Cortex Command

Cortex Command

Combine Overwatch
Nubbly  [developer] 17 Apr, 2014 @ 7:16pm
Issues/Suggesstions/Feedback
Sometimes, things don't work properly.

Sometimes, you want something to work different.

If you have either of those two things, you've come to the right discussion! Let me know what you think, what's wrong, and what you would like to see changed!

Issues that I am aware of and have no idea how to fix:
*Game crashes when winning "One Free Man"
*Combine Sweepers look weird because I am in the middle of respriting them
*I suck at lua and general spriting so the Hazmat Combine look dumb
*Things are balanced pretty poorly right now
*Combine soldiers will lag the game when put in en-masse because of their custom AI to allow for radio chatter. I solved this by making them expensive as ♥♥♥♥.
*There's very little difference between the Combine Sweeper, Support and regular Soldier beyond price. Please don't abuse that.
*Combine Soldiers & Metro Cops can sometimes survive ridiculous falls, and die to really mundane ones. I'm not sure why that is.
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Showing 1-15 of 36 comments
Good. Good Mod. Could use a zombie though.
Nubbly  [developer] 17 Apr, 2014 @ 7:57pm 
I'm not sure that would be within my (very) limited spriting capacity. I might be able to make a blob that looks kinda like a zombie but it would look pretty terrible and basically be a reskin of the Culled Clone. I might be able to disable it from having weapons though so you wouldn't see a zombie with a rocket launcher.
Are manhacks and/or rollermines going in the mod?
Since they work a bit weird and not like most actors do, maybe as grenades or somesuch,
matching the way the combine released them in the field in the actual game.

Some rocket launcher mods I've seen did some pretty sophisticated stuff, so maybe a
brainless pathfind-next-dude-to-cut-down no-jetpack-fire-sprite-or-sound-effect manhack throwable item would be possible? D:
Last edited by Dead Planets and Live TV; 19 Apr, 2014 @ 10:55am
⚡ mr.Quantique 19 Apr, 2014 @ 12:39pm 
Hello there. i just subscribe to your mod and i just want to say that it's incredible. keep up the good work :P i can't whait to see a nice balance with the other factions because i don't really want to play an op faction (hunters are EXTREMELY powerful btw xD) i may try it but since i just read that thing are poorly balenced i'll simply whait before play it in a campaign. Big thumbs up mate. (i don't know if it does that to other people but sometime my combine's leg got stuck in the ground and then they lost it... pretty funny but still xD)
Last edited by ⚡ mr.Quantique; 19 Apr, 2014 @ 12:41pm
Nubbly  [developer] 19 Apr, 2014 @ 1:03pm 
Unfortunately this isn't originally my mod, I've just taken up the upkeep of it. Currently there IS some coding and sprites surrounding the manhack, but it is incomplete. I'll have to add that to the list of things I need to fix.
⚡ mr.Quantique 19 Apr, 2014 @ 9:35pm 
I know that but still you're doing the progress for now on :) i've actually played a campaign with the combine and it's actually decent for a thing that you call poorly balanced. i usuly tested the Metro cop, soldier and the elite and i can see a good synergies between price, resistance and agility of those. keep it up man you're doing great!
Game of Ur 20 Apr, 2014 @ 8:25pm 
It's not working for void wanderers, I followed the instructions as written, and it doesn't appear.

Edit: Oh no, something VERY bad and bizarre has happened. I followed the instructions as written, yet when I launched it up, what happened was CMB.lua was ERASED from my computer, and it removed the line of code in the factions.ini file...What do I do now?
Last edited by Game of Ur; 20 Apr, 2014 @ 8:30pm
Nubbly  [developer] 20 Apr, 2014 @ 8:39pm 
That's most likely because the Steam workshop ovewrote your changes and set it back to what it was before. I'll ping weegee and see if I can get him to add it to the list of supported factions.
Game of Ur 20 Apr, 2014 @ 8:42pm 
Okay, thanks! But will having no CMB.lua in the combine files interfere with anything at all?
Nubbly  [developer] 20 Apr, 2014 @ 8:47pm 
CMB.lua in the CMB.rte does nothing. There's no callouts and nothing that checks for it, so feel free to do whatever with it. I recommend copy/paste so you have a copy in case something bad happens to yours, as it did in your case.
Game of Ur 20 Apr, 2014 @ 8:48pm 
Inform me when it has support if you aren't too busy to do that, I have subscribed to this discussion.
Stealthkibbler 21 Apr, 2014 @ 12:07pm 
Combine armanents should be more expensive all round, mainly because at their current prices they basically steamroll everything with no challenge, I played them on 'Nuts!' difficulty and it felt like a walk in the park. They're extremely cheap and whatnot.
Stealthkibbler 21 Apr, 2014 @ 12:07pm 
Also with the OSPIRS, they use Dark Pulse Energy..so I don't see why they can't penetrate concrete AT ALL, heck they don't even penetrate dirt, it'd be nice if they did. Also the magnums penetration needs to be toned down A LOT, you can sit outside brain rooms and just keep shooting into the concrete until it hits them. Most of the time you never have to even be in plain sight to kill someone with the magnum.
Nubbly  [developer] 21 Apr, 2014 @ 4:18pm 
I should certainly tone down the magnum if I wanted balance, but I'm torn between how completely OP it is within Half Life 2 and how it needs to be balanced. OSIPRs don't penetrate because they have a script to make the rounds bounce. Pulse energy in general leaves little structural damage and only dents even glass within Half Life 2 (never mind the engine limitations within HL2) so it makes sense that pulse weapons leave no structural damage. 357 needs to be toned down in terms of penetration, and will be.
Stealthkibbler 21 Apr, 2014 @ 6:39pm 
I see, I guess it makes sense that OSPIRS are designed to only rip through biological targets, but I think the magnum should atleast be toned down, it's just that within Cortex Command its a bit troublesome how it can penetrate through multiple layers of concrete.
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