Hi, ModDB! Today, we glad to show you our mod more... detailed, than screenshot with short comment can provide. First, we want to tell you about our weapons.
Our mod is tying to not step aside too far from HL universe, so, some of our weapons are created by Combine, and others – were manufactured before The Incident. So, all non-combine weapons are simple, and not too exotic. Whole arsenal was changed and enlarged, but in fact, player dont need to carry every weapon on his back. Weapon system was changed to carry only 2-3 weapons in one time, as in Halo and FEAR games. For me, in HL2 number of weapons is too small... Guns are not interchangeable, cannot be used for special situations (except RPG, of course). When you find shotgun and AR2 – no one can stop you, then... It's sad.
9'mm pistol. Originally, it was known as H&K USP. Nice gun, with cool design, but we want something new. So, Walter P99 was chosen, as a equivalent. All characteristics were saved.
Magnum. It was changed to Desert Eagle It is very uncommon weapon, and it is totally not a fighting weapon (despite public opinion, formed by action films and games), so cartriges for it will be seriously hard to find. The only place, where player can take this gun – is a hideout of the one of the rebel commanders, in City-12. Player must highly appreciate each cartridge, because power of this gun is overwhelming(much more than Magnum have + ability to punch out a concrete/brick/wood/plaster wall 8 units of thickness (and 16 units maximum, with damage penalty. Other weapons have this penalty for 4-8 units), or 3 units of thickness for metal, with damage penalty).
SMG – stay unchanged, visually. Maybe, later, it will be remodelled, to something new. But it's not necessary for now. But technically, this weapon have changed, to be more realistic and useful. Originally, distance to target affect only on chance to strike the target. But now, distance affects the power of the bullet. This kind of weapon was created to use in close combat, in cramped interior. So, in close combat, SMG turns to hellish chainsaw. With added ricochet ability, a small room, or hall will be totally devastated by this lead storm.
Pulse rifle, AR2 – staying unchanged. But its power was slightly reduced, to compensate absense of recoil. And, absolutely new weapon – assault rifle AK-74. You have already seen this gun, in our gallery. But, technologies are not staying still, and requires much more details. Old model was made at early stage of our experience, made with lack of details, some technical and design mistakes. New one – is our attempt to meet your expectations. New model have wood elements, instead of plastic. Wood looks much more interesting, and this is a well-known symbol. Also, the scope sight was totally remade, to be more realistic. This scope is specially designed for this type of assault rifles, but not too common.
AK-74 has two modes of fire – automatic, and single shot, using scope. In automatic mode, recoil is very strong. You need to shoot 3-4 bullets per round. Like in real life. Even a highly trained professional cannot hold this monster targeted, to shoot 10 bullets per round. But in single mode, recoil doesn't bring serious problems, and this fact makes AK-74 to be a best weapon to shoot from hideouts and ambushes.
As cold arms, we have a knife – maybe not so powerful as crowbar, but very handle for silent operations. In first chapters, we would have only a knife, and shadows to hunt down the enemy.
Nearest plans for weapons – are two sniper rifles, with different properties. One was made by Combine, and the other – is a good old VAL, with some extensions(aiming computer, and nightvision). It is not that VAL, which Russian special forces using, and not that VAL, which you can find in Stalker. This weapon is an hi-tech, experimental model, which you can see in game “Chaser”. Or, in Tula's armory museum.
Shotgun is staying without any changes. For a long time we've searched an adequate variant for shotgun. And, finally, decided, that good old SPAS-12 is a best choice in this type of weapon.
Grenades – first, we delete this stupid red lights and squeaks. And next move – will be more powerful frag grenades, and single-shot powerball generators. Just throw one – and it will be turned to powerball, flying fast to the first _destructable_ object. When it reach this object – it explodes. Otherwise – bounces out from the wall, or other udestructable surface.
Also, we have some thoughts about combine weapons, but for now, I don't want, to lay all cards on a table. And make far promises. So, that's all for now. Wait patiently, and we will return with some another news... Next, I want to tell you about monsters. And other hostiles.
Thanks to Flagg_ and KLIMaka, our lead modeller and coder, for all of those weapons.