Even if you're not using them for cover, it's intimidating when the snipers pick off objects, as if to say "you're safe now, but once you step out I'll get you".
Alyx: *looks at Gordon with the sniper rifle* Alyx: There you are! Gordon: *shoots rocket at Alyx and kills a Combine Sniper* Gordon: You won't trick me, buddy!
I like that the unused sound files seem to suggest that their codename was "scalpel" which really fits in well with all the combine medical terminology. And its very fitting, since a scalpel is used to make a very precise incision. The combine sniper is precisely removing the outbreak.
I remember the bolt action ''pling'' from the earlier Half Life 2 build that i played when i was in my younger days. Then when i got back and started playing Half Life 2 again later i kept wondering where i had heard that sound from and if it was just my imagination. Thanks for clarifying.
Someone made the old sounds available for download, I can try to find it again if you'd like. Edit: here you go www.mediafire.com/file/hhtmu5z98ay69qt/snipersound.zip
I always thought of these guys as specialists. They get tapped during implantation and shuffled off to a secondary implant route for better optical replacements, concelment training, and mabye wilderness survival.
It reminds me to those guys in the movie "Soldier" starring Kurt Russell . Über trained soldiers since their young age to become specialists in any combat, fights, wars .
@@Notwhatyousayitswhatyoudo oh nevermind i just saw that you're a member of a /pol/ steam group, lmfao that's pathetic. please invite as many of your nazi friends as you can to a koolaid party and ride off to valhalla together
You also forgot to mention the Sniper Rifle is the only in-game firearm that isn't hitscan-based, but fires a solid projectile with velocity, you can try and dodge it, but on hard, they will most likely everytime hit you. Also 4:05 *nice driving skeelz.*
Very ironic that a weapon with an absolutely ludicrous calibre (look at the size of the chamber of the hlbeta sniper) is a projectile rather than hit scan. Perhaps hit scan would be too frustrating? But at the same time you can easily move from cover to cover without getting shot, given the long paused between shots.
@@bubbleman2002 It seems to rely on Pulse Ammo, so the weapon's caliber doesen't really matter, also the projectile model it fires is the same as the AR-2, VALVe probably decided to make the rifle projectile-based because fuck that Half-Life 1 hitscan autosniper.
I wonder why the Combine just didn't mass-produce snipers, they can just almost take on anything! This is the Combine's true downfall, no wonder a nerd in an orange power-jump-suit can just whack people away without a sweat. I say, bad show, bad show!
Depends on where you gonna deploy them, plus if citizens had the ability to throw grenades or use the rpg on them hence being programmed to engage snipers, you'd have no use of them. Realistically snipers would be useful against xenian enemies but antlions still could get in and destroy them from the window. And Poison zombies could throw headcrabs at them to distract them in the window. Otherwise, snipers in the game as they are programmed are pretty deadly to any non-combine npc, just because they are programmed like that. There is a very funny interaction when an antlion guard shoves a sniper that makes it go fly like it would try to shove a strider.
2:17 now here's a thing. Even something as small as a can can save your ass. Combine's AI is really amazing but if you can't see them, they can't see you.
Lasers are excellent for quick target acquisition. Game balance, too. It would be frustrating to lose half your health to a sniper you could not have seen, would it not?
Boris I replayed Half Life 1 not long ago I didn’t remember the launch area at all, anyway, there’s a sniper nest hidden in a bush on a cliff. I was taking random damage and started to look for the motherfucker shooting at me, but I had no idea it wasn’t a regular enemy, because if it was a sniper, then games have taught me that he would have a laser sight to help me pinpoint his location Well none of that bullshit happened there and i died, just like i would IRL I wish games would just start doing stuff like this again, now everything is user-friendly and easy Yes, the first time everyone would die, but then players will learn to be extra alert, and would make the overall atmosphere of any game like this better I mean, in HL2 and many other games, you can see the damn bullets flying, that would be enough to pinpoint the Sniper’s location. Seriously, I wish more games would do this Nowadays the most realistic sniper encounters you’re gonna get in a game would be in fucking CSGO of all games
Neo2266 not every game needs to be ultra hardcore and so lifelike. Also clearly you don’t know video games because in ArmA, you can get shot from kilometers away from a sniper. CS:GO has snipers used at ranges of less than 50m. That’s the ranges a fucking PISTOL is accurate at.
Them shooting props when you are in cover is genius, it forces you to quickly make your mind up while they are limiting your cover. Bravo Valve.. Bravo!
5:18 You can do re-produce this ragdoll glitch to friendly NPCs if you activate the blue gravity gun via console (physcannon_mega_enabled 1) in areas where you normally shouldn't have it.
4:41 Similar response afterward... Gordon: (Launches SMG grenade) Combine sniper: (Not moving a muscle) Also combine sniper: "LOOK OU-!" (Cutted off by death from explosion)
3:30, ah here we see many of the surgical modifications performed on a combine soldier. one of them being replacing his genitals with a high velocity long range sniper rifle.
* I didn't include the Episode 1 mechanic of using Rollermines to kill snipers, since it's exclusive to that episode and I'm pretty sure it only happens once. * Old sniper sounds download www.mediafire.com/file/hhtmu5z98ay69qt/snipersound.zip (note that the zip if I remember right uses the old steam folder set up, so best option is to extract the sounds folder to your custom location).
The original sound came from the sniper rifle in Half Life 2's beta builds, which was a human-style rifle intended for both the combine and the player. [The model for its ammo box is still in the game too.] They likely retconned the sound in favor of the more overwatch-esque rifle model you see in episode 2.
I'm continually amazed at how sophisticated the AI in the Half Life games often is. There's lots of nuance that you wouldn't otherwise notice if you haven't played the game a lot. As a side-note, I love how punchy and loud the rifle sound is. Barring the revolver, the weapon sound effects in HL2 are kind of flat and anemic, but that rifle report has some impact. It almost makes me wish you could pick up one as your long-ranged weapon instead of the crossbow.
I’m pretty sure them shooting explosive barrels is just a side effect of them shooting props. For some reason this video reminded me of Half Life 1’s snipers, which were just cardboard cutouts in the vague shape of a person (think shooting range target shape) behind a mesh. I even found one area where you could jump into the window they’re in and had fun killing the cutout in various ways.
I always felt like Combine Snipers were the least developed of all the enemy types. Even as a child I could tell there was something very rudimentary about them. The fact that the Snipers were supposed to have unique sounds but didn't have them included just adds more to this idea, as it implies that they were more of an afterthought, so Valve didn't bother to put in the extra effort.
@@RescoeZ I hoped that you would show case also unused old sniper model. Would be nice to have everythign in one place. However I still admire your work. Keep it up !
Yeh IKR. Spends the last couple of minutes mentioning it but doesn't even play the file. Like what a fucking tease I was about to click off the video but then get con'd into watching the rest of it thinking I'm actually gonna get some content.
So because I've nothing else to do at the moment I found this video, and that I have some experience with the internal works of Half-Life 2, I'm just gonna make this comment explaining why the super gravity gun often 'clones' npcs that weren't meant to be found with the SCGG. Basically, for some reason Valve decided to make a special damage type for the Super Gravity Gun. When an NPC is killed with that damage type, they don't spawn a ragdoll. Then they added ragdoll-spawning code to the Super Gravity Gun in order to make it seem you're fluidly grabbing an NPC's ragdoll and just one of it, killing them in the process. Anddd some troubles emerge in unintended behaviour. The special damage type removing-ragdoll only works when the NPC is killed by it. It works for your average Combine Soldier. But for NPCs that block damage like the Snipers in this video and the Vortigaunts due to the no-friendly-fire-rule, the result is the oddity that happens. Quite funny in hindsight when Valve could've just used the actual ragdoll created by the NPC and not go through the trouble of [making another damage type, coding SCGG to spawn ragdoll, etc]. So TL;DR Valve, for a whatever-the-fuck reason, took the trouble to add a damage type to remove the NPC corpse but it only works when NPC is killed by it, and then have the Super Gravity Gun spawn a new one instead. Unintended behaviours arise.
Actually, just a correction: Valve couldn't have used the normal death ragdoll for the super gravgun, because regular death ragdolls are calculated entirely clientside(so that in multiplayer, the server doesn't have a stroke every time a player or npc dies). This means normal ragdolls can't interact with the world in any meaningful way, and will only interact with static world geometry. The super gravity gun creates a proper serverside ragdoll that can actually interact with stuff and be grabbed.
For some reason my reply to RandomCatDude's reply does not appear to others. What the hell is happening? EDIT: It appears that this comment appears, so I'm just gonna do my glitched comment here. You'd be right if it wasn't for the fact Valve made it so that (almost) every NPC drops a serversided ragdoll on death whenever the Super Gravity Gun is enabled. Without it, your point takes effect alongside not being able to pick up NPC ragdolls who were killed by something else other than directly by the SCGG. (flung things are indirect) Try killing NPCs with a weapon other than the SCGG during the citadel levels or with physcannon_mega_enabled 1 and play around with their dead bodies. You should notice the serversided interactions if you see blood decals appear on where you shoot them..
@@shadowysn Oh, crap, sorry, UA-cam didn't notify me of your response. Well, in that case, I guess you're right. It was probably just a programmer oversight then.
i can imagine that they planned a setpiece where a sniper destroys your cover repeatedly and you would have to change positions in order to get closer to him or something
The sniper firing sounds different in this video... I remember it just being a sharp realistic crack, not a hollywood gunshot. Edit: 1:28 This is how it always sounded to me
I think the sniper rifle sounded better when it used to be a bolt action pre update. I know Valve wanted to keep it consistent with the episodes, but the rifle sounded a lot more powerful then than it does now.
I want another Half-Life so bad. This game has so much atmosphere and charm. I just want to be able to relive when I discovered City 17 and its genius design again.
Snipers can also be killed by rollermines. In Episode 1, I killed one by tossing a reprogrammed Rollermine into the window, and it responded as though I threw a grenade in.
I think that sound is the sound effect of Gordon initiating the sprint. I checked other parts of the video where sniper fires but misses and it seems sniper shots do not make that sound at all.
I have a theory on why the blue gravity gun spawns limitless snipers The model is only a place holder as in game there is nothing. Its only when killed that the rag doll flies out. It basically just spawns one. The gravity gun isn’t “killing” the sniper, more so grabbing the rag dolls that it’s supposed to spawn. It technically isn’t an explosive weapon as instead the blue gun just rag dolls enemies. So it’s grabbing all the would be dead corpses from the source.
To be fair in Half-Life 2 and its episodes you don't face snipers much. The most would be when Barney's pinned down during the uprising. After observing them though, I think the snipers are some of the most dangerous enemies, they're even smarter than you'd think.
The reason console spawned snipers create 2 ragdolls when blown up is because normally their model is made transparent and the death ragdoll would copy the transparency (resulting in no visible ragdoll)
Honestly they are tough opponents if they are getting supported from ground troops, tried it once on Garry's mod as a test and it worked out preety well, sadly valve will put them mostly on solo spots, instead on support spots for ground forces.
Hard not to laugh at the idle-animation combine soldier with the blue laser coming out. Damn Combine modified the poor bastards so extensively they're shooting pulse projectiles from their dicks.
I'll be honest, as much as I never really cared for HL2's AI (I feel like it's really dumb but that's probably because I played it for so long), snipers are definitely the highlight enemy. I remember the first time I ran into them and I couldn't figure out how to kill them until I used a grenade. Now they pretty much dodge them like a total chad.
The reason why the snipers don't react when you have a prop in front of you before or after they see you is due to a quirk in their AI as when see player attack when don't well don't, they basically forgot to put a exception for when they see a moving prop infront of the player and can't see them.
Those unused sniper voices were probably removed because I can image it becomes very annoying when a supposed "stealthy" sniper comments on every single thing he does giving away his position.
Not to be mention, but the original sniper reload sound was orginally used for the cut usable sniper rifle, even an older sniper combine using this weapon originally.
The Super Gravity Gun has that effect of creating ragdolls with certain other NPCs like Dog. It was a hilarious accident when I was just fooling around aiming it at Dog in Black Mesa East.
I'm so happy that I got the old blood effects to work again, whatever they did to change it was just ruined everything.. totally possible to do in the particle editor in hammer by the way, I'm surprised nobody's released any official mod for it.
The physics impressed me alot when i plaied HL2 on my laptop, so long ago. But tbh i dont remember these snipers, i only plaied the base game not the episodes, maybe they werent on the base game.
Maybe Combine snipers were programmed or drugged with a sense of hyper-alertness, making them extremely paranoid. All soldiers maintain some small level of self-preservation, but the sniper probably even moreso because of this
For all who are wondering what sn_blockdown.wav sounds like, it is the first sound in this video:
ua-cam.com/video/NRaVPDDA9uw/v-deo.html
You sir have a new sub
what does block down even mean?
Hey RecoseZ you have steam?
Instead of trying to no-scope you for fun, they shoot props when you're not on sight.
That's definitely an improvement.
Even if you're not using them for cover, it's intimidating when the snipers pick off objects, as if to say "you're safe now, but once you step out I'll get you".
I mean destroying covers leave enemies with less places to hide.
@@civilsecuritylite12054 holy shit pb2
lol ok the heck?
@@GOTTKAISEROFPLAZMABURST2
I never expected someone to still remember this game.
1:27 Snipers will shoot at any explosive barrels near the player.
Combine recruting gamers, huh?
All the more reason they fell.
@@jakespacepiratee3740 Because they rose up!
Themost violent amoung people
@@trashrabbit69 COMBINE... RISE UP!
They fear us so they recruit us
I always loved the fact that even brainwashed the sniper exclaims *”…SHIT!”*
Some parts of a human will never be expunged.
Alyx: *looks at Gordon with the sniper rifle*
Alyx: There you are!
Gordon: *shoots rocket at Alyx and kills a Combine Sniper*
Gordon: You won't trick me, buddy!
We have a spy in our midst
>desinc
@@crustypaladin That Alyx is a Spy!
@@VeraxonHD i was gonna say that
@@VeraxonHD bruh
I like that the unused sound files seem to suggest that their codename was "scalpel" which really fits in well with all the combine medical terminology. And its very fitting, since a scalpel is used to make a very precise incision. The combine sniper is precisely removing the outbreak.
Wow seriously??? That's amazing dude thank you for this explanation I had no idea what a scalpel was
@@GaiusCaligula234 Way to miss the point
@@MintyLime703…. Irony
I remember the bolt action ''pling'' from the earlier Half Life 2 build that i played when i was in my younger days. Then when i got back and started playing Half Life 2 again later i kept wondering where i had heard that sound from and if it was just my imagination. Thanks for clarifying.
Someone made the old sounds available for download, I can try to find it again if you'd like.
Edit: here you go www.mediafire.com/file/hhtmu5z98ay69qt/snipersound.zip
The bolt sound effect was reused from the cut sniper rifle I think
I doubt you remembered that.
@@attilavidacs24 why wouldn't he lol some people aren't 14 bro
Dude same
I always thought of these guys as specialists. They get tapped during implantation and shuffled off to a secondary implant route for better optical replacements, concelment training, and mabye wilderness survival.
*still use a bright blue laser that easily gives their position away.*
@@theepicspy570 It's more for suppression than functional concealment.
I like this
It reminds me to those guys in the movie "Soldier" starring Kurt Russell . Über trained soldiers since their young age to become specialists in any combat, fights, wars .
Its only a game fucqer.. loserr
>"scalpel going sharp"
>"scalpel engaging"
>"scalpel activated"
>"scalpel has pin"
Nice, in keeping with the clinical theme of combine radio chatter
Yeah it's a shame they cut it, but I suppose they wanted the snipers to come across as silent killers.
@@RescoeZ having a sniper simply calling out "contact" in a low voice when first encountering the player would work nicely, though.
@@RescoeZ "cut"
@@RescoeZ I think it's a good call, like the Black Ops in _Half Life._ It helps preserve their first appearance as a substantial new threat.
scalpel notarget
this content still gives a sense of mystery to already seen content in half life 2
I like to think resc0e is the hl2 equivalent of marphitamas
why are you a nazi
@@thegondola9877 because of current year
@@Notwhatyousayitswhatyoudo oh nevermind i just saw that you're a member of a /pol/ steam group, lmfao that's pathetic. please invite as many of your nazi friends as you can to a koolaid party and ride off to valhalla together
@@Snwy-hb6rm go outside you completely unfuckable specimen
"That sniper is a spy!" 7:20
TF2 lol
no way alyx will use sniper only pistol and shotgun
@@chopper6408 i did too
@@chopper6408 I read this with Sniper's voice.
@@chopper6408 Because he uses a RPG
You also forgot to mention the Sniper Rifle is the only in-game firearm that isn't hitscan-based, but fires a solid projectile with velocity, you can try and dodge it, but on hard, they will most likely everytime hit you. Also 4:05 *nice driving skeelz.*
Very ironic that a weapon with an absolutely ludicrous calibre (look at the size of the chamber of the hlbeta sniper) is a projectile rather than hit scan. Perhaps hit scan would be too frustrating? But at the same time you can easily move from cover to cover without getting shot, given the long paused between shots.
@@bubbleman2002 It seems to rely on Pulse Ammo, so the weapon's caliber doesen't really matter, also the projectile model it fires is the same as the AR-2, VALVe probably decided to make the rifle projectile-based because fuck that Half-Life 1 hitscan autosniper.
@@bubbleman2002 Because then otherwise you'd have a gun like the AWP in CS:GO where the millisecond you peek you're dead.
Wait, is HL2 crossbow is a hitscan weapon actually?
@@Zmeeed01 Nope, it's a projectile weapon, if it was hitscan, it wouldn't be able to ricochet off of surfaces.
I wonder why the Combine just didn't mass-produce snipers, they can just almost take on anything! This is the Combine's true downfall, no wonder a nerd in an orange power-jump-suit can just whack people away without a sweat. I say, bad show, bad show!
Depends on where you gonna deploy them, plus if citizens had the ability to throw grenades or use the rpg on them hence being programmed to engage snipers, you'd have no use of them. Realistically snipers would be useful against xenian enemies but antlions still could get in and destroy them from the window. And Poison zombies could throw headcrabs at them to distract them in the window. Otherwise, snipers in the game as they are programmed are pretty deadly to any non-combine npc, just because they are programmed like that. There is a very funny interaction when an antlion guard shoves a sniper that makes it go fly like it would try to shove a strider.
Realistically speaking
It's hard to train a sniper to perfection
@@dreysantillan but combine soldiers are modified people
@@lathrin oh.... Well in that case I am incorrect
@@dreysantillan but then again maybe the combine doesn't have the good enough technology to alter snipers to perfection
7:17 plot twist : there was a Combine sniper helping us
Gökberk Kara Shephard ;)
You're welcome
*Blue laser slowly points at you*
He was processing a vibe check
Plot twist = alex IS combine
2:17 now here's a thing. Even something as small as a can can save your ass. Combine's AI is really amazing but if you can't see them, they can't see you.
For some reason NPC's in HL2 can only see your head
@@qee4617 maybe thats because the head is where the player's camera is in
3:45 - 3:49
The epic battle between an GAU-8 Avenger and an M61 Vulcan.
3:42 sounds like a SKS
I want to kick his ass with M16 (joke from drill in opposing force)
I love your profile photo!
@@BryantVonMiller who u talkin to
@@huskosnow7091 You! I should have clarified, my bad. Lol
All the overpowered techs and still they rely on some lasers for sniper rifles.
Lasers are excellent for quick target acquisition. Game balance, too. It would be frustrating to lose half your health to a sniper you could not have seen, would it not?
@@bubbleman2002 *stares at the original Half-Life sniper nests...*
Boris
I replayed Half Life 1 not long ago
I didn’t remember the launch area at all, anyway, there’s a sniper nest hidden in a bush on a cliff. I was taking random damage and started to look for the motherfucker shooting at me, but I had no idea it wasn’t a regular enemy, because if it was a sniper, then games have taught me that he would have a laser sight to help me pinpoint his location
Well none of that bullshit happened there and i died, just like i would IRL
I wish games would just start doing stuff like this again, now everything is user-friendly and easy
Yes, the first time everyone would die, but then players will learn to be extra alert, and would make the overall atmosphere of any game like this better
I mean, in HL2 and many other games, you can see the damn bullets flying, that would be enough to pinpoint the Sniper’s location.
Seriously, I wish more games would do this
Nowadays the most realistic sniper encounters you’re gonna get in a game would be in fucking CSGO of all games
Neo2266 not every game needs to be ultra hardcore and so lifelike.
Also clearly you don’t know video games because in ArmA, you can get shot from kilometers away from a sniper. CS:GO has snipers used at ranges of less than 50m. That’s the ranges a fucking PISTOL is accurate at.
@@diobrando2575 because csgo isn't an ultra hardcore fps game. Also, SQUAD would be more accurate than arma 3 is
Moving jeep creates a "danger" aisound in front of themselves when moving, hence the sniper vocalizing.
*_3:07_**_ Never heard of a combine soldier saying shit before._*
So you have never really played half life, have you?
@@mado-wh4jv *_I did, just went too fast through all the levels I guess._*
@@awddfg Well, probably you didn't use the granades many times.
*Understanable have a nice day*
@Duribethin They actually said that for bullets and xenians.
Them shooting props when you are in cover is genius, it forces you to quickly make your mind up while they are limiting your cover. Bravo Valve.. Bravo!
5:18 You can do re-produce this ragdoll glitch to friendly NPCs if you activate the blue gravity gun via console (physcannon_mega_enabled 1) in areas where you normally shouldn't have it.
Never knew that, I've never tried it before.
The NPCs were clearly using a dead ringer.
Thanks. I remembered I used to create multiple npc ragdoll outside of the citadel, but I didn't remember how I've done it.
The dog ball too
I gotta try this right now.
5:18 I believe this happens to every npc you were never supposed to use the powered up grav gun on
Why do HL2s sound effects sound better in fast-motion?
@Banane that makes sense and also doesn't
Speeding Car in fast-mosion: *C h a i n s a w*
Some of those sped up gun sounds would definitely fit right into a modern AAA title!
Very high bit-rate
Automatic weapons defiantly sound better when shooting faster
Or maybe its just daka within me talking
4:36
I don't know why I laughed at this but
Gordon: **grenade**
Sniper: **Doesn't move a muscle**
Sniper: "Shit!"
4:41 Similar response afterward...
Gordon: (Launches SMG grenade)
Combine sniper: (Not moving a muscle)
Also combine sniper: "LOOK OU-!" (Cutted off by death from explosion)
3:30, ah here we see many of the surgical modifications performed on a combine soldier.
one of them being replacing his genitals with a high velocity long range sniper rifle.
'Check out how hard i can piss'
3:54 "Even the ricochet shot does nothing."
* I didn't include the Episode 1 mechanic of using Rollermines to kill snipers, since it's exclusive to that episode and I'm pretty sure it only happens once.
* Old sniper sounds download www.mediafire.com/file/hhtmu5z98ay69qt/snipersound.zip (note that the zip if I remember right uses the old steam folder set up, so best option is to extract the sounds folder to your custom location).
5:50 that's how the combine became an army.
Combine sniper seeing a cart floating towards them:
“Huh, must be the wind”
The original sound came from the sniper rifle in Half Life 2's beta builds, which was a human-style rifle intended for both the combine and the player. [The model for its ammo box is still in the game too.]
They likely retconned the sound in favor of the more overwatch-esque rifle model you see in episode 2.
I'm continually amazed at how sophisticated the AI in the Half Life games often is. There's lots of nuance that you wouldn't otherwise notice if you haven't played the game a lot. As a side-note, I love how punchy and loud the rifle sound is. Barring the revolver, the weapon sound effects in HL2 are kind of flat and anemic, but that rifle report has some impact. It almost makes me wish you could pick up one as your long-ranged weapon instead of the crossbow.
69 likes lmao
I’m pretty sure them shooting explosive barrels is just a side effect of them shooting props.
For some reason this video reminded me of Half Life 1’s snipers, which were just cardboard cutouts in the vague shape of a person (think shooting range target shape) behind a mesh. I even found one area where you could jump into the window they’re in and had fun killing the cutout in various ways.
I used to think that but I'm fairly sure they'll shoot barrels near the player to damage them.
Half-Life's snipers are relentless.
I always felt like Combine Snipers were the least developed of all the enemy types. Even as a child I could tell there was something very rudimentary about them.
The fact that the Snipers were supposed to have unique sounds but didn't have them included just adds more to this idea, as it implies that they were more of an afterthought, so Valve didn't bother to put in the extra effort.
7:20 ayou can also throw a grenade with the gravity gun altough it may take tries
you bet you can
HI DeSinc
@@DeSinc The man himself!
"yea sure Alex lemme clean the" drops the granade and throws it with the gravity gun on the tower a Combine sniper falls down "Nice try mate!"
@@DeSinc STAHP!!
Still not as deadly as Halo 2’s Jackal Snipers on Legendary difficulty.
Please don’t remind me of that
-Vietnam War flashbacks-
And you havent shown what this unused soundfile sounds like in the end xD
Yeah my bad. There's an old video I made years ago (something like Combine Sniper sounds) that has that soundfile play.
@@RescoeZ I hoped that you would show case also unused old sniper model.
Would be nice to have everythign in one place.
However I still admire your work. Keep it up !
Yeh IKR. Spends the last couple of minutes mentioning it but doesn't even play the file. Like what a fucking tease I was about to click off the video but then get con'd into watching the rest of it thinking I'm actually gonna get some content.
Don't whine xD
So because I've nothing else to do at the moment I found this video, and that I have some experience with the internal works of Half-Life 2, I'm just gonna make this comment explaining why the super gravity gun often 'clones' npcs that weren't meant to be found with the SCGG.
Basically, for some reason Valve decided to make a special damage type for the Super Gravity Gun. When an NPC is killed with that damage type, they don't spawn a ragdoll.
Then they added ragdoll-spawning code to the Super Gravity Gun in order to make it seem you're fluidly grabbing an NPC's ragdoll and just one of it, killing them in the process.
Anddd some troubles emerge in unintended behaviour.
The special damage type removing-ragdoll only works when the NPC is killed by it.
It works for your average Combine Soldier. But for NPCs that block damage like the Snipers in this video and the Vortigaunts due to the no-friendly-fire-rule, the result is the oddity that happens.
Quite funny in hindsight when Valve could've just used the actual ragdoll created by the NPC and not go through the trouble of [making another damage type, coding SCGG to spawn ragdoll, etc].
So TL;DR
Valve, for a whatever-the-fuck reason, took the trouble to add a damage type to remove the NPC corpse but it only works when NPC is killed by it, and then have the Super Gravity Gun spawn a new one instead. Unintended behaviours arise.
Actually, just a correction:
Valve couldn't have used the normal death ragdoll for the super gravgun, because regular death ragdolls are calculated entirely clientside(so that in multiplayer, the server doesn't have a stroke every time a player or npc dies).
This means normal ragdolls can't interact with the world in any meaningful way, and will only interact with static world geometry.
The super gravity gun creates a proper serverside ragdoll that can actually interact with stuff and be grabbed.
For some reason my reply to RandomCatDude's reply does not appear to others. What the hell is happening?
EDIT: It appears that this comment appears, so I'm just gonna do my glitched comment here.
You'd be right if it wasn't for the fact Valve made it so that (almost) every NPC drops a serversided ragdoll on death whenever the Super Gravity Gun is enabled.
Without it, your point takes effect alongside not being able to pick up NPC ragdolls who were killed by something else other than directly by the SCGG. (flung things are indirect)
Try killing NPCs with a weapon other than the SCGG during the citadel levels or with physcannon_mega_enabled 1 and play around with their dead bodies.
You should notice the serversided interactions if you see blood decals appear on where you shoot them..
@@shadowysn Oh, crap, sorry, UA-cam didn't notify me of your response. Well, in that case, I guess you're right. It was probably just a programmer oversight then.
@@randomcatdude No problem, yeah it really sucks when UA-cam just sometimes refuses to notify when a reply is posted.
I love the fact that you are making half life 2 videos. Glad to know love is still being given to this masterpiece of a game
4:05
RascoeZ: **tries to hit a sniper with a car**
Also RascoeZ: **Dodged the snipers and hit the wooden boxes instead**
*totally meant to do that...*
lol
almost as good as my driving~
That same limitless ragdoll effect is present with Father Gregori and Vortigaunts.
It works on any friendly NPC that cannot be damaged by the player.
i can imagine that they planned a setpiece where a sniper destroys your cover repeatedly and you would have to change positions in order to get closer to him or something
The sniper firing sounds different in this video... I remember it just being a sharp realistic crack, not a hollywood gunshot.
Edit: 1:28 This is how it always sounded to me
he is using custom sounds
yeah the old one was better than the new sci-fi one imo
Imagine being at the citadel and an endless amount of bodies rain down
Gordon should use the sniper armor instead because it’s resistant to anything except explosives
I think the sniper rifle sounded better when it used to be a bolt action pre update. I know Valve wanted to keep it consistent with the episodes, but the rifle sounded a lot more powerful then than it does now.
What if we combined the sounds?
Your detail is amazing! Keep up the good work!
3:36 Me when im trying get rid of my homework
3:54 just helping out people...
You were ripping their souls out with the blu gravity gun
I want another Half-Life so bad. This game has so much atmosphere and charm. I just want to be able to relive when I discovered City 17 and its genius design again.
It is just me or I kind of the love the speeded up weapon sound better?
3:36
About the ep2 sniper you can set a entity like/hate/neutral status per entity in the map tools.
This is some good shit man, you went depth on how their behavior is, I knew about 1 thing or 2.
Keep it up fella.
Snipers can also be killed by rollermines. In Episode 1, I killed one by tossing a reprogrammed Rollermine into the window, and it responded as though I threw a grenade in.
1:17 simulated bullet crack? That's impressive, hadn't noticed it before.
I think that sound is the sound effect of Gordon initiating the sprint. I checked other parts of the video where sniper fires but misses and it seems sniper shots do not make that sound at all.
@@Zmeeed01 Nope, that IS a bullet whiz sound. It plays when bullets fly near the player's head.
i played hl2 and its just spirnt sound
I've been bingewatching these videos. Never realised this game had so much detail!
4:38 Combine: "shit-" BLAM
5:18 The super gravity gun has an identical firing speed to the pistol, so that means infinite ragdolls
The 3 spoken lines for the Combine Sniper to react to a live grenade are
1. Watch it.
2. Look out!
3. *S H I T !*
I have a theory on why the blue gravity gun spawns limitless snipers
The model is only a place holder as in game there is nothing. Its only when killed that the rag doll flies out. It basically just spawns one. The gravity gun isn’t “killing” the sniper, more so grabbing the rag dolls that it’s supposed to spawn. It technically isn’t an explosive weapon as instead the blue gun just rag dolls enemies. So it’s grabbing all the would be dead corpses from the source.
Seems like its the snipers turn...they rarely get any love
To be fair in Half-Life 2 and its episodes you don't face snipers much. The most would be when Barney's pinned down during the uprising.
After observing them though, I think the snipers are some of the most dangerous enemies, they're even smarter than you'd think.
"Shit is a gerna-"
*DEAD COMBINE SOUNDS*
Hah, Cecil - you've watched GooseGoose's commenatry.
made me happy when I saw it
I had no idea they shot out cover. Thanks.
Thank you RescoeZ very cool
Funnily enough, when the sniper yells “shit!” That’s actually a combine soldier line too not just a metro cop and sniper line
The reason console spawned snipers create 2 ragdolls when blown up is because normally their model is made transparent and the death ragdoll would copy the transparency (resulting in no visible ragdoll)
Man when I was a kid I use to play hl2dm all day and night over the summer. I loved it so much.
Oh my god, I love that you call the Ep 2 Vort Cecil! I mean look at him! He's quite obviously named Cecil! ;)
5:15 father Grigori has the same effect
Honestly they are tough opponents if they are getting supported from ground troops, tried it once on Garry's mod as a test and it worked out preety well, sadly valve will put them mostly on solo spots, instead on support spots for ground forces.
I've seen some custom maps have them support ground forces... but they usually put you in a position to take out one or the other first.
Looks like Alyx was a combine spy
Hard not to laugh at the idle-animation combine soldier with the blue laser coming out.
Damn Combine modified the poor bastards so extensively they're shooting pulse projectiles from their dicks.
I'll be honest, as much as I never really cared for HL2's AI (I feel like it's really dumb but that's probably because I played it for so long), snipers are definitely the highlight enemy. I remember the first time I ran into them and I couldn't figure out how to kill them until I used a grenade. Now they pretty much dodge them like a total chad.
3:00 *panicked* SHIT made me laugh so mich
WHATS INSIDE THE COMBINE SNIPER? - EPISODE 69
5:39 your soul is mine
how many soul of you!!!???
The blue gravity gun glitch also happens when you use it on vortiguants. This was fun to do when i was bored in hl2
I actually found out that in Half-Life 2: Episode One, Combine snipers can also be killed by Rollermines.
The reason why the snipers don't react when you have a prop in front of you before or after they see you is due to a quirk in their AI as when see player attack when don't well don't, they basically forgot to put a exception for when they see a moving prop infront of the player and can't see them.
You can encounter their Deflection by Moving Curved moves Straight from point to point .
I'm so glad this game is still alive. Thank you guys
Those unused sniper voices were probably removed because I can image it becomes very annoying when a supposed "stealthy" sniper comments on every single thing he does giving away his position.
15 years later, those rails graphics are giving me goosebumps.
I thought I would have never said something bad about source graphics.
Not to be mention, but the original sniper reload sound was orginally used for the cut usable sniper rifle, even an older sniper combine using this weapon originally.
Honestly the AI at times in this game is better than AI in alot of today's games, especially when it comes to thinking ahead such as destroying cover
Liam Kennedy it’s literally just programmed to shoot at props that isn’t forward thinking at all
@@nonna6522 compared to alot of AI in games these days it seems like it
Like most game "AI", it's not thinking, just following a set of intructions.
Actually, the more common term for firing infront of a moving target is "Leading."
Just a heads up.
Always found it interesting how their rifles actually have travel time instead of being 'hitscan' like almost all other weapons in the game.
The Super Gravity Gun has that effect of creating ragdolls with certain other NPCs like Dog. It was a hilarious accident when I was just fooling around aiming it at Dog in Black Mesa East.
Your half life videos are awesome. When can we see more? Also are you Marphitmus Blackimus?
I'm so happy that I got the old blood effects to work again, whatever they did to change it was just ruined everything.. totally possible to do in the particle editor in hammer by the way, I'm surprised nobody's released any official mod for it.
This was a great video, are you making more like this?
Edit: After looking at your channel, I subbed ;)
I was out of grenades when I faced these guys, scariest bit of the game xD
speeds up footage of driving at combine snipers
combine snipers: *Battle droids intensify*
Weird.. Valve changed beta combine sniper model for combine soldier using 3 metrocop lines and blue laser with no gun.
1:00 thats very smart for the combine to shoot any cover the player can use
idk why, but I'm glad that Vortigaunt in episode 2 has a name. After all, he played a major role!
combine soldier 2019
-Watch It!
-Look Out!
-Shiet!
The physics impressed me alot when i plaied HL2 on my laptop, so long ago. But tbh i dont remember these snipers, i only plaied the base game not the episodes, maybe they werent on the base game.
play the episodes now
@@zarrowthehorse no.
they are on the main game
Lol the “Wait…” moment at 6:03
Maybe Combine snipers were programmed or drugged with a sense of hyper-alertness, making them extremely paranoid. All soldiers maintain some small level of self-preservation, but the sniper probably even moreso because of this