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That's nice. It's playable now so I'm making my review as is.
I forgot about it. The Gravemind was so bad that I couldn't focus on any particular wave but that one. I think I'd rather do 343 than Gravemind, but you are absolutely correct 343 is a very poorly constructed wave.
I've just nerfed some of the boss fights in Alpha 13 based on this review with and other feedback I've received in the past (I've started with the Didact, Scarab and Heretic leader, and I've tried to do it in interesting ways that isn't just reducing their health). I did a survey on which bosses feel the hardest, and Didact came out on top by far, but I'm not against revisiting the Gravemind in the future :)
The Gravemind boss wave is however supposed to have an army of allies spawning to distract him while you take out the tentacles, something I think may have glitched out in the previous update, it may behave more consistently now.
Your feedback on the vehicles surprised me, I actually haven't nerfed a single one, they all use vanilla stats from the game they're from or how the modders that made them left them for the custom ones. I actually noticed the opposite experience when playtesting and watching streams- once you get a decent vehicle, it's very easy to snowball and get an army because you basically never die. Anti-vehicle infantry and aircraft eventually spawning was made as a counter to this, as otherwise most players past their first tank would just camp the middle structure and blow up everything as soon as it landed. Still, I'll look into whether this was too harsh, and I'll reduce the enemy response to vehicles if it's too much.
The guns likewise use the vanilla stats from their home games, though I have buffed the shotgun and grenade launcher quite dramatically, using the HCE stats for the Shotgun, which is it's best version, and the grenade launcher shoots actual frag grenade explosions that also EMP on top due to H3 lacking the engine requirements for the Reach EMP grenade behaviour. I agree with you that the small arms themselves don't feel very powerful, though that is semi-intended as Halo 3's AI limit is quite small compared to later games, so I went with harder enemies (not necessarily tankier though, they have same health as regular Halo 3 you just can't headshot everything with a precision weapon as easily, bursting their helmets with an automatic or plasma weapon first makes everything much easier to kill). Still, I will revisit this if enemies feel too bullet spongy.
Regarding your specific enemy complaints, the Juggernaut has had it's weak spot made glowier and brighter in the most recent update so it's a bit easier to tell how to kill it, it's still meant as a bit of a mini-boss though, so it'll still take some time :) Elites also mostly use Halo 2 animations and behaviours, though as you said they were never meant to be enemies in Halo 3, so there are a couple engine limitations to their behaviour (such as not being able to move during their berserk or sword drawing animations). I may revisit them in the future, but for now they're about as good as I can get them.
The enemy air response actually won't automatically trigger just because air vehicles are being used- only tanks and Gauss hogs (because they are nigh-indestructible to everything but banshees and wraiths) trigger banshee patrols after being drove for a long time, you can trigger banshees to spawn if you fly very high up for quite a long time, but spawning banshees in that situation is intended as otherwise you can just outrange every enemy flying way above them with banshee bombs and never be at risk. If you fly low or get out, they'll despawn after a while :)
And finally, I do just want to remind you that this is just a mod and a hobby project for me. I still absolutely appreciate your feedback and criticism, but some things are just due to the nature of what the project is; I'll never polish everything, or even come close, I'm a mostly solo dev doing this in my spare time while working a full time job, this mostly IS a project of "how much cool stuff can I fit in a Halo mission", hell, the project started as a test level for me to test tags that I was working on. If I added stuff once it was 100% polished and finished the level would have you fight a brute and two grunts with a pistol, then end. I realise I am using a bit of hyperbole, but a level of polish you may see on a video game release by a big studio is very unrealistic for this project. :) Still, I'll continue to try to make it as good as I can, and fix up the things that cause people the most trouble.
I understand you may have been a bit disappointed in the end, but I hope I still provided some entertainment. :) Thank you again for the feedback!
Let me address some of your responses...
Gravemind.
The Gravemind's boss fight is fundamentally broken not just because he constantly targets you, but because of the way you have the player defeat him. Forcing the player to circumnavigate the entire Sandtrap map to kill the tentacles is a major pain in the ass, especially if the player has no vehicle or gets the vehicle destroyed during the run. Not only does the Gravmind target you (which you said you are addressing), but there are also still flood enemies that can get in your way.
The way the boss fight is set up is kind of misleading too, since new players will instinctively shoot at the Gravemind's head to try and kill him. I would get rid of the tentacles entirely, and just have the Gravemind be the main target. Nerf his main attack, and instead have him able to spawn a lot of weaker flood enemies near him. Make his fight three phases, after each phase he sinks into the ground and spawns on a different part of the map and does the same thing. This is not a fun boss fight as it currently stands.
Vehicles
I avoid any ground vehicle because of how weak they are. Weak in both their potential damage output, their handling, and their health. With how often enemies will throw grenades at you, your vehicle will not last long and it's only a matter of time before you get stuck and killed. I run into this issue even when piloting Wraiths. The Wraith is still a massive target too, with an extremely slow projectile, so using it as a mortar isn't viable or fun. The only good vehicles are the solo ones with a fixed turret, but they still require you to stand mostly still, if you want to hit anything, force you to be facing your target, and require you to be within a medium to close range.
Friendly AI is just not good enough to make multi-passenger vehicles worth it, as they simply don't shoot enough, shoot accurately, drive well, and/or shoot the right target.
Getting really good vehicles like a Scorpion or a flying one should be a reward. It already takes some time to be able to get these as a choice reward, so let the player enjoy their vehicle instead of punishing them for it. I don't have a problem with the game adjusting waves to try and counter what you have, but anti-vehicle measures spawn way too fast. 5 minutes into driving a Hornet and I was getting those messages, and then I was instantly killed. I have no idea what killed me, but I avoided any vehicles afterwards because of all of these problems.
Guns
I can tell you with confidence a lot of these guns do not feel like their vanilla counterparts, even guns like the BR. The rifle catalog especially needs to be looked at closely, because none of those guns feel good to use, mostly due to their accuracy. Especially the silenced rifles. A lot of these weapons feel redundant, the silenced ones specifically. What is their purpose? There's no stealth mechanic and they feel far weaker than their non-silenced version, so why have them in at all? I know seems neat to have a lot of options, but when you have so many options that it makes a ton of weapons be completely redundant or worthless, then you either need to scale it back or find a purpose for those weapons.
I think the guns could use a slight buff to their damage (or enemies getting nerfed in health slightly), but for the love of god remove the helmets for the Grunts. This is an affront to Halo. Grunts should never require 2 precision shots to kill unless you make some kind of rare special forces Grunt. I know it makes sense that they would wear helmets in lore, but from a gameplay perspective it absolutely blows the wind out of player's sails when you have to headshot a Grunt twice. If there's only one thing you can do with my feedback, let it be this one. Make Grunts a 1-hit-kill headshot enemy.
Enemies
I had no idea the Juggernaut even had a weakspot. That's the issue with a map like Sandtrap, that anything that glows is massively bloomed up to the point where you can't even really see it. Hunters have their obvious orange bits, but in my time playing I did not notice a weakspot on the Jugg. Only the Hunters (and Scarab) even deal with weakspots, so I would either have someone tell you about it (through the narrator or text on the screen), or remove it entirely and nerf the health of it a bit.
The mod is labeled as version 6.0, which is well beyond version 1.0 that designates a full release. You don't know what it means to be the alpha stage of a game. Stop using the alpha tag as a shield when it doesn't mean anything in this context. It is fully released on the mod workshop, it is not in alpha. Furthermore, the developer has already put in this much effort to actually get his mod in this working order. It is impressive that the mod handles as well as it does with all the features that it has, but saying he's not capable of adding polish to his mod, and that my expectations of better visuals, and general number tweaks, is frankly insulting to the developer.
You'd have to ask the dev why he named it that. The fact of the matter is that this is a fully released mod on the workshop. This is not an alpha.
You said polish is a bit much on this stage of the mod's development. Forgive me for being hyperbolic, I'll take back that statement, but that doesn't make my critique any less valid.