Best gun ever. Jul 25, 2017 Hey guys! Today I will be doing a SAS: Zombie Assault 4 gameplay with the best weapons! Weapons used: BLACK Stripper BLACK 1887 Shockfield BLACK CM 800. Oct 18, 2014 Nope, better be, it is one the BEST GUN you could think in SAS4. Great base damage with 10 pellets spread, 0% movespeed penalty, 3 piercing by default, and energy bullet type. The problem it has are its capacity and the related ammo cost. What you’ll have to do is go to the page for the gun and leave a comment, then wait for who-knows-how-long for a reply from someone who might not be trustworthy. So what we are doing here is that we are creating a page for everyone to put down their comments on guns in SAS 4 (May be expanded to other SAS games later). May 10, 2016 The best weapons in SAS: 4 (locked) Limit my search to this forum. Aside of these guns: - RIA Trident BLACK - CM X-1 Furie BLACK - M1000 BLACK - Rancor Sadeye BLACK There’s a whole host of guns that look really nice and pack their own specialities, but I can’t quite figure out which one packs the best combination of boss. Mar 27, 2017 Welcome to the first ep of SAS 4! Today we go over this game for people who don't know what it is, as well a show off the best gun ever?!
- Black Mesa Announcement System | Half-Life Wiki | Fandom
- Welcome To The Black Mesa Transit System Schedule
Welcome to the Black Mesa transit system..
Good morning and welcome to the Black Mesa Transit System. This automated train is provided for the security and convenience of the Black Mesa Research Facility personnel.The time is 08:47 AM. Current topside temperature is 93 degrees, with an estimated high of one hundred and five. Good morning and welcome to the Black Mesa Transit System. This automated train is provided for the security and convenience of the Black Mesa Research Facility personnel. The time is 8:47 AM. Current topside temperature is 93 degrees with an estimated high of 105. The Black Mesa Compound is maintained at a pleasant 68 degrees at all times. Apr 02, 2020 UNIDENTIFIED PERSON: Good morning, and welcome to the Black Mesa Transit System. ADI ROBERTSON: It's a shooter where you're a theoretical physicist, and it's your first day at work at this strange. The Black Mesa compound is maintained at a pleasant sixty-eight degrees at all times. This train is inbound from Level Three dormitories to Sector C Test Labs and Control Facilities. If your intended destination is a high security area beyond Sector C, you will need to return to the Central Transit hub in Area Nine and board a high security train.
With the sequel nowhere to be seen, it's about time we were due another Half-Life add-on, and luckily for us, Gearbox have teamed up with Valve to produce 'Blue Shift', an official stand-alone episode set deep in the bowels of the Black Mesa complex. Blue Shift started life as a value-added episode for the ill-fated Half-Life Dreamcast, and we should have twigged from that that it would be somewhat brief. Unfortunately though, 'brief' doesn't do it justice. Blue Shift is downright tiny, taking a mere three hours to complete for hardened Half-Life players. Newbies may have a bit more trouble, but this reviewer played through it before lunch without losing a single life. That's not the only problem with Blue Shift, either. Although I'm hard pressed to criticize what you get, the complete absence of everything we've learnt from the likes of Counter-Strike and everything since is frankly bizarre. I fear that the task Gearbox's designers were set was 'a smaller version of Opposing Force' or thereabouts. After all, this was the padding for the Dreamcast game [Wistful sigh - Ed]. In terms of the storyline… we've done an abandoned scientist and a marine separated from his unit, so now it's time for a security guard. Our latest hero's name is Barney Calhoun, and like Freeman before him Calhoun is dropped in the middle of a cataclysmic crossover between two worlds and forced to fight for his life, not just against alien intruders but the secret government forces sent to depopulate the Black Mesa facility.
Lessons to be learnt
Calhoun's journey starts in a Sector G lift with a couple of stroppy scientists complaining about his workrate. It's during this journey into the depths of Black Mesa that Freeman and his collaborators cause the infamous resonance cascade scenario which plunges the facility into all out conflict. Calhoun faces plenty of interesting puzzles in his attempts to escape, starting with some cunning lift/box placing platform antics and moving on to scripted sequences that depend on destructible scenery and the marine insertion force. In all, it's nothing Opposing Force didn't do, but there are some nice touches here and there, and the interaction with scientists (and the need to keep them alive) is a much higher priority. With Counter-Strike behind us though, you have to wonder why a lot of Blue Shift has come out the way it has. Gearbox clearly learnt a few lessons - for example you get new high definition models - but they haven't realised that the sort of 'drop them if you can' real life style of play is what people want. When I picked up the first M16 dropped by a marine and ploughed into his assembled comrades, I immediately jump into CS mode. The marines look like Terrorist guerrillas anyway, so I dropped to my knees and aimed in short bursts at the upper torso of each aggressor, one by one. Bang bang, oh look I'm dead. Why? Because I didn't put 100 bullets in their heads! It doesn't really surprise me that the default loadout is something like 150 rounds of ammunition and how high the M16's rate of fire is - you have to put half a clip at least into each of the marines, and aiming for the weak points doesn't make any difference. The head, the foot, the midriff, you can shoot anywhere, it still takes a while for them to flinch, and they make no attempts to get under cover either. With a bit of tender loving care from the programmers, these marines could have been ducking in and out of cover, poking their heads up over crates and chucking grenades into your cubby hole, or at the very least firing while moving.
Black Mesa Announcement System | Half-Life Wiki | Fandom
Do the timewarp
As it is, it's a step back from the (almost realistic) encounters seen on the Internet's Counter-Strike servers. It's not terribly balanced either - it takes 25 rounds from the M16 to drop a marine, but only one full whack to the upper body from the shotgun. Since this is probably the last chance Gearbox will have to work with these sorts of weapons and troops in the Half-Life storyline, it's a distinct disappointment. The only vague improvement in terms of AI over Half-Life and Opposing Force is the routing of scientists. Since virtually every scientist you catch up with and drag along with you is led by a scripted scenario of some sort, they rarely get stuck, since in effect they're running along an invisible track. That however, is more than can be said for Calhoun, who I managed to get lodged in a wall on three separate occasions. The trick to avoiding this is to follow these simple guidelines: Firstly, don't crouch in lifts. Secondly, don't walk close to the walls in sections which look as though they're barren enough to be 'Loading…' corridors. Thirdly, don't for heaven's sake crouch in lifts! Sorry, but the cussing from my window was enough to drive the local children to violence, so it bears repeating. Another thing I found quite annoying in the original Half-Life and now Blue Shift is the way scientists and other security personnel seem delighted to talk over one another. In all three single player Half-Life adventures there have been times when I've thought one chap had stopped speaking, wheeled round and clicked on his mate only to hear them both chirp up simultaneously. It would have been clever (and even amusing) if there was a safe-guard for this with a little 'oh, you first', 'no, you first', 'no, I insist' heave-ho.
Welcome To The Black Mesa Transit System Schedule
Conclusion
Visually it's the same old Half-Life with the addition of smarter high-definition models. The new weapon models are quite nice, although they look rather cartoony, particularly the M16, which doesn't look anywhere near as realistic as the similar M4A1 model seen in pet favourite Counter-Strike. Amazing given the latter was made by a bunch of part-timers working from their bedrooms. Once again Xen lets the game down thanks to its weird visuals and lack of any noticeable gameplay. I thought that the half an hour (1/6 of the game) I spent crawling through little passageways on Xen was easily the most boring part of the game, and I suppose unsurprisingly Blue Shift continues the downward spiral of poor end sequences. This doesn't even really qualify. It's a 'right then' as opposed to Half-Life's 'cor…' Now, if you've done your homework, you will at this point be whinging, 'for goodness sake man! All this and it only costs a tenner!' Well damn me and my high standards. Valve set them with the original Half-Life, and since then Gooseman and co. have set them higher with Counter-Strike. A tenner it may cost, but it's still only three hours of entertainment, and utterly linear with zero replay value for the average gamer. The inclusion of high-definition models and other bits and bobs on the CD are useful but nothing particularly special. If you have a yearning for more Half-Life, Blue Shift will definitely satisfy you for a little while, but this is probably the original Half-Life's swansong, and it would have been nice to see them take things a step beyond the cut and paste action format.
6 /10