Serious unofficial HL2RP² launch feedback thread

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i think cops can easily force everyone into a passive roleplay state if they deploy overwhelming odds: such as hunters, apcs and shit. gives people room to breathe and roleplay because of how unfeasible it can become to fight, outside of base
 

GenericPlayer

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you can do passive field roleplay too btw, setting up encampments, messing around while setting up an ambush, minelaying, scavving, etc

I think the more gadgets the better since it gives you more avenues to fuck around but you can do a lot with what exists as is.
 
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Señor Jaggles

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i think cops can easily force everyone into a passive roleplay state if they deploy overwhelming odds: such as hunters, apcs and shit. gives people room to breathe and roleplay because of how unfeasible it can become to fight, outside of base

yeah i thought so too last night, we brought out two hunters, i could see a vort and some rebels in the distance and my goofy ahh said "nah they won't do it" and all of a sudden i got vort beamed so i had to show them who the apex predator is

cant have shit in rp_ohio
 
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Rabid

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i think cops can easily force everyone into a passive roleplay state if they deploy overwhelming odds: such as hunters, apcs and shit. gives people room to breathe and roleplay because of how unfeasible it can become to fight, outside of base

I'd be cautious of how often this is done, if only because not every member of Rebel Society will take it for what it is at face value and assume the absolute worst.

But I suppose you also have a huge advantage over situations where this has gone wrong before (like Heavy Snow).
 
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Señor Jaggles

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Like, so far what @Tinbe mentioned sounds very otherworldly to me because for the most part whenever I've gone out I've been attacked as close as the Combine base itself. We've even been shot by as many as like, 2 or 3 people while on a team of 6 to 8 people with 2 OTA among them, as close as the prison area or the front of our own base.

I mean I'm not saying people being on the offensive is a bad thing but the resistance does have more freedom to explore than the Combine at times, especially before we brought the hunters out yesterday night, and our task was basically to deter people from interrupting the CPs doing some RP.
 
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PepicWalrus

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Reject modernity return to caveman
 

PepicWalrus

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I need to stop replying on mobile.
 

Tyrone

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Like, so far what @Tinbe mentioned sounds very otherworldly to me because for the most part whenever I've gone out I've been attacked as close as the Combine base itself. We've even been shot by as many as like, 2 or 3 people while on a team of 6 to 8 people with 2 OTA among them, as close as the prison area or the front of our own base.

I mean I'm not saying people being on the offensive is a bad thing but the resistance does have more freedom to explore than the Combine at times, especially before we brought the hunters out yesterday night, and our task was basically to deter people from interrupting the CPs doing some RP.
the fact that cop models stick out like a sore thumb at their own base doesn't help the fact we can't see our attackers. we tend to be forced to either
a; go out there and fight, while risking running into an ambush
b; fire back from the walls at nothing since barely anything is visible
c; hunker down and passive at one of our many facilities
 
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Señor Jaggles

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the fact that cop models stick out like a sore thumb at their own base doesn't help the fact we can't see our attackers. we tend to be forced to either
a; go out there and fight, while risking running into an ambush
b; fire back from the walls at nothing since barely anything is visible
c; hunker down and passive at one of our many facilities

d; fix the headcrab canister facility so i have an excuse to throw a canister with 3200 damage and 570 radius
 
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i think cops can easily force everyone into a passive roleplay state if they deploy overwhelming odds: such as hunters, apcs and shit. gives people room to breathe and roleplay because of how unfeasible it can become to fight, outside of base
overwhelming odds was the exact reason why rebel roleplay sucked ass last iteration and it basically devolved into spy rp
and spy rp can't even happen when combine shoot on sight

(IN MY OPINION)
 

Señor Jaggles

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overwhelming odds was the exact reason why rebel roleplay sucked ass last iteration and it basically devolved into spy rp
and spy rp can't even happen when combine shoot on sight

(IN MY OPINION)

Yeah but it doesn't mean the Combine will use these overwhelming odds to sweep everyone out. It's more of a defensive measure to adapt to the danger coming at them and avoid getting wiped while roleplaying outside when rebels get bored and want to s2k them.

That way the people can RP their thing, and the rebels get to shoot at something. Win/win. Yesterday we had two hunters out and all we killed was a single vortigaunt iirc, but there was a lot of combat regardless.
 

STUCK IN A CAKE

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The two sides in brief, the current balance:

The Combine have better structure and communications, everyone has a radio - everyone is encouraged to get into VC (Though not required).

Combine have unlimited supply of:
Biogel and Batteries (Though can only choose to use one on the field, as per rules)
Ammo (9mm and 4.6mm)
Pouches/Bags

Anything else is limited in vendor (with a X/X indicator)

Combine have great support options, but are limited in the way they're deployed and can be used. Making them predictable.

The Rebels have the ability to be anywhere at any time, with individual equipment being more powerful and viable to what the Combine can wield outside of certain OTA Specializations. Rebels don't have the burden of 'Bureaucracy' getting in the way of their decisions, they can act on impulse and do shit - so long as they have the equipment.

Rebels are much harder to spot and detect, especially since they're usually in small groups.

Vortigaunts are a huge power modifier. With no ammo requirement and infinite range theoretically, they are feared by cops.


All in all, I'm having fun with the asymmetrical dynamic. It's the nice Balance of brief s2k and passive RP that I wish ww3rp had. People need to realize at the end of the day, it's just about the 'War Stories' people get to tell and you shouldn't get so worked up on the balance or the "Factions". So long as the server facilitates Roleplay - you can find enjoyment regardless of what character you play.
 
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Reggie

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i think cops can easily force everyone into a passive roleplay state if they deploy overwhelming odds: such as hunters, apcs and shit. gives people room to breathe and roleplay because of how unfeasible it can become to fight, outside of base
idk if anyone else has noticed but all the events on the rebel side at least have been pretty underwhelming. yesterday there was a crashed ship or whatever that had supplies that we being defended by a combine sniper that was hiding in a spot where you couldn't really shoot at them without getting shot back at, which with a combine sniper is usually a death sentence. not only was the combine sniper enough, they also had a gunship fly around and shoot at us. wouldn't it be much more interesting if rebels faced off against a squad of cops that were inside the ship that crashed and we're deploying a beacon of some kind to call for reinforcements to give the attacking rebels a sense of urgency? half of the "events" I've seen are just the same copy-paste scenes of rebels fighting against impossible to defeat enemies.
 

Ond

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the box can host as many servers as you want iirc

why not just set up a second server to take rebels on some supply runs on cool maps with breathing room for actual rp? bring good rpers who wouldn't participate in s2k run and guns and let them get to play a part too
 
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Tinbe

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idk if anyone else has noticed but all the events on the rebel side at least have been pretty underwhelming. yesterday there was a crashed ship or whatever that had supplies that we being defended by a combine sniper that was hiding in a spot where you couldn't really shoot at them without getting shot back at, which with a combine sniper is usually a death sentence. not only was the combine sniper enough, they also had a gunship fly around and shoot at us. wouldn't it be much more interesting if rebels faced off against a squad of cops that were inside the ship that crashed and we're deploying a beacon of some kind to call for reinforcements to give the attacking rebels a sense of urgency? half of the "events" I've seen are just the same copy-paste scenes of rebels fighting against impossible to defeat enemies.
I'm 99% sure the thing you're talking about was a rebel supply chopper that got shot down by Combine.
 

Reggie

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I'm 99% sure the thing you're talking about was a rebel supply chopper that got shot down by Combine.
ah, so the event makes even less sense. why would there be a single isolated combine sniper that predicted where the chopper would crash and set himself up right next to it. from a narrative perspective, these things make no sense.
 

Tinbe

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ah, so the event makes even less sense. why would there be a single isolated combine sniper that predicted where the chopper would crash and set himself up right next to it. from a narrative perspective, these things make no sense.
The radio messages before implied the chopper was being chased by a gunship, which appeared at the crash site few minutes later. Plus, it's a really quick jaunt from the Combine base to that point of the map. What confounds me is the fact the sniper appeared where it did. I assumed the depot on the other side of the destroyed bridge was abandoned, like the one in the outskirts of the city ruins. This minievent made it look like the bridge depot is still active and therefore putting rebels at an immense disadvantage.
 

Señor Jaggles

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The radio messages before implied the chopper was being chased by a gunship, which appeared at the crash site few minutes later. Plus, it's a really quick jaunt from the Combine base to that point of the map. What confounds me is the fact the sniper appeared where it did. I assumed the depot on the other side of the destroyed bridge was abandoned, like the one in the outskirts of the city ruins. This minievent made it look like the bridge depot is still active and therefore putting rebels at an immense disadvantage.

Wait which depot omg this map is hard to learn for my peabrain
 
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