this is bad, just really want to know how you accomplished this, adding all new guns and stuff, and not just simple re-skins and re-models.
nah, these are just some extras that are still go with the tone of the game
How do you get them though?
Is Smod still playable?
Actually all the guns he's added are guns that were cut from the game.
literally everyone knows that
I didn't.
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Looks good! The shell casings are maybe a tad over the top (and could make aiming actually suffer), but other than that everything looks amazing.
is there any way to spawn them?
You Know, you could do this:
> Metro-Police, Civilian Citizen, Rebel Medics use SMG1
> Combine Soldier uses AR2 and Shotgun, SMG1 is replaced with OICW.
> Rebel Citizen uses AR1 and Shotgun, SMG1 on rare occasions.
> AR1 and Pistol share ammo, Pistol are barely being used late-game anyways.
> SMG1 and OICW share ammo, it's a balance between accuracy and rof instead.
> AR1: 8 Damage, 0.11s shot interval or 550 RPM, 30 round capacity, less-accurate than Pistol but more accurate and less recoil than AR2.
> SMG1: 5 Damage, 0.07s shot interval or 857 RPM, 60 RPM grenade, 40 round capacity.
> OICW: 5 Damage, 0.09s shot interval or 666 RPM, 444 (scoped), 40 RPM grenade, 30 round capacity, more-accurate than SMG1, has Scope (via ironsights), and flatter grenade trajectory.
> AR2: 10 damage, 0.09s shot interval or 666 RPM, 40 RPM Altfire, less accurate than AR1.
With this setup, we don't need to add more ammo types. Pistol sharing ammo with AK47 while doesn't makes sense realistically, but it makes sense balance-wise because it allows us to use a mostly unused ammo at the late-game while keeping high damage.
We also don't need to make it as competitive to AR2 as a result, and the AR2 could be more powerful as it needs to be. We could always fall back to AR1 if we are having ammo problems, or if we need more accurate DPS at a distance.
The SMG1 and OICW sharing ammo would also lessen the logistical burden. With the OICW having the niche for long range engagement, the SMG1 still has a niche for close range due to faster ROF and larger capacity.
Also SLAM. I would like to have SLAM back.
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I want the ar 1 but cannot find it in the mod at all
how to get it?
Ah, Half-Life 2 Beta weapons are going to be added too? Really nice!
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