How to use sweetfx icbine for half life 2 upgrade#In addition, the Long Jump Module is no longer an available upgrade found in the environment. Unlike the Mark IV, the Mark V uses only one auxiliary power source for the flashlight, enhanced running and oxygen supply (though, as of the events of Episode 2, the flashlight now has a separate charge meter). At this point, the suit also charges much faster and efficiently, capable of going from 0 to 200, without even depleting a single charger to half capacity (normally, a charger can only give the suit 75 power units). This design feature would have an unexpected effect later on in the game, when the suit appears to be infused with "Dark Energy" from a Combine weapon confiscation field, allowing the suit to store twice as much energy as normal, with maximum power at 200 power units, and will heal Gordon's health back to 100%. New features include a visual zooming capability, limited enhanced running (sprint) capability, an injector to administer antidote for neurotoxins such as Poison Headcrab venom, an optional ammo and health counter on the crosshair (enabled by the player in the game's "Mouse" options), and the capability to use Combine power nodes to charge the suit. However, the G-Man releases Gordon wearing "civvies" (presumably the blue denim 'prison' uniform) in Half-Life 2, so it is likely that he 'arranged' it somehow. Kleiner acquired it as Gordon was placed in stasis wearing it. Kleiner, as well as other characters, occasionally refer to this suit as Gordon's "old suit," indicating that it is upgraded from his old Mark IV suit it isn't explained how Dr. Isaac Kleiner, his former colleague from Black Mesa, Freeman receives an upgraded HEV suit, the Mark V.ĭr. In Half-Life 2, despite being allowed to keep it in the previous game, Freeman starts without the suit. The Mark V Hazard Suit stored in Kleiner's Lab prior to Gordon's use. Although many, including Gordon's and the ones belonging to the corpses seen on Xen, are orange, Gina wears a beige suit, while Colette wears a maroon suit.įreeman dons the suit at the beginning of Half-Life, and is allowed to keep it at the end of the game by the G-Man. Two additional (empty) HEV storage units are seen near the start of the game in Sector C, which are used by the main protagonists of Decay, Gina Cross and Colette Green and three empty HEV storage units can be seen near the end of Lambda Core. Many can be seen worn by slain Black Mesa research members on Xen. The HEV Suit is not exclusive to Freeman. Headcrabs will never attempt to attach directly to Freeman's head either (although, in the official Half-Life manual, Freeman never allows a headcrab to attempt to). Although, when Freeman is spotted in Opposing Force, he enters Xen through the portal without wearing a helmet, such being the situation he would need it the most. The suit also features an optional helmet, as seen on various HEV-enclosed corpses dotted around Xen, mainly at the ruined research camp seen in Blue Shift. With a fully charged suit, Freeman can survive several dozen bullets of small arms fire, continuous fire or even a direct hit from a rocket-propelled grenade (but suffering about sixty percent damage). While charged, the suit provides greater protection from injury as the charge absorbs more than two-thirds of any damage or trauma experienced by the wearer, with the exception of fall damage, which is absorbed directly into body-integrity, and oxygen deprivation, caused by swimming without surfacing for long periods of time. The suit contains an on-board computer system that constantly monitors the user's health and vital signs, reacting to any changes in the user's condition with activations in the aforementioned apparatus, and a soothing female-computer voice.Īdditionally, the suit has an electrically hardened armor/energy shield system that can be charged at HEV chargers throughout Black Mesa. The HEV Mark IV suit worn by Gordon Freeman in Half-Life has a built-in flashlight, Geiger counter, morphine administrator (which allows Gordon to sustain serious injury such as bullet wounds or shrapnel), an optional Long Jump Module which allows jumps over large distances (greatly increased horizontal range vertical distance is elevated only slightly), a radio, tracking devices, and a heads-up display (HUD) which tracks health status and weapon ammunition usage, as well as including a weapons management system.
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