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Also, I'm in the Halo Archives discord. I'm not sure if that's the same thing.
And don't get me wrong, I love new content and weapons (which you've done, like with the M6C being available, which I think is awesome) but yeah some other mods do overdo the clashing art style thing and it kinda gets jarring.
Anyways, I'm excited to see what else you might do.
I hate bloat in mods; I get the work that goes into it when there aren't tags available but that's not my kind of mod. Clashing art styles and stuff just feeling.. off?
I don't think Elite enemies fit Halo 3 for a few reasons. 1, their animations suck ass. 2, why would you be fighting elites after what happened with Halo 2? lol it makes no sense to me why mods add elite enemies. If you want like, CE style/early H2 combat, remove brutes and replace them with elites, but even then unless you use a modded anim graph, it wouldn't be fun to fight them; they're boring. Speaking of them though, I did my best to make them feel.. decent as allies. I know the ultra with the fuel rod in Floodgate can kick some ass.
I have a lot of fun with it, it's genuinely a blast. Aside from weapons actually feeling useful, I love the decisions you made with it, like not adding a shitton of bloat. And thank God you didn't add Elite enemies, I hate mods that do that.
Also you're a godsend for making the Cortana flashes not slow you down. Absolutely a highlight of this mod. Great stuff, Kat.
Was wondering if you ever make a mod like this again but with twice or 3 times the amount of friendly and enemy AI? Make the fighting a lil bit more intense or something they feel short in my opinion
As for the Arbiter, he's always been derpy. There's no way to really smarten them up aside from heavily scripting what they can and can't do and to always be monitoring them.. which I don't have the ability to do.
When it comes to the Arbiter and AI driving issues, I'm pretty sure those are just Halo/Blam!-isms. In the ~20 years I've been playing Halo, the AI's driving ability has always been questionable at best and atrocious at worst. The player is usually obligated to buckle up and lead the charge, serving as a guiding light for the other Hogs (fruity, I know). The Arbiter's AI (from what I've noticed) can be a little silly at times. In most cases, if you continue to move forward in the level, he'll just teleport to you whilst emerging from Active Camo.
The ODSTs make their debut in The Storm , where you'll find a dead team with SOCOM kits in the dockyard after dismounting from the initial Warthog ride. The next troopers you encounter will be in the Mongoose and final Warehouse sections. Been playing through this mod with a buddy over the past few days, and it looks like this still holds true.
Idk if its the game script or not but I thought I'd let ya know