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

Post news Report content RSS feed Modular Combat 2.0.3: Back to basics.

Modular Combat receives a balance update and we skip a release number AGAIN.

Posted by matthewdryden on Oct 1st, 2010

If you can call Modular Combat's PR anything, it's flashy.

I push the PR as much as I can because I believe having a good-looking release can go a long way. But I think I've gone too far and really have forgotten about what Modular Combat is really about: Fun.

That being said, the following release is focused on bringing some of the fun back to creating & designing characters that have a unique set of skills while giving more power to the low level players.

I'm just going to say it: Almost all passive modules have been removed from Modular Combat.

Take a deep breath. I know, it's a huge change. Now think about. What was one of the biggest problems in Modular Combat? Passive-stacking tanks. When a player hit level 25, they were pretty much impossible to kill, right?

Modular Combat 2.0.3 is all about smoothing out the power curve, taking away the grind, and making levels matter again. We've also taken away Recharge altogether and given players a passive auxiliary power regeneration and provided a new item: Red Batteries (worth 30 auxiliary power). Oh right, and we added a buff bar.

Modular Combat 2.0.3: Back to basics. Modular Combat 2.0.3: Back to basics.

In essence, we want to make strategy & tactics actually matter. That being is the full changelist:


Bug fixes

  • Teleport blockers now work again
  • Several server crashes have been resolved
  • Poison Spit now has a description and can be bound through the keyboard binding menu
  • cmd refundmodules now properly resets a player’s module points
  • Custom monster skin now remain visible upon death
  • Anonymous usages statistic uploading will no longer cause servers to lock up for a few seconds


  • Added “buff bar” to HUD. Players can now easily tell what buffs/debuffs they are affected by as well as the level and cooldown affecting module
  • Target ID, death messages, scoreboard, and voice chat now use players steam name
  • Certain modules now show “level 0” values in their data tables
  • Adjusted the pitch of the BoSS welcome sound
  • Added pvmdir ConVar to allow server owners to easily switch between different sets of monsters


  • All module points have been refunded
  • Players can no longer adjust their health, armor, ammo, and running speed during character creation
  • Replaced Hula Dolls with Red Batteries, which increases players auxiliary power by 30. Red Battery pickups are dependant on the number of health & armor pickups on map, which means there is a significant increase in the number of auxiliary power available
  • Sprinting now drains significantly more auxiliary power
  • Auxiliary Power now regenerates passively at a rate of 2.5 units per second
  • Additional ConVars have been added for controlling player base stats
  • Monsters & Minions
  • All monsters are now substantially less powerful at higher levels
  • Hunters are no longer immune to the Flechette module
  • Zombie & Fast Zombie minions no longer drop headcrabs on death
  • Melee Vortigaunt has been removed from the game
  • All monster stats are now determined by ConVars instead of text files


  • The following modules have been removed: Regeneration, Armor Regen, Recharge, Freeze Bomb, Fast Headcrab Minion, Attrition, Running Man, Start Armor, and Mind Absorb
  • New Module: Shockwave. Active. Steal 6...60 auxiliary power from all nearby players and deal same amount of damage to affected players. This module requires no auxiliary power to use.
  • Clip Size: No longer affect ammo reserve, but rather, the amount of bullets players can load into their clips. At level 10, Clip Size allows two shots to be loaded into the Crossbow & RPG.
  • Damage Amp: Increased cooldown from 2 seconds to 5 seconds
  • Weaken: Decreased cooldown from 10 seconds to 5 seconds
  • Plague: Plague is now an active module. Auxiliary power will be drained in proportion to the number of victim affected. Deactivating plague or running out of auxiliary power will cure all of your victims.
  • Cloak: Will be suppressed for 2 second when damage is caused by the player, then reactivated automatically. Added 2 second cooldown.
  • Critical Hits is now an active module. Auxiliary power is drained based on the base damage of weapon being used.

We're looking for team members!

Modular Combat is finally getting ready to take that leap into getting our own look & feel. Here are the spots we are currently looking for:

  • Modeler(s), skinner(s), animator(s) (if you're the full package, awesome.)
  • Mapper(s)
  • Sound artists
  • Concept artists

If you're interested in helping Modular Combat get to the next level, please send us an email at - thanks!


Mod Fidelity

We have a module for that.

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

Post comment Comments
.Clash Oct 1 2010 says:

Well, I'm excited to try this, mainly because of the monster changes and the new take on playstyle, but I would not have removed regeneration altogether. I instead would have made it so that you don't start regenerating until it's been about 5 seconds since you took any damage. This is because even if you had low-level regeneration in previous versions, it would still be hard to get your health back without dying.

However, I suppose this will make the HEALD module much more popular and useful, since it will now be a necessity for most balanced suits. That being said, I'm actually starting to like the idea of replacing regen with HEALD. It will heal you much faster, but require you to pay close attention to your health.

Gonna go play ModCom for 3 days nonstop to see how it is.

+2 votes     reply to comment
ChaoticNeutral Oct 2 2010 buried:


Fail update.

-23 votes     reply to comment
Awesome_ninja Oct 2 2010 says:

the release is unstable server-side ='(....
Servers keep crashing over and over and over....

+3 votes     reply to comment
FTWinston Oct 2 2010 replied:

The official servers have been updated to fix the crash. If that works better, we'll release a server-hotfix later.

+3 votes     reply to comment
Awesome_ninja Oct 3 2010 replied:

it is still buggy unfortunately ='(...
*Zumba Master server from UK is corrupted, and we cannot create profiles on it (therefore we can't play)
*Nachos and Cookies is still on 2.0.1 and I don't know who is the server owner
*Finally, the last server Obsidian something, works just fine, but it crashes from times to times too... The first time I joined, I was able to play for 2 hours without problems, then it crashed, and since then, it was crashing each 10-20 mins...
I would love to set up my own server, but that's to VALVe (or me, idk -_- ?), when I try to Launch Source Dedicated Server tool from Steam, no matter what game I try to launch it hangs up after the "Created dedicated server" pop up window. I contacted Steam Support, but still no response for already 2 days. I cannot set up a Listen server either from the menu somehow. My ports on the router are open for sure... I use Windows 7 with ESET Smart Security 4 (it someone would try to join my server a window would pop up of incoming connection, but nothing shows up)... I tried using sv_lan 0 then, restarting the server, but doesn't work either. My friend have the same problem too. I will ask a friend from a hosting company if he do a quick test for me tomorrow afternoon.
Thank you

+2 votes     reply to comment
night0077 Oct 2 2010 says:

Nice update!

+1 vote     reply to comment
farcry15w00t Oct 2 2010 says:

this should be converted to a half-life 2 deathmatch mod since it now runs on the ob engine. since hl2dm is free there will probably be more players

-2 votes     reply to comment
cheesemoo0 Oct 3 2010 replied:

Alien Swarm brought Orange Box free to everyone awhile ago.

+3 votes     reply to comment
Awesome_ninja Oct 3 2010 replied:

you can't play MC with Alien Swarm only... it is a Alien Swarm locked SDK kit

+2 votes     reply to comment
PhaserRave Oct 2 2010 says:

The base aux recharge isn't enough to maintain most of the modules! I run out way too fast...

+3 votes     reply to comment
Awesome_ninja Oct 3 2010 replied:

upgrade your AUX tank o_O.... xD

0 votes     reply to comment
StoneCrowUK Oct 2 2010 says:

cool update,
if just for the changes to plague tbh

keep being awesome!!

+1 vote     reply to comment
Icedecknight Oct 2 2010 says:

Very Excited Gj.

+1 vote     reply to comment
MutantBadger Oct 2 2010 says:

Not that I'm not happy for this new curve smoothing but soem of the passive modules seemed rather necessary such as Aux Regen or Shields.

+1 vote     reply to comment
mjl8 Oct 3 2010 says:

oh well, time to think of a new modular layout

+3 votes     reply to comment
Captain-Arse Oct 3 2010 says:

i love this new update much more balanced, though i hope you bring back some of the passives, but with detrimental effects. :)

+1 vote     reply to comment
nerdenstein Oct 3 2010 says:

A More balenced update sounds good.
I'll check it when I next get the chance.
Excellent work.
Keep it up :D

+1 vote     reply to comment
Dra6o0n Oct 3 2010 says:

I wonder, have they fixed the stupid fire lag, or that weird lag that occurs when you play this mod? It affects me mainly because of some kind of ep1 content where there are performance issue on certain things.

Of course, it supports Orange box, but that doesn't mean that certain content aren't gonna be performance friendly...

My laptop can easily handle HL2 on max, it's just the darn lag from random stuff!

+1 vote     reply to comment
axin Oct 5 2010 says:

Soldier is not Amused

+1 vote     reply to comment
xxobot Oct 8 2010 says:

It makes me sad, I loved the passives, that said, it makes me happy, it needed to be done

+1 vote     reply to comment
Thermoptique Oct 16 2010 says:

When i first saw this mod i thought it sounded so cool, reminded me of the runes in Ctf Quake.
So the first thing I wanted to know was where can i find the list of the Modules and what they do? But i cant find them! I checked all your sections here on Moddb, i checked your site, forum and even downloaded the full Setup file to read the readme BUT NO info about the most important part of the mod, the modules!

Can you please post a big guide here and on the site of all the modules please! It would definitely bring more users to this mod, thanks!

+1 vote     reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Half-Life 2: Deathmatch
Team ModCom
Send Message
Release date
Released 2008
Mod watch
Start tracking
Post news
Related Games
Half-Life 2: Deathmatch
Half-Life 2: Deathmatch First Person Shooter
Related Groups
Team ModCom
Team ModCom Developer with 5 members