ai_enable_fear_behavior "1" // zombine sk_zombie_soldier_health "130" // Episodic APC - Experimental sk_apc_missile_damage "200" // Antlion air attack sk_antlion_air_attack_dmg "10" // Antlion worker sk_antlion_worker_spit_grenade_poison_ratio "1" sk_antlion_worker_spit_speed "600" sk_antlion_worker_health "60" // Vortigaunt charge limit sk_vortigaunt_armor_charge "15" sk_vortigaunt_armor_charge_per_token "5" sk_vortigaunt_dmg_zap "15" sk_vortigaunt_vital_antlion_worker_dmg "1" // Poison headcrab sk_headcrab_poison_npc_damage "0" // advisor sk_advisor_health "1000" // strider striderbuster_autoaim_radius "0f" strider_missile_suppress_time "0.001" // Combine Hunter sk_hunter_buckshot_damage_scale "1" sk_hunter_bullet_damage_scale "1" sk_hunter_charge_damage_scale "1" sk_hunter_citizen_damage_scale "1" sk_hunter_dmg_flechette "26.667" sk_hunter_flechette_explode_dmg "80.0" sk_hunter_health "300" sk_hunter_vehicle_damage_scale "1" hunter_cheap_explosions "0" hunter_charge_min_delay "0.001" hunter_flechette_delay "0.001" hunter_flechette_max_concurrent_volleys "9999" hunter_flechette_volley_end_max_delay "1.751" hunter_flechette_volley_end_min_delay "0.751" hunter_flechette_volley_start_max_delay "0.701" hunter_flechette_volley_start_min_delay "0.001" hunter_hate_held_striderbusters_delay "0.001" hunter_hate_held_striderbusters_tolerance "9999" hunter_hate_thrown_striderbusters_tolerance "9999" hunter_seek_thrown_striderbusters_tolerance "9999" hunter_melee_delay "0.001"
I really hated the direction that Valve took for the Half-Life 2 Episodes. There's an APC in Episode 1 with absolutely ZERO battle damage that explodes when an antlion guard gives it ONE gentle nudge (the worst that it could do is 20 points of damage when APCs have at least 750 hit points by default). And the zombines from that game made no sense whatsoever. Are the Overwatch soldiers really stupid enough to remove their helmets while cleaning up infested areas? If the headcrabs are strong enough to bite through and digest through the advanced alien composite helmets of the Overwatch soldiers, then why don't the headcrabs accidentally cleave the heads of their normal victims clean off? Actually, do you know what really didn't make any sense? The grand finale of Episode 2. That game should have had a completely different ending, because the Combine military should have wiped White Forest clean off of the map with energy mortars, gunship belly cannons (since there's no way that five rebels armed with laser-guided rocket launchers could shoot down every single gunship that you see after exiting the mines), a nuke (since there's no way that the Citadel was the only missile-ready Combine military installation on Earth), or an orbital artillery strike from a small space fleet stationed near Earth for its protection. You know, because I would expect a multi-universal empire like the Combine Empire to have a sizable space force of some sort with multiple fleets of star ships to both protect its planetary possessions and conquer new ones throughout all of its universes.
Sadly, there's much that I cannot fix in these games since I am not a Source modder. But I can make Combine Overwatch appear a little less wimpy by altering the skill.cfg files. This code is meant specifically for the skill_episodic.cfg, and it is also meant to be used in conjunction with my new skill.cfg code. This file makes the zombines even tougher to kill than they were before, since zombification somehow makes the Combine victims that are already covered in body armor stronger. Additionally, the Combine Hunters are now worthy opponents. While bullet damage to hunters is no longer nerfed, hunters now have increased health, quicker reaction times, and flechettes that actually kill you. Finally, this file's code uses the same APC missile values and the same vortigaunt values used in my new skill.cfg file, so don't forget to use that file too!
Installation Instructions: The process for installing this is pretty much the same as the one for installing my skill.cfg file. But this time, you need to open the "episode 2 content" game cache file in your steamapps directory, then enter the "ep2" and "cfg" directories, respectfully, to find and use the skill_episodic.cfg instead.
Update 6/10/2012: I gave the striders and hunters even better reaction times. I also made the hunter flechette damage slightly more accurate.