The Specialists Released On 30th April
From their <a href='http://www.specialistsmod.net' target='_blank'>homepage</a>
<!--QuoteBegin-changelog+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (changelog)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-New thrown weapon physics. Weapons will fall and tumble in a realistic manner.
<b>- Updated particle system for bullet strikes and smoke when you fire a weapon.
- Fixed not being able to dive if you jump off something.
- Fixed The One mode.</b>
- Lots of other minor bugfixes.
- Updated the recoil to be smoother.
- Backwards velocity slightly increased.
- Weapon damages slightly increased.
<b>- Knives will now ricochet off a wall if they strike them at a shallow angle.</b>
- lastinv command re-implemented.
- cl_accel cl_accelexp and cl_accelmax "mewcelleration" added.
- Many slight adjustmnents to weapons.
<b>- Shrapnel added to grenades.
- Crosshair removed for fu, knives, katana, nades and the unscoped Barett.
- Added attacking with the stock of a weapon, for the M4A1 and the sawed-off shotgun.
- Reload button blocks in kung fu.</b>
- Added in force chase cam spectator mode.
- MAC 10 removed and replaced with the H&K UMP.
- Added support for the mouse in the buy menu.
- New Akimbo Berettas model.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ones in bold are what i'm looking forward to most (Kung fu block!)
<!--QuoteBegin-changelog+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (changelog)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-New thrown weapon physics. Weapons will fall and tumble in a realistic manner.
<b>- Updated particle system for bullet strikes and smoke when you fire a weapon.
- Fixed not being able to dive if you jump off something.
- Fixed The One mode.</b>
- Lots of other minor bugfixes.
- Updated the recoil to be smoother.
- Backwards velocity slightly increased.
- Weapon damages slightly increased.
<b>- Knives will now ricochet off a wall if they strike them at a shallow angle.</b>
- lastinv command re-implemented.
- cl_accel cl_accelexp and cl_accelmax "mewcelleration" added.
- Many slight adjustmnents to weapons.
<b>- Shrapnel added to grenades.
- Crosshair removed for fu, knives, katana, nades and the unscoped Barett.
- Added attacking with the stock of a weapon, for the M4A1 and the sawed-off shotgun.
- Reload button blocks in kung fu.</b>
- Added in force chase cam spectator mode.
- MAC 10 removed and replaced with the H&K UMP.
- Added support for the mouse in the buy menu.
- New Akimbo Berettas model.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ones in bold are what i'm looking forward to most (Kung fu block!)
Comments
IMMORTALIZED FOR EVER!!
Agreed
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->.... Is it true? I just got done talking with an IRC moderator in The Specialists official channel and not only have they added a splash screen and steam support, but, and I quote "<icu> 2.1 will actually be updatable via Steam <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well if it becomes an offical steam game then yes, but i don't know.
Oh I see they actually gave it some extra stuff! NIFTYRIFIC!
But ew...weapon damage increased?
If you like doing pistols only or pistols and shotguns only, find a server with those respective weapon restrictions. I know how you feel, so when I play TS (which is almost always at the LAN center with a couple of friends), I usually tweak the server settings to suit my current attitude towards automatic weapons; much of the time I leave the game as is, but I do like to do some pistols-only desperado mode every once in a while.
I've been waiting for 2.1 for a while, so I'll be quite pleased when it does come out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
To keep those wondering happy.
Yes, my server is staying pistols & shotties. It's simply more fun I feel.
Yes, you can find it, it's currently WON but will be Steam on 2.1 at 212.23.5.122:27035
Yes, I shall be mirroring it on the PlayZen.net <a href='http://mirror.playzen.net' target='_blank'>mirror</a> for that no registration, no queue download loving when it's released.
Yes, PlayZen pwns, if I do say so myself.
Yes, I am God.
That is all.
- Shockeh <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I hope(it'd be sweet) that when you die, the weapon comes out of your hand and jiggles then, not just when you throw it, cause that would be whicked cool.
I hope(it'd be sweet) that when you die, the weapon comes out of your hand and jiggles then, not just when you throw it, cause that would be whicked cool. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I hate rifles and autos with an undying passion.
Melee/pistol for teh win.
/me hearts the katana
OT: Does anyone know of any Specialists/Action Half Life equivalents for HL2 in progress?
Automatics don't really bother me; with the right pistol, sluggish riflemen are easy targets and the MAC-10 was really the only serious threat if you're good with the Bulls*** or Golden Colts.
Damage levels are closer to the 1.5 values, but overall much more time has been spent balancing them.
Rifles are somewhat balanced out by the ammo load you can carry. You burn short but bright. SMGs (other than the mac10) take long enough to kill somebody for them to do something about it (like kick away the gun, or put a knife in his chest). Specific guns of either type were pretty unbalanced, but the concept is fine.
Damage levels are closer to the 1.5 values, but overall much more time has been spent balancing them.
Rifles are somewhat balanced out by the ammo load you can carry. You burn short but bright. SMGs (other than the mac10) take long enough to kill somebody for them to do something about it (like kick away the gun, or put a knife in his chest). Specific guns of either type were pretty unbalanced, but the concept is fine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Alas, he sums up why this patch will rock quite well.
My problem with the afformentioned Katana- it was too easy to use. I started using it at first, but it got old, especially when your score would be Double/Triple of everyone else on the server just because you get 2 kills and they get 1. Too easy of a weapon.
The katana is irritating because you can sneak your way into a gun-fight and kill someone before they notice you're even there. One slash and you're half dead. It's almost as bad as shooting two guys having a foo-fight. When people play reasonably nice, then it's perfectly good.
The katana is irritating because you can sneak your way into a gun-fight and kill someone before they notice you're even there. One slash and you're half dead. It's almost as bad as shooting two guys having a foo-fight. When people play reasonably nice, then it's perfectly good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well no offense, but thats why you need to watch around you. One of the reasons I do so well is because I use sound around me. Even when not using my headphones, I use sound just so I can look around.
Turning around is out of the question, naturally.
I prefer to think of a fight as between two people, regardless of what they are packing. When that battle concludes, then the victor finds a new partner. So, yeah, getting knifed/shot in the back would irk me a fair bit.
Damage levels are closer to the 1.5 values, but overall much more time has been spent balancing them.
Rifles are somewhat balanced out by the ammo load you can carry. You burn short but bright. SMGs (other than the mac10) take long enough to kill somebody for them to do something about it (like kick away the gun, or put a knife in his chest). Specific guns of either type were pretty unbalanced, but the concept is fine. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Alas, he sums up why this patch will rock quite well.
My problem with the afformentioned Katana- it was too easy to use. I started using it at first, but it got old, especially when your score would be Double/Triple of everyone else on the server just because you get 2 kills and they get 1. Too easy of a weapon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
In certain scenarios, yes, but most of the time, killing a guy with a Steyr Aug from 50 yards away takes quite some skill (although most of the time, the game is so fast-paced that by the time you get to him, he's long dead).