The goal of Half-Life 2 : MMod is to enhance and expand gunplay, combat mechanics and the immersion factor by giving the Player more options and combat opportunities as well as refine how the Player handles his arsenal. Half-Life 2 : MMod also offers minor AI enhancements, extended abilities for combine soldiers, multiple bug fixes, enhanced visuals, VFX re-design, sound redesign and much much more, while keeping nearly every new feature in the mod totally optional.
Gluon gun was so OP in HL
actually, it was really useless and overshadowed by tau almost literally in evertyhing, tau was trully omega OP especially with ability to hit through walls with huge AoE splash damage.
Useless means it did nothing at all.
I think you're confusing the overcharge backfire for splash.
(buried)
Actually, useless may mean that it's overshadowed in every way possible by other thing, what you're saying is "not even functional". Why would need to use broken showel, only because it still can somehow dig, when you have a fresh new strong one with long metal grid? Thus, the broken showel is useless, even though it's still possible to do something with it if you really try.
And no I'm not. The tau had INSANE huge splash radius damage, about as big as detpacks (satchel charges) if you hit wall. And unlike satchel or any other explosive, the TAU splash radius damage had no fallout of any form, thus doing exact same damage on edge of explosion as if it was from center. It happens when you shoot wall or corner, the HUGE splash radius hitbox appears on the other side. A lot of people abuse it to the maximum in hl dm, shooting walls or corners instead of direct hits for cheap splash damage hits, or kill freshly spawned people with it without any chance to fight back, not that it's hard to do direct damage hit anyway.
nah man, it definitely had splash damage. the tau was a bit counterintuitive but if you knew how to shoot walls correctly you could easily clear out a whole room with a single shot
I just tried that in Half-Life and there's absolutely no splash damage, only ricochets.
it's complicated and counterintuitive, but basically if you have the gauss secondary fire charged all the way up, and shoot a thin wall, it makes an explosion on the other side. It needs to be at a perpedicular enough angle so it can't ricochet.
The beam needs to enter a wall, and exit the wall on the other side (backface occluded walls won't work). The explosion occurs 8 units past the backface of the wall, and the damage is roughly inversely proportional to the thickness of the wall, with a theoretical maximum of a 200 damage explosion.
If this 8 unit trace ends inside certain entities (e.g. monsters, other players, or in Half Life: Source, displacement meshes), you get the effect MaxRideWizardLord talks about, where there's NO damage falloff for the explosion and everything within the radius takes ~200 damage.
Of course, the classic example is HL1DM's dm_crossfire, where the thin walls and ceiling lights make the perfect opportunity for wallgauss explosions.
I didn't explain it that accurately, but if you're interested in learning more, Jiang Wei Chong has a full explanation of the game mechanic here:
Jwchong.com
Epic, i was wondering mark. where would gordon find the gluon gun?
Hidden in Kleiner's lab maybe
Looks amazing.
Also curious where we'd actually find this in HL2...
where are u gonna put it
I'm pretty sure this'll be a Secret Weapon due to how powerful it is.
Gluon Gun in HL2, that's something i never ever seen before, awesome! =)
I'd think it'd be steam particles instead of splashing.
When will it be possible to test this to the public?
There is also a lack of "Airboat Gun" weapons in their hands.
You should use the more detailed model from Black Mesa Source.
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Is it known from which version the weapon will be available? Or is it already in the mod?