Garry's Mod

Garry's Mod

[ANP] Combine Units +PLUS+
 This topic has been pinned, so it's probably important
filz0  [developer] 12 Nov, 2023 @ 5:21am
List Of All The Units & Entities
  • Combine Assassin:
    > She can jump around...
    > Will jump away from grenades and will try to dodge melee attacks,

  • Combine Suppressor:
    > A walking suppressive fire,
    > Suppressor gun included (usable by other NPCs),
    > Loads of HP and DMG resistances, stay away,

  • Combine Elite Suppressor:
    > A walking suppressive fire with extra fire,
    > More health and higher damage resistance,
    > Can utilize the Suppressor gun better,

  • Combine Medic (and Armored):
    > They can heal other friendly NPCs (and players),
    > Will often drop health bombs if a near ally is in critical condition,

  • Combine Overseer:
    > Now that's something new,
    > Will boost DMG and DMG resistance of nearby friendly NPCs (and players),
    > Boosted NPCs and Players will display icons above their heads,

  • Combine Sniper:
    > Yeah he is a bit busted,
    > You'll know when one is nearby (and aiming at you),
    > Will always try to hit the head,
    > New sniper rifle on my base,

  • Combine Sterilizer:
    > The Combine unit with a napalm thrower, what can go wrong?
    > You can shoot at his backpack to blow it up,

  • Riot Police:
    > Metro police but with a shield. What a twist!

  • Synth Soldier (and Elite):
    > They've got a new cool gun that fires hunter flehse... fleseht... fleshele... Hunter darts,
    > They will also throw teleportation grenades, be aware that they deal damage on successful teleportation,
    > You can shoot said grenades to make them malfunction,

  • Wasteland Mine:
    > It can dig into the ground and pop out if there is an enemy nearby,
    > Will immediately explode on contact,

  • Wasteland Roller:
    > Similar to the Mine but it can roll around freely,
    > It also has a longer fuse,

  • Combine Zerker:
    > Combine doesn't have enough melee-based units...
    > Zerkers are strong, fast, and durable but they really lack a significant perception or memory. They mostly rely on their sight and hearing.

  • Combine Grenadier:
    > Equipped with Combine ION Launcher,
    > Default grenades replaced with specialized proxy grenades.

  • Heavy Combine Turret:
    > Slower fire rate,
    > Much greater damage (bullets have a small areal effect),
    > Increased accuracy,
    > Has 170hp and can be damaged by any weapon, if health goes lower than 40% turret will decrease its fire rate further, accuracy will worsen, and it will start jamming randomly.

  • Combine Turret (with a twist):
    > Decreased damage (10% but I might reduce it further depending on the feedback),
    > Increased accuracy (but still less than the Heavy Turret),
    > Can be destroyed (it has 100hp).

  • Combine Shotgun Turret:
    > Similar to the above but fires like a shotgun,
    > Much slower fire rate but high damage potential,

  • Combine Combot:
    > It's like a scanner, but with 100% more poisonous gas...

  • Combine Laser Proxy:
    > Emits a laser beam that if crossed, will activate said proxy and make it look around its surroundings. If it detects anything, the alarm will ring and all nearby allies will be informed about the detected threat's position. You can still escape at this stage.

  • Combine Sonar Proxy:
    > Similar to the proxy from above but it's using 'echolocation' instead. A ring spreads outwards. If anything moves in the said ring, the proxy will activate. The size of said ring depends on available space.

  • Wasteland Scanner:
    > I guess I got it quite right.
    > Restored flinching animations.
    > Added indication light on the right side ( green = idle, red = alerted )
    > Fires SMG grenades with reduced damage.
    > Hope You don't mind that I reused some Combot sounds given WS doesn't have many sounds.

  • Proto Strider:
    > Has less health than a normal strider,
    > Has weaker armor than a normal strider so more conventional weapons can damage it,
    > Has a working spotlight to light up the area around it,
    > It's firing and moves around faster,
    > Can use its cannon (reasonably),
    > Extra fancy death sequence,
    > Beta-like sounds.

  • Combine Mortar:
    > Can be found in Entities -> Combine Units +PLUS+
    > Can be operated either by the NPCs or Players,
    > NPC's accuracy is based on current weapon proficiency,
    > NPCs will take the target velocity into account,
    > It can be destroyed and explodes if so,
    > NPC operators are highly dependent on the other squadmates to acquire targets.

  • Combine Technician:
    > Will apply an Energy Field on self and near allies (players too with friendly to them),
    > Here are some Energy Field specs:
    - Health equal to the owner's max health value,
    - Grants infinite mag capacity to the user,
    - Will block all of the incoming damage with some exceptions,
    - When damaged, will regenerate after and over some time,
    - If health drops to 0 it will get destroyed and a cooldown will be applied,
    - Players get a "fancy" screen overlay when Field is active.

  • Field Module:
    > Can be found in Entities -> Combine Units +PLUS+,
    > On use, apply an Energy Field similar to one used by the Combine Technician. Additional applications refresh the duration,
    > May be applied by touching or using a combination of the "RELOAD" and "USE" keys,
    > Uses Combine Technician commands for values but can also be edited via the Properties Menu.

  • RTB APC:
    > Supports Zippy's Extended AI Navigation,
    > Based on the scout car/coast jeep,
    > Custom sounds and vehicle script,
    > A working turret and gun,
    > Bunch of property menu settings,
    > Can have an NPC Gunner enabled (it sucks at aiming),
    > Can be destroyed,
    > The extra controls are:
    - R to reload the turret,
    - F to enable the headlights,
    - H for the horn.

  • Proto APC:
    > Supports Zippy's Extended AI Navigation,
    > Similar to the RTB APC,
    > Armed with an HMG,
    > Slightly faster.

  • Cremator:
    > Passive until provoked (can be changed via settings menu and properties menu),
    > On headshot kill, the head will go flying,
    > Backpack canister may be damaged and destroyed to engulf its surroundings in plasma fire.
    > Working hurt-walk animation,
    > vErY coOl plasma fire effect,

  • Proto Stalker:
    > He bussin'
Last edited by filz0; 24 Dec, 2023 @ 11:48am
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Showing 1-15 of 19 comments
ArostoN 10 Dec, 2023 @ 10:19am 
ok
filz0  [developer] 10 Dec, 2023 @ 11:46pm 
ok
AdamEternal 31 Dec, 2023 @ 1:02am 
ok
## 3 Jan @ 7:04am 
ok
wort wort wort
ok
Tux3GO 4 Apr @ 6:48pm 
ok
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