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I've just been playing a lot of Cyberpunk 2077 so that's why though it wouldn't have taken but like ~5 mins, at most, to respond tbf.
I'm pretty fine with the where the weapons are, the BR and SBR already have the Halo 3 damage table so they have higher overall damage. BR has 25% more damage compared to stock and the SBR has 33% more damage. I might consider adding more, but I might do up a custom box for 'em instead of having them on the wall.
It's not possible to make it so you can carry 2 of the same weapon. It's hard coded. I know the Halo 2 thing where you can triple wield because of the dual wielding thing.
If you're in the Halo Mods discord, there's a section just for tutorials though it tends to get a bit hard to find. I can send you the link to it which people have posted various tutorial videos. Most Halo 3 tutorials work for ODST since they're pretty much work the same though there are a few minor differences such as ODST uses squad templates for some squads which were later reused in Reach - this is missing in Halo 3.
I actually find that I dislike the Elites in Reach the most out of Bungie's original projects. Their designs are super cool, especially the Ultras and upper echelons. However, I just didn't like how "glidey" they were compared to the rest of the Covenant in H:R. They just felt a little out of place compared to other enemy types in terms of gameplay. Functioned less as NCOs or leaders of troops and more as individualistic assassins (not sure how to articulate what I mean). That's just my opinion, though.
Thanks for chatting and sharing.
Yeah, I'm still a little bummed with how they turned out in H3's engine. They just seemed to be at their best in H2, both AI and design-wise.
As for the Elite allies, Active Camo was the only equipment I saw them use when fighting alongside them. They don't usually last too long in my games, but I keep an eye out for what other surprises they might have next time I give it a whirl.
Also, he just wants all the weapons in each game which is fairly common thing for mods to do but I refuse to do as it's not.. like, how do I put this? Something I want to do unless the art style matches and feels like it fits in. Something like that, but even then that would likely be entirely separate mod.
That's goofy. Did the issue end up resolving itself, or is it still something that comes and goes? Truth be told, I haven't tested this mod with any buddies yet and haven't witnessed any syncing issues. More often than not, these ol' games seem to operate on duct tape and dreams, lol. regardless, I'm glad the ODST dev team threw this mode together, as it's been such a great addition to the series.
As for the brute thing, like I said, I'm pretty sure that is a stock thing and I'm not sure how I would fix it. I did see someone said something about adding cookie cutters or w/e that is to the map which would prevent them from going near said place but I don't know how that works just yet.
I appreciate the insight! Thank you for sharing. Do Campaign and MP run on different engine versions/instances—is that why they don't sync up quite the same? Even with the limitations of these engines and tools, its amazing what folks are able to achieve.
Multiplayer is limited to 3 object attachments, any more and they don't sync - this isn't an issue in campaign however where everything is supposed to sync.
Another example: we're limited to 16 regions - regions are basically what you customize when you say, change your shoulders, helmet, knees, etc. There's a bit more but I can't think of anything more off the top of my head right now.
Also, the mesh for your Reach project is lookin' good! Did you ever end up finding a fix for the input mapping problem?
For the boons, no, it is not possible as that isn't a separate option in the menu. The medals, I'm not aware of being possible to change as some of that is handled by the UE Engine that runs MCC though I can still take a look.
I'm not against dual wielding but that is an animation thing and I'd only want to player to be able to dual wield one weapon - it would be the H2-style pistol present in my Halo 3 Campaign Mod. On that topic, maybe one day I'll get dual wielding brutes as seen in the ODST trailers.
I agree, these mods have been fantastic. I've spent more time on them than any of the others on the workshop, by far. I'm sure Kat has been busy with the Reach project and has some good things in the works. From what it sounds like, feedback is welcome—but being a one-fan team, these things can take time.
Edit for my last post: "sense", not "since"*
A damage buff is certainly welcome, as the 9.5x40mm cartridge wouldn't play around. Due to the large caliber, it could have some recoil added to it to function as a trade off for damage output. I think that the Silenced BR's homage to Halo 2's E3 demo BR (single shot in-scope, burst fire from shoulder/hip) is great and would be fitting if transferred over to the base model. The caveat of use being significant recoil with burst fire that the player would need to manage versus single shot precision when ADSing. Since the BR in H3 is projectile based versus it's H2 counterpart, single shot may make more since to use when aiming down the scope.
Idea summary:
- No ADS: Burst fire with high damage output on hit for CQB, but requires recoil management.
- ADS/Scope: Single shot precision for medium to long range, but less rounds downrange.
For the silenced smg the idea was to not spam auto fire and instead sort of burst fire it.. or like a tacticool pew pew. I'm not sure how to describe it. As for the other weapons missing it, I'll take a look.
Regarding the Silenced SMG, I agree that it could benefit from a slight recoil adjustment.