Garry's Mod

Garry's Mod

HL:A Weapons Pack
My Review on this addon.
At first I was rather excited to see that you made, but through a close analysis, they feel rather...

Unpolished, for lack of a better term.

The Ordinal Rifle and Grunt SMG are rather... static. The firing arms don't move at all and the most cursed thing I can see about the SMG is the fact that the extended mag is treated like a conventional mag. Please remove that reload; you should hollow out the barrel and get rid of the Pulse cell integrated into the weapon model so an external pulse cell model can be used for both guns to make animation easier.

The weapons also sound somewhat off because for every weapon in Half-Life: Alyx, the game constructs weapon sounds from a number of component sounds. These weapons use only one sound per gun. There should be some variants of the sound constructed from the components used to make those sounds.

The Heavy Shotgun is way too inaccurate for anything beyond point blank and while yes, it can be rather strong at point blank, I would argue that it would largely be outperformed by the stock SPAS-12

The Pulse SMG's muzzleflash location is misaligned and bleeds over the crosshair. The Ordinal Rifle has this too, but to a much lesser extent. the Tracers should also be pulse tracers and not bullet tracers for them both.

all the weapons seem to have a set accuracy that never degrades nor improves, leading to a gun that seems to be "hard-locked" to a role without much in the way of dynamic usage like burst-firing.

My personal improvements for mechanics:

If possible, both of the pulse weapons should have ammo counters that deplete from the left side at the top of the circle on the back of the plug and end at the right side of the top of said circle. Alyx's SMG had this feature, and seeing how the Ordinal and Grunt's weapons seem to be similar in nature, it would be reasonable to assume they also possess these counters.

I would also assume it is possible for the Ordinal and Grunt SMGs to have extended magazine functionality to store 3 pulse cells in reserve like Alyx's SMG, as they have the "magazine" that Alyx's SMG has, even if the Ordinal's looks a little different and seems to J-curve to the right side of the gun.

I would allow the player to draw from this extended mag while using the gun, even if your other pulse weapons are mag-dried, the SMG and Ordinal Rifle, with the ability to "bank" cells with the extended mag, could be great reserve weapons that could see some usage even after the player has dried their supply of cells for other weapons like the AR2.

The player can load the extended mag by holding the reload button, with a full 30 rounds of reserve pulse ammo needed to "bank" a mag, anything below that is rejected, with up to 3 magazines of pulse ammo able to be banked in the extended magazine.

The Pulse SMG should have damage bonuses against unarmored enemies like Zombies, Antlions, or Citizens, but suffer against Overwatch Soldiers and Metrocops as it wasn't really made for frontline combat, more to cut away at invasive wildlife; I personally would also like it to be rotated up slightly in the hand and to use the AR2 Holdtype.

What you did get right in my eyes is that the Ordinal Rifle does more damage than the AR2, but it should also have increased headshot damage, but it gets inaccurate fast when you spray it. Forcing the player to weigh the odds on if they should go full auto or use accurate single shots or bursts.

The Heavy Shotgun should be much more accurate, but also much slower to compensate for being so powerful.

While this isn't original to Half-Life: Alyx, I also got ideas for secondary fires from the SFM Protectors short as well as the unused Tau Cannon mode for the Heavy Shotgun you referenced.

for the Ordinal Rifle, I would have it shoot an energy ball like the AR2, but it explodes on contact with a surface, stripping suit armor and damaging unshielded enemies, but it can also disable vehicles like vanilla, LVS, and simpfhys vehicles.

the Heavy Shotgun should be able to use the Tau Cannon integrated into the top of the weapon to charge up a heavily damaging charge beam that does significant damage to even armored enemies like Hunter-Choppers and Gunships, but will overheat the gun and temporarily disable the shotgun entirely, forcing you to switch off it until the gun readies itself again.

There's also a bug with the inspect animations that if you hold down the reload key, the animation will play over and over again. likely insert an inspect delay until the animation's over. The weapons also don't work properly with the last known weapon command.

I wonder what your thoughts are on it? Just know that this review is here to make your addon better, not hurt you.
Last edited by Gordon, GORDAN!; 28 Nov, 2024 @ 5:12pm
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Showing 1-6 of 6 comments
Gordon, GORDAN! 28 Nov, 2024 @ 5:34pm 
As a small addition, the Ordinal Rifle also needs to be rotated slightly up like the Pulse SMG.
engine 29 Nov, 2024 @ 1:57am 
h e i s a b e g g i n e r
matthewwwww 29 Nov, 2024 @ 7:42am 
why the ♥♥♥♥ are you EVERYWHERE
Gordon, GORDAN! 29 Nov, 2024 @ 3:03pm 
@matthewwwww


And do you think that's a bad thing? Would you want me to disappear forever?
UNIT1 29 Nov, 2024 @ 6:00pm 
yo stop being sensitive can you not take a joke for once?
Gordon, GORDAN! 29 Nov, 2024 @ 11:25pm 
I can't tell if it was or if it wasn't.

I do know I appear in a lot of places, my comments scattered through addon comment boards like fallen leaves.
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Showing 1-6 of 6 comments
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