Half-Life ‘s Enemies [WIP]

Half-Life ‘s Enemies [WIP] 1 - steamsplay.com
Half-Life ‘s Enemies [WIP] 1 - steamsplay.com
“The greatest weapon in war is to know your enemy.” Or something i don’t remember the quote.

 
 

Notes

 
The enemies of Half-Life can only preform one action at a time. That means that enemies like the H.E.C.U marines cant run and shoot at the same time like they can in the remaster of Half-Life, Black Mesa. 
 
Not all enemies have a headshot hitbox. 
 
Aliens will just stand in one place until they notice you or a marine. It’s the same with marines but the other way around. 
 
How much damage the enemies do is measured on normal mode. 
 
I don’t like HD models so i’ll call the assault rifle the SMG. 
 
This guide is a work in progress, so not all the enemies will be in the guide yet. 
 
This is my first and likely last guide. If there is anything wrong with the information, please let me now in the comments. Thank you for reading! 
 
 

Headcrabs

 
First encountered in the chapter Unforeseen Consequences. 
 
objectively the easiest enemy in the game, and in my opinion, the most annoying. 
 
Headcrabs will jump at you if you are in range, dealing 10 damage. Their jump can be easily avoided if you know where they are. 
 
 

Headcrab Zombies

 
First encountered in the chapter Unforeseen Consequences. 
 
Once again, one of the easiest enemies in the base game, but with a devastating melee attack that is easy to avoid. 
 
Headcrab zombies will slowly walk towards you, and once they get to you they will either hit you twice, each swing dealing 20 damage each, or do one attack, dealing 40 damage. 
 
 

Houndeyes

 
Houndeyes are first encountered in the chapter Unforeseen Consequences. 
 
The Houndeyes will run towards you and once they get to you, they will charge up an explosion that they are immune to, dealing 1 to 24 damage in multiples of one depending on how close you are to the Houndeye that caused the explosion. 
 
If you attack the Houndeyes with a weapon that isn’t one-shot while they are charging up the explosion they will stop charging up the explosion and try to run away behind a corner. 
 
 

Vortagaunts

 
First encountered in the chapter Unforeseen Consequences. 
 
Vortagaunts will do a hit-scanning attack of lightning dealing 20 damage no matter how close you are to the Vortagaunt that does the attack. They also have a melee attack that does 30 damage over 3 swings, similar to the Headcrab zombie. 
 
After taking enough damage, Vortagaunts will start to run away much like the Houndeye and only attack if they are cornered. 
 
 

Bullsquids

 
First encountered in the chapter Unforeseen Consequences. 
 
Bullsquids mainly run towards you, and when they get to you they will either do a melee attack that deals 25 damage, or a spin attack that is only used as an finishing move, according to my testing, so I can’t know for sure how much damage it deals. but if they cant reach you or just feel lazy then they will do a ranged attack that deals 10 damage. 
 
There isn’t much to say about this one, its pretty simple. 
 
 

H.E.C.U Marines / Hazerdous Enviroment Combat Unit

 
First encountered in the chapter We Got Hostiles! 
 
The H.E.C.U has 3 different soldier types, the sub-machinegunner, who are the guys that have the gas masks, Shotgunners who wear the oversized beanies, and who I’m assuming and just going to call the commanders because there are only one of them per group, who wear the funny red hats. The Commanders can have either a sub-machinegun or a shotgun. The people with sub-machineguns fire in 4 bullet bursts with each bullet dealing 4 damage, they can still miss some bullets though and have a melee kick that deals 10 damage. 
 
The Sub-machinegunner basically runs to a place where they have a good view of you and then starts shooting. If you run behind cover they will try to flush you out with a grenade and if they are really low on health they will run behind cover. The Commander is exactly the same if they have the sub-machinegun. 
 
The Shotgunner is first encountered in the chapter On A Rail. 
 
The Shotgunner has an attack that deals anywhere between 5 to 25 in multiples of 5. They also have a melee attack that deals 10 damage. 
 
The Shotgunners rarely move, they only do if you go behind cover to get a better view of you, not even when they are about to die. They do not have grenades. 
 
The Commanders with shotguns are just the same as the shotgunners except they have grenades. 
 
These guys are well trained. 
 
 

Ichthyosaur

 
First encountered in the chapter Apprehension. 
 
Icthyosaurs swim towards you and once they gets to you it does a claw attack that deals 35 damage 
 
 

Black Ops Assassins

 
First encountered in the chapter Apprehension. 
 
I changed my mind; these are the most annoying enemies in Half-Life. 
 
Assassins will continuously run around, occasionally stopping to do annoying backflips that make them even harder to hit. 
 
Assassins shoot you with a pistol that deals 5 damage each shot, but fires so quickly that 15 hp will be gone in about 2.5 seconds. they don’t have a melee attack. 
 
The strategies I use to kill them are satchel charges and SMG grenades. 
 
 

Alien Grunts

 
First encountered in the chapter Questionable Ethics 
 
Alien Grunts will fire homing bees at you that deal 5 damage each, if you are close enough to them they will do a melee attack that deals 20 damage each swing. 
 
Just like the H.E.C.U Shotgunner, the Alien Grunt mostly stands still and only moves to still be able to attack you again when you take cover, even when they are about to die. 
 

Written by Shoob

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