the rest of the grenades are fine but the frag grenades in my opinion lack throwing range, damage and blast range do you think it could be improved or idk use the regular grenade from HL2
since we already have the PM for the combine HLA units (grunt, charger, and ordinal) i think it would be nice to give them their proper weaponry pulse SMG, AR1, pulse shotugn ect ect(if they exist in the weaponbase the server use)
also i recommend theses addons for a better AI
https://steamcommunity.com/sharedfiles/filedetails/?id=3048721100&searchtext=ai
https://steamcommunity.com/sharedfiles/filedetails/?id=3500863715&searchtext=ai
Second addons is heavely customisable you can decide how accurate the combine soldiers...
as seen on the screenshot entities that at mid/long range of the player arent rendered wich can give unfair advantage as a player will be able to see a other hiding behind cover if he is far enought (even worse with thermal vision)
yea it would also be a good idea to add a addon that allow the NPCs to "patrol" when not in alert mode i think i know wich one can do that but il search
First suggestion is to reduce the time between the time where a grenade stop moving and the time it explode because currently its too long and render grenades (especially the frag one) useless
- add a console in the outlands outpost
- add this addon...
KING as a codename for the elite is kinda strange considering its more of a CCA codename so i think it should be modified to a other, idk reaper maybe ? or anything else
i think the rank shouldnt be determined by how xp you have but rather how competent you are. in short get rid of the xp requirement for the ranks (class xp req should be lowered) and instead put in place a WL system for each rank except the lowest, you prove your competency and as a reward you...
while having zombies spawn in the outlands is a very good idea they dont move or wander around when there are outside of the render distance of a player wich mean they are sometimes always in the same spot and it take a while for them to actually move
aditionally, the AR2 damage at close range seems low, it took me about 5 shot to kill a fast headcrab
ironically its also too precise i think if the crosshair isnt perfectly on target you wont hit it