Taking the Crowbar to the next Level.

There should be a slower, more powerful attack - getting hit by a crowbar across the head hurts, ok? Secondly, the crowbar should be more than a weapon! Indy has his whip, we should be able to use our beloved crowbar to take us new places!
 
Why can't the crowbar be extended like the staff in the mummy returns so its like a bow staff and Gordon can use it to vault over gaps
 
If Half-Life was a point and click adventure game, Alyx would have already combined the crowbar with a rope to make a grappling hook.
 
The only thing about the crowbar that really needs changing is it's effect on enemies. No, I don't mean one hit kills. A soldier, even if they aren't killed by the blow, should recoil like any human would if they're hit in the face with a steel bar. Not just stand there taking it until their health is depleted, it's immersion breaking. Valve are already improving in aspects like this, notice the extra zombie animations added in EP1? Shoot a zombie in the knee and it'll stumble and fall.

As for it's utility, I would like to see the ability to pry jammed doors and the like, along with more environmental flexibility in general. For example, why can't you knock a door off it's hinges with the gravity gun? You can flip a car with the gravity gun but you can't move a flimsy wooden door?
 
The crowbar should have an alt. fire one hit kill that takes a full second to prime (like the wrench in OpForce). It would be balanced and would add a stealth/stalking mechanic. It would also make the crowbar useful again. :sniper:
 
The one hit kill could be effective. And I agree that they could make the crowbar more useful again, I think I used it just once in ep 2. However, I don't think Valve will make any change in any weapon at all. If they haven't done that till know, it's very unlikely
 
I played Prince of Persia 15 minutes ago. How about crowbar combos?
 
The only reason the crowbar is in HL2 series is nostalgia not usefulness the gravity gun is the new crowbar for box breaking at least thats pretty much where it stops and surpasses it in ability
 
That is easy oh Highway 17 when one Gay solider is looking to Gman thru mounted binoculars.
 
That is easy oh Highway 17 when one Gay solider is looking to Gman thru mounted binoculars.

I usually go for the shotgun on that one. But yeah, that could be a good moment to do that
 
The only thing about the crowbar that really needs changing is it's effect on enemies. No, I don't mean one hit kills. A soldier, even if they aren't killed by the blow, should recoil like any human would if they're hit in the face with a steel bar. Not just stand there taking it until their health is depleted, it's immersion breaking. Valve are already improving in aspects like this, notice the extra zombie animations added in EP1? Shoot a zombie in the knee and it'll stumble and fall.

As for it's utility, I would like to see the ability to pry jammed doors and the like, along with more environmental flexibility in general. For example, why can't you knock a door off it's hinges with the gravity gun? You can flip a car with the gravity gun but you can't move a flimsy wooden door?

Valve just wanted a way of stopping the player from going somewhere, so you can't blast a locked door off it's hinges. and besides, maybe the door is blocked by rubble on the other side. And you can blast them away in episode 2 when you get out of the train-wreck. There is no sense in that unless the door is locked as you can open it normally anyway.
 
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