srslyNOTnewguy
2012-01-27 04:34:15
173.193.29.63:27015
Password: efps
Location: Dallas
http://hl2dmpro.com/index.php?site=files&file=172
The premise of HEV:DM is dynamic hl2dm movement with balanced weapons, which of course greatly raises the skill ceiling.
The biggest and most legitimate change to hl2dm's broken weapons is the removal of the headshot damage for explosives; I was so fucking pissed when I learned that detail. The rest of the weapons - aside from the crossbow since its the only balanced thing valve ever made - have undergone a very-quake like overhaul. This balance brings about a precedence on Super-Charger domination, gathering, and map control, and because of the balance to the weapons, they now respawn ever 4 seconds to ensure everyone has an opportunity to enter combat as they wish. This is provided that they know how to move and can be dynamic in their combat style. Those who can only whore overpowered and out-of-place weapons like the shotgun (vapor) or focus on nerding a single, boring, skill like long-range-hitscan (choco,) will find themselves unable to achieve the success they had in the broken, joke-of-a-game, hl2:dm in my gSDK mod of ag2.
It has had ALOT of testing from REAL hl2dm players such as phanty-blast, but I of course value any input from the rest of you still stewing in this community.
More feedback, not matter who it is from, is very valuable.
Games in HEV are much more fun to watch and play - do give it a try bitches.
That server also has a the option of play stock, pro, or what-have-you with better hit registration and movement.
Here is a list of all I changed, do try it in application...
Phantom was very wary when he first read it, but now he loves as well as rapes the fuck out of it.
HEV Weapons:
tl:dr = I am better than all of you combined. Just say'n brah.
Password: efps
Location: Dallas
http://hl2dmpro.com/index.php?site=files&file=172
The premise of HEV:DM is dynamic hl2dm movement with balanced weapons, which of course greatly raises the skill ceiling.
The biggest and most legitimate change to hl2dm's broken weapons is the removal of the headshot damage for explosives; I was so fucking pissed when I learned that detail. The rest of the weapons - aside from the crossbow since its the only balanced thing valve ever made - have undergone a very-quake like overhaul. This balance brings about a precedence on Super-Charger domination, gathering, and map control, and because of the balance to the weapons, they now respawn ever 4 seconds to ensure everyone has an opportunity to enter combat as they wish. This is provided that they know how to move and can be dynamic in their combat style. Those who can only whore overpowered and out-of-place weapons like the shotgun (vapor) or focus on nerding a single, boring, skill like long-range-hitscan (choco,) will find themselves unable to achieve the success they had in the broken, joke-of-a-game, hl2:dm in my gSDK mod of ag2.
It has had ALOT of testing from REAL hl2dm players such as phanty-blast, but I of course value any input from the rest of you still stewing in this community.
More feedback, not matter who it is from, is very valuable.
Games in HEV are much more fun to watch and play - do give it a try bitches.
That server also has a the option of play stock, pro, or what-have-you with better hit registration and movement.
Here is a list of all I changed, do try it in application...
Phantom was very wary when he first read it, but now he loves as well as rapes the fuck out of it.
HEV Weapons:
Code: Select all
"357_DamageValue" "45.000000"
"357_HeadShotFactor" "2.000000"
"357_ArmorRatio" "0.200000"
"ar2_DamageValue" "8.000000"
"ar2_HeadShotFactor" "2.000000"
"ar2_ArmorRatio" "0.200000"
"ar2_Spread" "3.000000"
"crossbow_DamageValue" "100.000000"
"crossbow_HeadShotFactor" "1.000000"
"crossbow_ArmorRatio" "0.200000"
"crowbar_DamageValue" "10.000000"
"crowbar_HeadShotFactor" "1.000000"
"crowbar_ArmorRatio" "0.200000"
"frag_DamageValue" "100.000000"
"frag_HeadShotFactor" "1.000000"
"frag_ArmorRatio" "0.200000"
"frag_Radius" "250.000000"
"pistol_DamageValue" "6.000000"
"pistol_HeadShotFactor" "2.000000"
"pistol_ArmorRatio" "0.200000"
"pistol_Spread" "0.000000"
"rpg_DamageValue" "250.000000"
"rpg_HeadShotFactor" "1.000000"
"rpg_ArmorRatio" "0.200000"
"rpg_Radius" "300.000000"
"shotgun_DamageValue1" "4.000000"
"shotgun_DamageValue2" "4.000000"
"shotgun_HeadShotFactor" "1.500000"
"shotgun_ArmorRatio" "0.200000"
"shotgun_Spread" "10.000000"
"smg1_DamageValue" "4.000000"
"smg1_HeadShotFactor" "1.500000"
"smg1_ArmorRatio" "0.200000"
"smg1_Spread" "3.000000"
"smg1nade_DamageValue" "50.000000"
"smg1nade_HeadShotFactor" "1.000000"
"smg1nade_ArmorRatio" "0.200000"
"smg1nade_Radius" "250.000000"
"physcannon_DamageValue" "0.000000"
"other_HeadShotFactor" "1.000000"
"DeploymentTime" "0.500000"
"WalkSpeed" "150.000000"
"NormalSpeed" "190.000000"
"SprintSpeed" "320.000000"
"LongJump" "0.000000"
"WallJump" "0.000000"
"DropWeapons" "1.000000"
"357Zoom" "1.000000"
"357_Clip" "6.000000"
"Shotgun_Clip" "8.000000"
"SMG1_Clip" "60.000000"
"SMG1Grenade_Clip" "2.000000"
"AR2_Clip" "45.000000"
"AR2AltFire_Clip" "1.000000"
"Pistol_Clip" "24.000000"
"Crossbow_Clip" "1.000000"
"RPG_Clip" "1.000000"