Halo: The Master Chief Collection

Halo: The Master Chief Collection

Ultimate Firefight Series- New Map: Waterworks (Updated 24th April 2025)
Durp 13 Dec, 2022 @ 8:51pm
Feedback on the Ultimate Firefight Sandtrap mod
great mod, tons of fun. Seriously, it makes me want to come back and play mcc more, and my only real disappointment is that my friend group is too large for me to enjoy this thing with all of them


couple of things that i would like to suggest/point out, if i may:

- Most of Noble Team as friendly AI are kinda worse than the starter hero, the elite squads, and other reinforcements you can spawn. Especially Jorge, who pretty much doesn't move if he swaps to his GL while on foot, and will bug out in a weird way if he has his turret equipped when he gets into a passenger seat. They also can't get on tank treads, while pretty much everyone else can. If possible it'd be nice for the Noble Team heroes to get a tune up to their pathing/aggression against enemies.

- It would be nice if either a) Hero units could pick up other Heroes when they go down or b) Certain Hero or reinforcement units could be designated as medics that either deploy regen fields or bubble shields in combat, or will pick up downed teammates. Once you have like 3 or more heroes, it becomes a hassle to go pick them all up if they start going down one by one. Maybe you could have restoration drones be a thing from halo wars that gets implemented as a custom equipment or an ability for these medic units. it could spawn an attribute/role system for the different allies you can call in, who knows

- I realize that Firefight started out as an ODST thing, but it would be nice if we got the option to choose to play as our H3 multiplayer character model, be it an elite or spartan, or as the ODSTs in the mod. I don't know if maybe this is already a thing; I notice you credited the Gold Team Multiplayer Customization Mod. If it is, I haven't found it yet

- also i noticed this weird animation bug with Kat. when she lowers her weapon while holding her pistol, her left arm is off-point, and clips through her right arm and gets all janky. Her arms are aligned properly when the weapon is readied, though




I also noticed people making comments and suggestions about the appearance of the enemies. While personally I'm not a big fan of H2A elites, and would prefer H2 or H3 classic style elites I don't really mind it all too much from a gameplay standpoint. My actual issue with aesthetics is two things

The Covenant Brute Wave, and the ability to have Allied Grunts as teammates. These two things are difficult to distinguish in combat when you also have banished on the field. The basic banished brutes look a little too similar to the covenant brutes, because they both use the H2A brute models, albeit with some subtle distinctions. Now, I don't think you should get rid of the H2A brute model, i enjoy the diversity and the clash of different artstyles, but it would be nice if you used the H3 Brutes for the Covenant Brute wave somewhere. There's gotta be something that distinguishes them or else it looks kind of confusing when you see a horde of similar looking brutes, and assume you are gonna have to take all of them on...only for them to suddenly infight. None of the H3 Brutes from retail H3 have a red colour scheme as far as I'm aware, so it should be easier to distinguish them (blue/purple shields too, instead of red) from the banished brute majors/captains that have some h3 armor on them, since the banished usually just wear red

Also the Grunt reinforcements end up getting mistaken for enemy grunts waaaaay too often in the heat of combat. A suggestion I have would be to swap out their rank colours for armor distinctions instead, and to colour all allied grunts in the same Covenant Separatist green colour, like the phantom the allied elites come in on. The issue is that the colour the grunts normally use are shades of orange/red, and black and white. Banished grunts are, from what i can see, all red/white. At a distance it can be hard to tell what you're looking at, or when you're in the middle of a fight.



One last thing, I know this is already a wall of text, but

it would be neat if the spartan IVs used the actual h4 spartan models. this is a massive reach though; they already use the halo online armor which is fine by me.

still this mod is amazing and inspirational, 10/10

i hope my feedback doesn't come off as overbearing. i also hope i am posting this in the right place :s
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Showing 1-3 of 3 comments
weaver900  [developer] 19 Dec, 2022 @ 12:39pm 
Thank you so much for the great feedback! I read it a few days ago, i'll definitely take as much of it on board as I can for the 6.0 update :)
dooho 3 Feb, 2023 @ 10:42pm 
Hey just wanted to add a few things that I observed during my playthroughs. I'll try to make it concise so it isn't a wall of text.

1. AI Vehicle pathfinding is a little strange, the enemy AI choppers and ghosts drive around just fine but allied vehicles usually drive around a few minutes just fine and then all of a sudden just hold position in a corner of the map. Also the AI drivers often get stuck driving into the ODST drop pods/Elite drop pods that spawn from reinforcements and other objects like the low barricades.

2. Sometimes when I choose allied reinforcements as a reward and the squad is 4 or larger, one or more of the AI get stuck in the pelican and end up flying up and falling down to their deaths.

3. I enjoy the variety in enemy elites and grunts but sometimes it's a bit too difficult to differentiate a friendly elite/grunt and enemy ones.

Other than that, the mod is fantastic and just wanted to say thanks for your hard work and looking forward to the final update!

EDIT: I forgot to mention a bug where the spirit dropship hitboxes aren't working properly. When I fire anything at the dropship, my bullets just phase through. The phantom works just fine though and I can destroy them as intended.
Last edited by dooho; 5 Feb, 2023 @ 11:25am
CommanderWolf104 17 May, 2023 @ 6:39am 
whats the button to toggle 3rd person mode since i saw it said you added some 3rd person animations for the sandbox
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Showing 1-3 of 3 comments
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