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Comment History
Hank-J-Wimbleton
Hank-J-Wimbleton - - 7 comments @ Gameplay Rebalance AI+

Yo! Mind if I have your discord for a chat?

Good karma+1 vote
Hank-J-Wimbleton
Hank-J-Wimbleton - - 7 comments @ Gameplay Rebalance AI+

I just played Ravenholm chapter right now and didn't encounter any crash when I reached to Winston. Perhaps I missed it by chance, so tell me when exactly did it happen?

Good karma+1 vote
Hank-J-Wimbleton
Hank-J-Wimbleton - - 7 comments @ Gameplay Rebalance AI+

"After 9 years in development hopefully it will be worth the wait". It has been a while which I assume nothing has changed in that matter, so I will put it in a simple way and wish it get replied to if not agreed with. When the Combine face one or two targets where they still outnumber them, they become offensive where should relay more on their shooting and movement to cover up more angles and flank their target and less use of grenades and energy balls against one target (Player) which also reduce the amount of friendly fire chances to occur.
The opposite can be said when facing more than one two targets, where they act defensive where they can safely use their firepower (grenades, energy balls) more often since they won't be moving around that much. And if you really wish to get rid of the friendly fire once or all then just make them don't take damage from their own shots but still act careful (Even F.E.A.R did this to save themselves the trouble).

Good karma+1 vote
Hank-J-Wimbleton
Hank-J-Wimbleton - - 7 comments @ Gameplay Rebalance AI+

I see that you fixed the Combine double reload problem. Great job!
With that only remains three:
1) Combine Soldiers freeze when facing barnacles and don't shoot.
2) Citizens keep getting crowded when ordered to move which prevents them from shooting their guns when in fight since they don't move aside from each other.
3) Barney's injured lines keep playing when you enter the laser room in the overwatch nexus until you disable the security system.

Good karma+1 vote
Hank-J-Wimbleton
Hank-J-Wimbleton - - 7 comments @ Gameplay Rebalance AI+

That almost cover it all.
No wonder why Combine seem to loss fights against rebels lately. Rebels can fire with bigger burst as much as they please without having to worry about accuracy status even when moving since it doesn't change. The Combine however fire with very small burst, along with the huge weapon spread and limited movements makes them not scoring good damage even than in vanilla episodes. The only time the Combine got this is only when they're close (without moving) or when there's a shotgunner. For a mod that aims to improve and harden the combat encounters by adding supposedly diabolical difficulty, this is disappointing. I remember in the old GRAI when Combine used to annihilate their enemies without the constant need for grenades and alt-fire to stand their ground which gives more feeling to the fights against them (the plaza holdout isn't even hard anymore). To put it in understandable way you can have two enemies that both use projectile base shots, one deals stronger damage but with limited accuracy, and the other deals less damage but has sharp accuracy. The one with strong damage will only score hits as long you're close to him where his shots can land, otherwise he won't be that much of a threat, while the other however will end scoring good amount of damage than the previous one due him being able to land his shots correctly despite the weaker damage, and with that it makes the fight more interesting as now you get brutally punished for bad positioning and tactic such as standing still or rushing, but rewarded when you execute the right moves with the right tactics makes you take less hits and the opportunity to win a tough worthy fight. I mean after all the diabolical difficulty says: "Enemies are extremely tough, extremely accurate, and unforgiving", but as it stands out now they're: not tough enough, limitedly accurate, and forgiving. With that being said I did my part on this one, it's now up the mod creator to make it happen ( I really hope so).

Good karma+1 vote
Hank-J-Wimbleton
Hank-J-Wimbleton - - 7 comments @ Gameplay Rebalance AI+

In HL2 and Ep1 the flashlight drains power from the HEV suit (especially when you need it most like in low life). Valve did a good job separating the flashlight behavior from the suit. So I was thinking what if you add the Ep2 flashlight behavior to the GRAI mod?

Good karma+2 votes
Hank-J-Wimbleton
Hank-J-Wimbleton - - 7 comments @ dkmaster16

Hi DK gaming!

Good karma+1 vote