Halo: The Master Chief Collection

Halo: The Master Chief Collection

COMBAT REVOLVED #BringHaloModsToXbox
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Connor Dawn  [developer] 17 Nov, 2024 @ 12:37pm
WEAPON AND BALANCING SUGGESTIONS
:MCCMONITOR: Hello, everyone. It has been some time. :MCCMONITOR:

We've heard many opinions on the weapons and balancing in the mod. We would like to make some changes according to this, but we would like your guys and gals' feedback, suggestions, and opinions.

Please make sure it's concise and constructive.
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Showing 1-5 of 5 comments
Jcn™ 26 Nov, 2024 @ 3:18pm 
Wraith primary fire is very hard to make good use of
A kobold 🎖 29 Nov, 2024 @ 3:16am 
Can you add the AR w/ GL from digsite. and the needler minigun?

Right now one of the current problems is the lack of heavy options on higher difficulties.

I would say the minigun weapon would be a good one to deal with that.

As for the AR with grenade launcher. some times we need a good back up against the flood in later levels especially when dealing with swarms that have shields.

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Also check out the mac world mod, those implaced MGs would be really really useful to make some of the more defensive sections less of a pain.
Travers2a49 30 Nov, 2024 @ 6:18am 
The biggest thing I saw while playing on Legendary was the increased number of enemies and the grenade spam. The latter being the most annoying. I understand the ultras and spec ops units throwing lots of grenades, but all the grunt and elite ranks were tossing them a LOT. They also threw them from across the map to where either myself or my marines were at with aim bot-like accuracy. Maybe tone the grenade spam down for ranks other than the ultras and spec ops while also toning their accuracy?

The other thing I noticed was the plasma pistol's overcharge didn't strip the shields of ultra rank and up elites. It did a lot of damage, but it was a shock to me when the sword zealot on the PoA took a fully charged plasma bolt plus 1/2 mag of pistol shots to bring the shield down. IMO, the charged PP bolt should fully strip shields of any elite and the player. I noticed that when I was at full shields I would have a bit left over after taking a charged bolt.

Question on the PP overcharge, could all enemies use it? I thought I saw grunt minors and majors using the PP overcharge but I'm not 100% sure. If so, this is something I'm iffy on. It makes sense for elites, jackals, and grunt ultras/heavies to use the overcharge. Not sure about the other grunt ranks.

On the topic of player shields, it felt like the recharge time is longer than vanilla? If so I'm not sure how I feel about this. I know the total amount is increased from vanilla so there needs to be a balance.

Overall this is a fun overhaul on the more difficult side. I feel like some tweaking to the balance would really bring this mod to its full potential. Even now it maintains a permanent spot on my favorites list.
Travers2a49 6 Dec, 2024 @ 12:12pm 
Been playing this more on Legendary, and to add what I said above, I think the weapons feel overtuned in the enemy's hands while weaker for the player at times. Biggest examples are how quickly enemies drain my health and shields while they feel tanky in response. My shields drop as fast as vanilla, or even faster against needlers that do a ton of damage per needle shard detonation (not supercombine), but enemies feel like they have 50-100% more shields. Combine the fact that it takes twice as long as vanilla for my shields to recharge and this leads to combat feeling like a slog many times since I can only take a few hits before taking cover and waiting even longer for my shields to come back.

This leads to another balancing issue imo. I'm not sure what the boost for damage against shields is for plasma weapons without seeing the numbers under the hood, but I feel it could be buffed a little. Same for bullet damage against health. Another thing, I think a fully-charged PP bolt should drain all shields from all enemies. It's very rough when there's a sword zealot elite charging you and you shoot him with a fully charged PP bolt, which he takes it without being stunned or his shields dropping and then one-shots you. A balance could be that the fully-charged bolt does minimal, or no, damage against health. The normal bolts would still do damage like they do now, but that gives the fully-charged bolt it's own role in the sandbox. The PR would still be an effect mid-range shield stripper that's consistent due to its higher projectile speed and decent accuracy.

Another thing that I feel needs adjusting is the Scorpion's accuracy. The main cannon is about as inaccurate as vanilla and feels really bad to use. I was missing the majority of my shots at close range due to the shot veering way off from where I had the crosshair pointing. The auxiliary machine gun is noticeably more accurate than vanilla, but that also didn't always shoot where I had the crosshair pointing. From what I noticed, once you aim the turret above or below a certain angle, the guns become misaligned from the crosshair. This makes aiming more difficult, and during the Scorpion section on AOTCR, I found it was better to just sit back and roll the dice over and over until RNG deemed me worth of hitting my target, much like in vanilla.
Last edited by Travers2a49; 6 Dec, 2024 @ 6:35pm
rEb0x 19 Mar @ 2:19am 
I prefer to play on legendary. Coming off of rage quitting out of absolute frustration due to a bad checkpoint spawn. On the first tank mission while crossing the bridge towards the two hunters my tank had no visible hp remaining and shortly after dying I was caught in a checkpoint loop only two seconds before dying with no way to react on spawn. Probably look into separating vehicle health into quarter segments where it can regenerate like shields after a while up to each segment. So players can avoid having to deal with build up permanent chip damage over time. Probably would have saved me from the checkpoint hell situation. That aside the tank's issue as someone else was complaining about is that it has terrible bullet magnetism. It doesn't matter if your crosshair's directly centered on an enemy because for some awful reason ALWAYS prioritizes any other enemy that's either "closer to you" (but not closer to the center of your retical) or just whoever is furthest to the outside of your crosshair. Trying to lead a shot on a far away target that's moving because the tanks shell was changed to be slower and not virtually hit scan? Don't worry, we'll auto center the bullet right at the center of the enemy's current location so you won't miss! Thanks bullet magnetism! (You'll miss almost every shot) The main victims really of too strong bullet magnetism is most of the plasma weapons. I also don't like whatever changes were done to the needler. I'm sorry that I don't know how how to further be more specific than it "feels weak" and "inaccurate" even compared to the vanilla needler. Very unsatisfying to finally pull off a super combine on a red elite and it doesn't even drop his shields or even flinch him. I agree with what some other people have also been saying that the weapons generally feel stronger in enemy hands than the player's. Like spec ops and ultra elites melting my shields with perfect accuracy, and laser speed plasma bolts with the plasma rifles but if I somehow land every shot (and also not die) on an ultra till overheating I'll MAYBE just break his shields. Finally, I swear I read somewhere that Hunters were re-balanced to be less accurate with there shots. HELL NO. I was strafing left in right with over shields that b*tch hit FOUR direct hits in a ROW. It's not just their aim but part of the problem is that they fire too frequently. It's such fragile and un-fun gameplay to balance not strafing or jumping too early or late against 1 hunter trying not to get shot before you get in with barely any time to mentally recover the first shot you dodge because he's already fired another... Not to mention the massive jank hitbox their melee has no matter how early you side step should you side step right (I'll admit, might just be me though). Their accuracy and over aggression is just so different to any other mod/vanilla that fighting them based off what you're use too coming back to this mod time and time again is nearly a guaranteed death when you first encounter them every time. Combined with my displeasure that the one weapon you were able to rely on to fight them, the needler, feels weaker in every way than vanilla; hunters are pace slowing, fun killing nightmare to fight with out having either heavy ordnance or a flame thrower.
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