Report article RSS Feed Modular Combat: The Countdown 1/5

The first of five posts counting down to the next stage of Modular Combat's life.

Posted by matthewdryden on May 12th, 2011

Next week marks the two-year anniversary of Modular Combat v1.72 . Wow, we've come a long way since then…and yet, not so far from what we wanted the mod to be.

Today begins the first of five posts that brings us to the next stage of Modular Combat's life.

Two years ago, we made one of the biggest changes to Modular Combat based on Podcast 17's bad review & feedback. (I believe Emanuel called it "cat shit", oh, what good times.)

We learned our lesson quickly and came back stronger than ever. This was v1.72 & v1.74, the pinnacle of Modular Combat. We made it easier for players to receive and use modules and readjusted the difficulty curve.

Fast Zombie on fire Antlion Guard

We also learned what it meant to interact with the community. We played the game as much as we developed it. We were there to witness gameplay and feedback first-hand. If there is anything any mod developer could learn from what we did, it's to listen to the the players and react with a level head.

The final post will come on June 1, 2011.

Next time: C3, the First Playtesters & the Evolution of BoSS

Post comment Comments
ClaneLord
ClaneLord May 13 2011, 5:12am says:

Well good luck to ya lads, and godspeed!Hopefully I'll be playing Modular Combat sometime later

+1 vote     reply to comment
woot835
woot835 May 13 2011, 9:11am says:

Finaly A word from MC :p

+1 vote     reply to comment
xXMaNiAcXx
xXMaNiAcXx May 13 2011, 12:13pm says:

Dude i'm SOO gonna sing "The final countdown" now.

+1 vote     reply to comment
Dr.Goupyl
Dr.Goupyl May 13 2011, 3:59pm replied:

Europe: **** YEH !

+2 votes     reply to comment
Jesusfreak
Jesusfreak May 13 2011, 1:15pm says:

Sweet!

+1 vote     reply to comment
$n!p3r
$n!p3r May 13 2011, 2:11pm says:

well, now we will see what learned...

+3 votes     reply to comment
Jack5500
Jack5500 May 13 2011, 4:06pm says:

Hopefully you follow a straight direction with the mod by mod and stop wasting time with 2.0.0 version numbers and **** like that.

0 votes     reply to comment
Detnaite
Detnaite May 13 2011, 4:19pm says:

Remember when you removed all the tank elements and overpowered modules? And pretty much left the game with passive ******** and the lame modules? I remember everyone only playing PvE after that. I quit, I hope this new update does something to bring this back to life. I really liked the mod.

TL;DR You nerfed the mod itself not long ago, Hope the update makes it more PvP oriented so it's not PvE grinding.

+2 votes     reply to comment
$n!p3r
$n!p3r May 14 2011, 7:50am replied:

Dont make it more PvP ! This mode should have primery PvE and secondery PvP mode, so you need to concetrate on PvE.

And ppl who want to have PvP just go and play HL2:D...

I dont say that PvP should be removed, PvP is cool but its soo boring, and how ?
Well, some ppl only wants to play pvp, and dont care about pve, and some ppl just spawn some modules whats makes pvp imposible for some new ppl or low level.

+3 votes     reply to comment
xxobot
xxobot May 16 2011, 7:42pm replied:

HL2:DM PvP is shallow and uninsteresting as far as PvP goes.

Modular combat PvP? Now theres something more interesting; not to mention more rewarding to play for more than five minutes

+2 votes     reply to comment
Dra6o0n
Dra6o0n May 29 2011, 2:42pm replied:

Not really, once you level up several times and built the good class, there's no penalty to keeping them and thus you can exploit them over lower player levels.

Revamping the leveling system so it's faster, but there is two things to consider:

Player Level, basically permanent to the character, and unlocks modules and abilities.

Suit Level, it resets every time you die in the game, and Suit Level determines what you can or cannot use in module tiers if you keep dying...

And then, combine then. Player Levels allows you to buy and unlock more modules, but you need to fit the requirements in Suit Levels to use them, meaning the better the module, the better you need to play and live to use them, else dying will reset your level to 1 (or you lose 1 suit level on death).

Maybe Module Level would make sense, it is Modular Combat after all.

-1 votes     reply to comment
xxobot
xxobot May 30 2011, 3:43am replied:

*chin stroke* interesting, but then the emphasis is on skill and survivability modules such as health/cloak etc. This means MOAR tank rather than rewarding those that play glass cannon style...

Could make for some damned infuriating play where the (skilled) 25+ kill streak player can't be brought down by mere mortals.

oh and an idea: a module that trades max health/armor/aux for respawn suit levels

+2 votes     reply to comment
Terrabit
Terrabit May 14 2011, 7:03am says:

Oh shi* I playing the mod and dont tracking it, how can I missed like that?

+1 vote     reply to comment
sasasa Online
sasasa May 16 2011, 10:54am says:

never played this although i really like it :

+1 vote     reply to comment
sasasa Online
sasasa May 22 2011, 12:10pm says:

*Edit*
What is the max level? 25? Cuz when i got there, i can't level up anymore...

and when i've fully upgraded my turret, then i buy some "Dam Amp" modules, then i can't use my turret anymore!

+1 vote     reply to comment
SolidFake
SolidFake Jun 15 2011, 2:13pm says:

where the **** is my countdown?

+1 vote     reply to comment
SPTX
SPTX Jun 30 2011, 4:40am says:

I am with those guys who say it should be pvp oriented. Just make the mod support singleplayer maps so we can play through HL2 campaigns solo. This way both PVP and PVE would be more interesting.

+2 votes     reply to comment
Dr.Sean
Dr.Sean Jul 26 2011, 2:03am says:

I'm sad now. I was really looking forward to this.

SIIIIIIIIIGH

+1 vote     reply to comment
Dr.Sean
Dr.Sean Jul 26 2011, 2:03am says:

I'm sad now. I was really looking forward to this.

SIIIIIIIIIGH

+1 vote     reply to comment
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