Modular Combat is a role-playing shooter based in the Half-Life universe.

The Resistance, Combine, and Aperture Science are testing the HEV Mark VI Combat System. Combatants face off against each other, and monsters, in the Controlled Combat Testing Facility, which is monitored by a super-computer known as BoSS.

There are over 50 modules that can be upgraded at any level, in any combination. Modules give combatants amazing abilities such as flying, teleporting, spawning minions, and shooting flechettes or energy balls.

Start thinking with modules.

Download | Forums | Modular Combat Wiki


Modular Combat requires The Orange Box + Source SDK Base - Orange Box to play.

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Start thinking with modules. Modular Combat v1.77 Modular Combat v1.77
Blog RSS Feed Report abuse Latest News: Modular Combat v1.76b (Hotfix) released!

14 comments by matthewdryden on Nov 3rd, 2009 digg this super bookmark


Here we are again!

We at Mod Fidelity want to thank you guys for sticking by us through our ever-so-long development cycles. We appreciate that you stick around even when we're not telling you what's going on behind the scenes.

Today we release Modular Combat v1.76b. This is a series of bug fixes and re-balancing that will help ease the pain for our players as we get v1.77 out the door!

Here's a quick list of what's happened:

  • Poison Spit: Increase projectile speed, re-balanced damage
  • Specific resists no longer affect all damage types
  • Combine Balls now only deal 175 maximum damage 
  • Turrets will no longer fire when frozen by Freeze Grenade
  • Added teleport blockers to various maps
  • Other various bug fixes and minor rebalancing
As short as this list is, we expect that these changes will improve gameplay all around. Especially since these few bugs can cause major havoc on the servers.

Join our new forums! Become a beta tester!

We have been working feverishly on the next version of Modular Combat, and the time is nigh for an on-going beta test. We have secured a server with the wonderful people from Nuclear Fallout Servers, and will soon be opening our doors to roughly 25 hopeful applicants!

Modular Combat v1.77 Modular Combat v1.77

What qualifications do you need to be a beta-tester? 

Modular Combat, and Mod Fidelity, have always been about the community. You should be active in it, you should be good friends with people in the community. So go join the forums! Work on our wiki! Get to know everybody, introduce yourself!

Beta-testing will be ongoing for the next few weeks as we make the final preparations for the release. It will be up to you, the beta testers, to make sure everything plays out right!

Check out the Modular Combat Wiki!

Our players have been hard at work on building the MCW up from scratch, and it's turning out to look really nice! If you think you have something you could contribute, go ahead and sign-up! All help is welcome!

Well, thanks again for being as awesome as you guys are! We'll be keeping you updated!


Until next time, don't forget to be awesome!

Mod Fidelity

What side are YOU on?

(Special thanks to the Overgrowth team and Iiro Jäppinen for providing these nice icons!)

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Modular Combat v1.76b (Hotfix, server only)

Modular Combat v1.76b (Hotfix, server only)

Nov 03, 2009 Patch 1 comment

Are you running a Modular Combat server? Just extract this patch over the directory you have now to update your server.

Modular Combat v1.76 Server Files (Zipped)

Modular Combat v1.76 Server Files (Zipped)

Aug 24, 2009 Server 6 comments

Requires: Source Dedicated Server, Orange Box Files, and Half-Life 2: Deathmatch. Extract files to "orangebox" folder and boot the sourceds.exe in the...

Modular Combat v1.76 Map Pack (Zipped)

Modular Combat v1.76 Map Pack (Zipped)

Aug 24, 2009 Patch 2 comments

If you have already installed v1.75 and only intend to play on the official servers, then get this and unzip it to your "SourceMods" directory. Otherwise...

Modular Combat v1.76 Full Version (Zipped)

Modular Combat v1.76 Full Version (Zipped)

Aug 24, 2009 Full Version 5 comments

Requires: Source SDK Base - Orange Box, Half-Life 2: Deathmatch, and Half-Life 2: Episode Two. Extract to your "SourceMods" folder.

Modular Combat v1.76 Full Version (Installer)

Modular Combat v1.76 Full Version (Installer)

Aug 24, 2009 Full Version 6 comments

Requires: Source SDK Base - Orange Box, Half-Life 2: Deathmatch, and Half-Life 2: Episode Two.

Modular Combat v1.75 (Server Files)

Modular Combat v1.75 (Server Files)

Aug 02, 2009 Server 4 comments

Modular Combat v1.75 server files. We recommend that you completely wipe your files before installing an upgrading.

Comments  (0 - 10 of 851)
Lt.SnoWolf
Lt.SnoWolf Nov 16 2009, 1:02pm says:

I turn my back for a second and you guys have smashed like 100 bugs!
Eargly awaiting latest version :D This hotfix is working swell.

+3 votes     reply to comment
FTWinston
FTWinston Nov 18 2009, 4:56am replied:

:) good to know!

+2 votes     reply to comment
Gloppy
Gloppy Nov 16 2009, 11:09am says:

Before the server is created or while the server is running?

Edit: Failed to press reply...

+2 votes     reply to comment
FTWinston
FTWinston Nov 18 2009, 4:55am replied:

It can be confusing, but my tactic for all source games is this:

start a game
type in the console:
sv_lan 0
net_start
changelevel <mapname>

and then everyone else will be able to join, assuming you've forwarded the right ports on your router (check portforward.com for that)

+2 votes     reply to comment
Gloppy
Gloppy Nov 14 2009, 2:34pm says:

Is there a way of hosting a non-lan server without being dedicated?

+2 votes     reply to comment
matthewdryden
matthewdryden Nov 14 2009, 6:13pm replied:

Sure, just drop the console and type sv_lan 0

+1 vote     reply to comment
Gosthy
Gosthy Nov 12 2009, 7:48am says:

Love the new summary! :D

+4 votes     reply to comment
FTWinston
FTWinston Nov 12 2009, 5:56am replied:

There isn't one, unless they talk about it on their website, though I'd be suprised if that were the case.
They're just ... doing it. And it kicks my ass already :(

+2 votes     reply to comment
whiteboy20
whiteboy20 Nov 17 2009, 7:02pm replied:

would it come with the next modular combat patch?

+1 vote     reply to comment
FTWinston
FTWinston Nov 18 2009, 8:02am replied:

Depends how they're getting on. Some of the logic for modules (and for avoiding things like lasers) is a lot more complicated than anything they've done with omnibot before. That challenge is what made them want to bring it to MC in the first place, but it might mean that its longer before they're finished.

Currently bots play just like its hl2dm, and buy weapon upgrades. As far as I'm aware, they don't avoid lasers and magmines, or standing in front of turrets. These things would be pretty exploitable if we released them as they are.

+1 vote     reply to comment
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Released Jun 18, 2008
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