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Comment History
Solruthis
Solruthis - - 8 comments @ Entropy : Zero 2

I return once again after a year or so to check in on the mod.
It continues to look up and up, nice to see we've got a good-looking night vision and melee option.
I've also noticed that it seems we've got a couple E:Z-offshoot mods.
Mods of mods, oh how far we have come.

Good karma+2 votes
Solruthis
Solruthis - - 8 comments @ Entropy : Zero 2 Demo v0.1

Having learned this update existed, I return for additional feedback.

APC no longer feels like a deathtrap, the handling feels much nicer and the turret actually seemed to hit things this time around, rockets still seemed a bit inaccurate but I guess they don't really need to be. Pressed use on pretty much every part of the APC, never found that storage feature. I *did* have an issue while trying to ram a bullsquid, went into it full-speed and it just clipped into the APC and started eating me from the inside. A few seconds later, I gently backed into it and sent it flying.

Vorts now feel fair, damage is still massive but they're slow enough now that it's fine.

Only saw one issue with bullsquids, while I was in the APC. Their hitbox doesn't seem to cover their tail at all, so all shots just went through it. They're pretty hyper-aggressive so I guess you'll be shooting them from the front the vast majority of the time anyways. I kept the last one alive and used it to help me with the final section, the vorts swarmed it and while they were all gathered I tossed a relay grenade, fun times.
Also, was I imagining things, or can bullsquids heal themselves? Most seemed to go down fairly quickly, but I recall one or two that took a bite out of some corpses and seemed much harder to put down.

The new nightvision is a bit overwhelming, while in a pitch-black area I could use it to see immediately in front of me, in almost any other situation it made it more difficult to see if anything.

Final note, I don't think this is anything you can fix, but I had a soldier trip on either a corpse or a rollermine and die from the prop damage during the office section.

Nightvision aside, pretty good improvements from the previous version, high hopes remain.

Good karma+3 votes
Solruthis
Solruthis - - 8 comments @ Entropy : Zero 2 Demo

Well, I've just completed the demo. Time for a review/bug report.
Let me preface this by saying Entropy: Zero is far and away my favorite mod for the Half-Life 2 series, and as per the original's request I played this one on hard, aka: elite. Spoilers for the demo below.

The Good:
-AR2 feels ******* *fantastic* and acts as the precise powerhouse it should have always been. I used it almost exclusively.
-The addition of combine allies lends a wonderful tactical aspect to fights, when managed correctly and they aren't getting themselves killed as per half-life 2 AI. A squad at your back can turn a hairy situation into a cakewalk.
-The various Half-Life throwbacks are all pretty good, a surprising and welcome addition.
-Bad Cop's dialogue in general.
-The relay grenade I believe is a fantastic addition, I always love monster infighting and a touch of random chance to fights in games.
-There doesn't seem to be a limit to sprint, though you sprint more slowly, it feels nice as you're a heavily-armed combine elite rather than nerdy doomguy.
-The jumpers were a great addition, caught me completely off-guard, I was expecting to be hit from the sides or behind, died being very confused before I looked up from my corpse to see them hopping around above me. Perhaps the greatest enemy addition I've seen so far.
-Quantum Crab made for an interesting miniboss, though a little lackluster. Maybe add something to spice up the encounter, rather than a swarm of assistant crabs?
-Pet hunter

The Bad:
-The damage is perhaps a little *too* oppressive? It made more sense when you were a lightly-armed metrocop, but here it still feels like you'll die the moment your head pops out of cover. While the tactical, cover-based aspect is certainly refreshing compared to the norm of Half-Life, still something to consider tweaking slightly.
-The APC. Just in general. The concept is great, but in execution, you lose control of it unless you're going very slowly, I mean it's fitting given it's bulk, but it's damn-near impossible to steer it. The turret felt almost useless, I feel like it's a bit off-center with the reticle? When you get out of it, the animation seems to linger far too long, leaving you wide open and very vulnerable for a long period of time. The worst aspect by far was that any hit you take does direct damage to you. Given the size of the APC, this meant it was a complete and utter death-trap and not worth using at all. A lot of work needed here, I feel.
-A very, very minor thing, really more of a personal preference, but even though it has infinite ammo, years of Half-Life have conditioned me to never break a box using a gun, otherwise it feels like a waste. Maybe add *something* as a melee weapon? Again, more just an issue of re-training my brain.
-Combine AI could use a little work, mostly in the way of avoiding danger. First mission had my sole ally running up to grenades trying to follow me and hurting himself. Third had my squad having a bad habit of standing out in the open during firefights.
-Zombigaunts, while a surprising and welcome addition overall, don't really add much in aside from being an excuse to throw in more vortigaunts, maybe add in a more zombified model, if possible?
-Vorts OP. They do massive damage in the span it takes you to turn a corner and see them, and with the sheer numbers they come in, it's just far too much.

The Buggy:
-Pet hunter can't handle slopes. (The slope leading up to the lever to turn on the power. Got stuck about half-way up and that was the last I saw of it 'til it teleported to me for the end of the section.)
-During the first fast-forward, my weapons showed up during the cutscene. This added to my initial belief that it had accidentally skipped half a level.
-A minor thing, but the dropship during the APC section seemed.. well, it was moving far too fast and were the source engine more realistic it would've slammed into the ground and destroyed itself.
-Bullsquid spit seemed to be invisible until it hit the ground.

Overall, very good work. I have high hopes for the finished product.
*We will watch your career with great interest.*

Good karma+8 votes
Solruthis
Solruthis - - 8 comments @ The Flood: Virulence

I suppose this is the end, then?
I have to say, the Decay series unexpectedly became probably my favorite of the maps, it was one of the few times where it felt like I wasn't doing all of the work.
Pretty great mod overall, I'd say.

Good karma+2 votes
Solruthis
Solruthis - - 8 comments @ UPDATE Infection and fixed Plasma Rifle!

Infection's in? Ohoho ****.

EDIT: One issue so far, the.. I don't know the word, flood overlay? Around the edges of the screen? When playing on 1920x1080 it doesn't adjust, so it just forms this square in the center of the screen.
Infection's working though, so that's neat.

Good karma+1 vote
Solruthis
Solruthis - - 8 comments @ Warsword Conquest

I'm not normally the type to comment, but my excitement's gotten the better of me.
Will ogres be playable?

Good karma+3 votes
Solruthis
Solruthis - - 8 comments @ Perpetual Early Access release

Well, it took seven years, but at least it got here. Thanks.

Good karma+8 votes
Solruthis
Solruthis - - 8 comments @ Daemons Mod - Complete (1.4)

what mod manager?

Good karma+1 vote