From the mod release to 1.0, grenades are by far the worst utility to use against anything, even sniper nests. This is because the throwing arc is completely different from HL2 which felt a lot more natural. This means it’s better to throw the grenade next to your feet, pick them up using “E” and just throwing it with mouse 1.
Here are 2 videos showcasing the differences
If that isn’t enough, here’s a quick paint image I made
The red cross is where the player would be aiming at, the red arc is how the grenade is thrown.
The worst weapon is the crossbow because of how it works compared to HL1 and 2.
It has far too much downtime between shots. Missing shots is very punishing especially with aimpunch because of this. Aiming down the scope also feels very bad and slow. Doing what HL2 does with scoping would honestly solve a lot of things with it. At this point it’s much MUCH easier to just use the magnum the zooming functionality to clear enemies from a distance.
Gibbing does not feel satisfying because of lacking feedback. When an NPC explodes they do not make any noise, just the ragdoll slapping noises as they hit the ground. Having a gibbing sound that varies in intensity depending on size of NPC.
There’s a few things wrong with the new and good looking UI.
Subtitles doesn’t scale with resolution (making it tinier and tinier the higher the resolution)
Getting an error when loading boots you into this screen https://steamuserimages-a.akamaihd.net/ugc/788632137954571240/A9C2EE337B1262511C1D3C9240DC01519BE43169/ which force you to use console to fix OR quit and restart the game in order to get menu buttons again.
The A.I for the bullsquid is terrible and weak. It doesn’t seem to chase the player or other enemies and rather sits around and waits for enemies come to them. This makes them feel like sentries rather than an alien bull that charges at people. Make them navigate more and actually chase after enemies and players.
Xen and no entity culling
With no entities being deleted when hitting the bottom of a skybox makes it so that everything just hits an invisible floor when enemies or props fall from the Xen areas. This completely breaks immersion because things just lie still “floating”. Adding some sort of way to delete ragdolls/props when they touch the bottom of XEN levels will fix this.
Mute zombie noises when not awake
A lot of early areas after the resonance cascade is littered with zombie noises even when not encountering them. This is because some areas have them as decoration but keep making noises even when they are “asleep”.
Since this map doesn’t seem very updated compared to other surface areas earlier in the game I am assuming that CC either are working or will eventually work on updating this so I am not sure if this is helpful or not.
Adding props at the edge of the “playable” area and in the skybox to lessen the sudden change in colours and detail.
Same here, adding more detail to the skybox portion next to the cliffside will make the overall area look nicer I think.
The new main menu has less functionality than the old menu did for gamepads. This kinda sucks as the new one looks great and actually scales with resolution. I hope CC considers adding support for gamepads in the future for a great time from the couch.
Other things that could be considered is a better crosshair as the current ones are barely visible from couch distance (HL2 console did this well)
A sort of aim-assist in some capacity.
A weapon wheel for a more quick select of weapons instead of awkwardly scrolling through a bunch of them.