Changes to the DOG, HUNTER and STRIDER synth to make their melee attacks more viable.


qShad  Certified Gamemaster 17 Apr 25 at 6:19pm
#1
FULL RP Name(s):
A: R&D O-1 MJR Head Technician Jaccob Coltman, R&D E3 Engineer Coltman, OTA RANGER 06 05959, OVA KILO 08 ONYX 1-3

Discord Username:
A: qShad5602

Steam ID:
A: STEAM_0:0:439754500

Workshop Link: (If applicable)
A: N/A

What is your suggestion?
A:

Ever since the DOG synth has been introduced. It's had one major problem which caused it to not be viable in combat. Whenever you want to attack using dog, he stops and does the animation. Once the animation is done however you're still unable to move. If possible the animation specifically the end part where the main animation for punching/slamming is done and dog is just standing still can be shaved off.
This can also be done with the hunter synth, once the melee attack with the hunter is done, the small amount of time where the hunter is just stood still unable to move can be shaved off allowing it to move and deliver repeated strikes.

If this is unable to be done. I've thought of 2 new attacks. For dog, a roll mechanic and for the hunter, the charge mechanic.

For dog, the roll mechanic will allow dog to roll keeping dog on the move so victims cannot easily take advantage of the long pauses in attacks. This can deal AOE damage and cause some significant knockback. This can be used by pressing the spacebar. (I've taken inspiration from a specific zombie survival server for this)

For the hunter, it will use the animation for charging just like in episode 2 which again can be used by pressing space. While it is charging it'll run at high speeds until it collides with an object or player. If it rams into a player, the animation stops and the player hit will take significant knockback and a significant amount of damage. Whilst the hunter is charging the ability to turn can be hindered but not removed.

Lastly, the strider. The strider does not have a melee attack giving it a major weakness, unable to kill those staying under it. In half-life 2 when you do this, it'll use a melee attack to get out of the situation. Again by pressing space, it'll activate this attack. Since striders are quite large and powerful synths, this melee attack will 1 hit your average rebel.

How would this benefit the server?
A:

This will help combat a significant problem in synths using melee attacks. Especially DOG since dog is a synth that's attacks are pure melee and VERY easy to avoid by abusing the short hit scan (I believe its short due to technical limits, correct me if am wrong) and its long pause. These changes would make DOG a viable synth to use than being able to be juked very easily.

It'll help OVA as well since the hunter will be able to do more in CQC situations such as the apartments in city 13, inside buildings whilst also giving it a neat mechanic allowing it to surprise enemy rebels. Lastly it'll combat a major weakness in the strider with a feature that is present in regular half-life 2 allowing to melee attack those abusing its weakness.


Please feel free to add criticisms/potential ideas to it if you have any.

Signature:
You probably know me as: Dpt. Chief of R&D Jaccob Coltman
B E E S, Pepoh, Kratek like this post
B E E S  Certified Gamemaster 17 Apr 25 at 11:12pm
#2
Dog and the strider 100% need melee improvements, Dog is pretty much useless unless you are base-raiding or trying to break into a prop base, and it is silly that people can run around underneath a strider carefree. Dog could use a charge attack or roll or whatever, and the strider could have just a simple kick

IMO the hunter does not need any buffs, it already is super fast, has a good MG and is pretty tanky so I think adding anything to the hunter is just gonna make it over powered, as a heavy main I would rather fight an APC than a Hunter, which is dumb since an APC should be more difficult to take on than a Hunter
Pepoh  Certified Gamemaster VIP 18 Apr 25 at 12:07pm
#3
Petrisis' Baron................
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