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-Gore is more inconsistent than non-beta. Heads don't explode and bodies don't fly apart as often. But perhaps this was an intentional change?
-Alien Controllers suffer from the same issue as Combine soldiers, mostly on dm_overwatch but present in all maps, where they will stare at the player and not attack.
https://i.imgur.com/HP32t0u.png
-Grapple hook can get you to places you shouldn't
https://i.imgur.com/fIlPQA8.png
-Antlion Guards can get stuck on this ledge in dm_resistance. They'll move from side to side, but they can't get back in the building.
https://i.imgur.com/OEA7kZU.png
-Cremators cannot get in this alcove in dm_overwatch:
https://i.imgur.com/gzyOoB9.png
He just stood there. Menacingly.
-All enemies still have no collide, while living, with this wall of sinks:
https://i.imgur.com/sRUEHlG.png
-I kicked a bunch of enemies into fences and it wouldn't crash so I suppose that's fixed in the beta
-That "lag" I mentioned when playing, even by yourself, in your own multiplayer game is still present i.e. I kicked a combine soldier and he didn't fly back for half a second.
-I figured out how to replicate a CTD. Either from single player, or multiplayer, attempting to start a new multiplayer game from within gameplay will cause a CTD 100% of the time. Starting a singleplayer game from another sp game, or from a multiplayer game does not crash at all.
-Firefight Rumble (the option, not the enemy game mode) w/ Xen Invasion makes all enemies fight each other, but when this is with combine, citizens, antlions, or zombies, these enemies don't attack each other. It kind of makes sense because an alien controller is not a bullsquid, and a houndeye is not an alien grunt, etc. but it's just sort of at odds. Maybe something to look into, maybe not. Not wholly a detriment
-EDIT: Having FR disabled will make Xen Invasion enemies all attack the player except vortigaunts, who will not attack anything at all, and cannot be harmed by the player or things like a houndeye's shockwave. This is troublesome because with FR enabled, Xen enemies will attack each other, the player, and vortigaunts will also join the fray. But what if I just want the whole shebang on my tail and vortigaunts not just being dead weight?
https://i.imgur.com/YEkDl8E.png
-EDIT: -With Firefight Rumble (the option) disabled, citizens will not attack the player. That sounds rather obvious, but the thing is what if a player wanted all enemies on deck (Firefight Rumble the gamemode) and disable FR the option. Then citizens would be on your side, and vortigaunts wouldn't fight.
https://i.imgur.com/AjScQAF.png
-I noticed the kicking action of the kick applies the second you push the key for it instead of when the animation actually kicks. Maybe that's intentional though.
-I noticed that when running the beta, the player can respawn after death even in singleplayer. Is that intentional? It's far more interesting if death is permanent.
-Despite having enough cash, I could not purchase the mega gravity gun upgrade.
-Still a possibility of spawning atop dm_resistance
https://imgur.com/a/Uq3wGOj
-Sometimes, upon death, the screen will fade to black, load some other kind of map, and play the credits theme for Half-Life 2. Restarting map just restarts this black screen map.
-Kick doesn't break this glass.
https://imgur.com/a/KnDXQp9
-This antlion guard can get stuck on this wall lip in dm_steamlab
https://i.imgur.com/V6mhlq3.png
-Kicking a fast zombie torso into the floor will 99% of the time send it beneath the map. Doesn't happen with regular ones.
-EDIT: After placing down a SLAM, and switching to another weapon to detonate it later, you cannot switch back to the detonator.
-EDIT: Sometimes, rarely BUT enough to have been noticed, when a Zombine's grenade is detonated, instant CTD
-EDIT: As near as I can tell, the health regeneration perk does not drop ever. Only the "increased health regeneration rate" perk. The option to disable innate health regen is in advanced options, and that's really great instead of shoving it on all players. I like the notion of it being a perk much better; a reward for survival. But I just haven't gotten it ever.
-EDIT: If a player has the katana and shotgun on quick switch, and they use the grapple hook with the shotgun equipped, the quick switch defaults to the shotgun instead of the katana.
-EDIT: When a combine loses their head via ballistic means or a katana, they'll 99% of the time default to a t-pose upon death. Looks kinda silly, but perhaps that's just a limitation of Source.
Hope for good tidings. I have suggestions that I'll be posting in that thread where you asked for them.