Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo Infinite Evolved
Big Smork  [developer] 7 Dec, 2022 @ 10:39pm
SUGGESTION THREAD
Got an idea for the mod? Post your thoughts here.
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Showing 1-15 of 23 comments
Grimmer 8 Dec, 2022 @ 1:17pm 
so in the books halo during combat evolved there was a base setup for the UNSC who crashed on the ring maybe a custom story of a spartan or a marine or just anyone doing missions on other parts of the ring ..

i realised the way i worded this is really ass sorry

ps there is game called fireteam raven i am pretty sure its an arcade game it would be cool to see that on the mcc mod page
Last edited by Grimmer; 8 Dec, 2022 @ 1:17pm
Big Smork  [developer] 8 Dec, 2022 @ 1:20pm 
Originally posted by Grimmer:
so in the books halo during combat evolved there was a base setup for the UNSC who crashed on the ring maybe a custom story of a spartan or a marine or just anyone doing missions on other parts of the ring ..

i realised the way i worded this is really ass sorry

ps there is game called fireteam raven i am pretty sure its an arcade game it would be cool to see that on the mcc mod page

I think you are talking about Alpha Base? I may repurpose something for that but it's a big maybe. It would be a really cool idea to extend a mission with though!
Grimmer 8 Dec, 2022 @ 1:28pm 
I think you are talking about Alpha Base? I may repurpose something for that but it's a big maybe. It would be a really cool idea to extend a mission with though! [/quote]

it could be after the mission halo maybe since you rally marines and fohammer picks them up could be extended part with a Alpha base battle or something like that
Shadow_Volkamon 9 Dec, 2022 @ 11:05am 
Don't know how viable, but "Halo 4 Infinite"? Pull from the Spartan Ops missions for extra world spaces, have all the enemies be higher ranked like when the Thunderstorm Skull is active since they all look better than the normal enemies do, and have all the Covenant enemies armor be Purple and Red to look more like the Banished, and have Allied Elites that are wearing Gold armor to be the Swords of Sanghelios to go along with the Marines and Spartans.
Chief 9 Dec, 2022 @ 1:27pm 
first half of the mod goes hard, different daytimes make the game feel so fresh. i was extremely disappointed when the second half of the game didn't feature any new weather/daytime. i still enjoyed the mod though. is it possible you change some of the later level's atmospheres so they'll look a bit different? doesn't have to be a night and day one like in the third level, it can be fog rain etc
Last edited by Chief; 9 Dec, 2022 @ 1:29pm
Big Smork  [developer] 9 Dec, 2022 @ 4:22pm 
Originally posted by Shadow_Volkamon:
Don't know how viable, but "Halo 4 Infinite"? Pull from the Spartan Ops missions for extra world spaces, have all the enemies be higher ranked like when the Thunderstorm Skull is active since they all look better than the normal enemies do, and have all the Covenant enemies armor be Purple and Red to look more like the Banished, and have Allied Elites that are wearing Gold armor to be the Swords of Sanghelios to go along with the Marines and Spartans.

No plans for Halo 4. Sorry!
Big Smork  [developer] 9 Dec, 2022 @ 4:26pm 
Originally posted by Mister chief:
first half of the mod goes hard, different daytimes make the game feel so fresh. i was extremely disappointed when the second half of the game didn't feature any new weather/daytime. i still enjoyed the mod though. is it possible you change some of the later level's atmospheres so they'll look a bit different? doesn't have to be a night and day one like in the third level, it can be fog rain etc

Thank you for playing. While I won't be changing time of day for the second half aside from maybe The Maw, I do plan to eventually change environments like The Library to make it more flood-ifed with more fog and spores floating around. I may also take a look at making lighting changes to Keyes and The Maw for an enhanced horror atmosphere at a later time.
Pionear 9 Dec, 2022 @ 9:20pm 
can we change truth and rec back to night or make it a foggy day, although in lore it was during the night, but a foggy day would be cool
Gojira destructor 12 Dec, 2022 @ 7:49pm 
Do you plan on adding any Digsite content once that drops such as the Spectre/Shadow or Kestrel?

So far I've only completed a Normal playthrough so I don't know what else to suggest that wouldn't disrupt what's already there, but if I think of anything after my Heroic and Legendary runs I'll let you know :)
Big Smork  [developer] 12 Dec, 2022 @ 8:10pm 
Originally posted by Gojira destructor:
Do you plan on adding any Digsite content once that drops such as the Spectre/Shadow or Kestrel?

So far I've only completed a Normal playthrough so I don't know what else to suggest that wouldn't disrupt what's already there, but if I think of anything after my Heroic and Legendary runs I'll let you know :)

Yes! I've already made some preparations for this and I will add appropriate digsite content when it's out!
NOVA2733 20 Jan, 2023 @ 3:27pm 
Greetings, Have to say I love this mod!! I do have a few suggestions however (topics are in caps):

THE SHOTGUN: This weapon needs higher ammo count. 7 per clip is fine but 14 rounds backup??? I'll cite the Library's 36 count start ammo as my argument for why you should boost the max ammo. And the argument of "get better at the game" is ♥♥♥♥♥♥♥♥ when you end a fight and immediately backtrack to the 40 rounds you left on the floor next to the pickup.

Food for thought: more ammo in the gun, less ammo crates on the floor = better experience.

On assault on the control room after you finish with the scorpion tank, there's somewhere in the ballpark of 60 rounds on the floor. There's at least 2 shotguns on the ground walking into the next area and I decided to walk the second shotgun and BR with me so I could actually enjoy the weapons.

On the flood levels you don't notice the ammo max as much, however every drop from the flood has max ammo and every 3rd guy has one it seems.

The scope for the shotgun is.. not something I agree with, but it doesn't hurt gameplay.

THE BATTLE RIFLE: Similar argument to the shotgun, needs more bullets. I don't like finishing a fight just to turn around and refill my weapon. In thinking about writing this, I was going to say it is a pointless addition with the CE pistol being unchanged as they both behave pretty similar to use, but honestly I love using the thing so it doesn't bother me having it

You could lower mag size to 15 from 20 to add more challenge as well, while increasing ammo count to 150 or 200 purely in the interest of eliminating backtracking. Consider removing full auto as well.

By the end of Keyes I was so annoyed by these 2 weapons and their stupid ammo counts I kind of started avoiding them in favor of the plasma rifle/pistol.

THE ASSAULT RIFLE: Nearly every CE mod uses similar setup to this, 36 count mag with zoom and It makes the gun more realistic to carry. Once again however the ammo count is too low. Halo 3 had 352 rounds with Reach having 320 max capacity.

Damage: I don't know many people who use the assault rifle in any halo game and cite it as a good gun. Consider buffing damage just a little bit? My playthrough was on legendary with Thunderstorm skull on so this may not be helping my opinion, but in my experience, it falls into the category of "avoid" on Heroic or Legendary difficulty across the entire series.

Last but not least, the original AR is my favorite halo weapon. best sound, best sense of satisfaction to mow down 4 grunts and an elite before having to reload (this was probably done on easy)

I would love to see an addition of the SMG with h2 or CE sound affect and for the love of god more than 180 f*** rounds for it. Another option is always simply adding the original assault rifle in with no yellow stripe so players could notice a difference.

PLASMA PISTOL/RIFLE: no complaints. in the original game you use these 2 at medium range anyway, the addition of the scope makes life easier and is appreciated!!

The pistol: While reading your comments section it looks like you make reference to a non CE variant?? Consider adding this back in, something like H2 variant would fit better than this original one, especially with the BR in the game. Theres no dual wielding here so more than 40 rounds (Halo 2 ammo count) would be appreciated, and consider not adding a 2X scope so that it further distances itself from the BR.

The Idea here is you have a pistol with high fire rate that is mean up close, but not great at longer ranges.

THE ROCKET LAUNCHER: Why do I walk slow with this? I'm a super soldier not some weak gimp. The marines run with their rocket launchers, The fuel rod gun has no slowdown either. Revert movement speed changes.
You can fire this gun almost immediately after pulling it out, theres no slowdown for having it on you but not in hand. All this change does is make travel time longer.

VEHICLES: I'm not sure what you've done but it feels like vehicle rotation has been cut in half. It was fine before whatever you did and your changes should be reverted.
Without wishing to talk about Lore because we'll be here all day I'll just leave it at that.

THE ODST's: Dear god these guys are mean. Truth and reconciliation has 2 of them with shotguns while you are on the covenant ship and they are so dependable that chief could've stayed out of this fight entirely. Perhaps consider making these guys less useful? They shouldn't be better at killing a group of enemies than I am. Also they used more than 21 rounds of shotgun ammo...

CHIEF's SHIELD: Once again, I played thru on legendary with Thunderstorm skull. His shields recharge faster which I personally welcome, however it makes the game too easy. You've also buffed his shields so that it feels more like normal or heroic to difficulty. The only argument I can say supports this is your changes to the plasma rifle's firing rate, I see comments on your mod post saying people get shredded. In vanilla CE this happens anyway, not sure why people don't factor that in.
Consider lowering chief's shields by 10%-20% for added challenge. I'd rather have more bullets and less shields instead of the mindset of "I can throw 2 grenades in this room and walk thru it" skipping battles entirely.

I have played every level of this mod except for the maw (game crashed at loading screen and I needed to go to bed anyway) but what you have done with the flood levels deserves praise!! no longer do they feel like such a chore to complete. Having useful teammates adds to the immersion as well, it makes the game feel like less of you doing everything.
The original game is best played 1 or 2 levels at a time but what you've done here had me hooked!!
Keep up the good work!!!

P.S. when I finish the last mission I'll probably return to this mod with the bandanna skull so that I can enjoy your tweaks further.
RTNNodstBR 10 Mar, 2023 @ 8:28am 
One thing that would be interesting is the addition of teleporters throughout the campaign (borrowed the idea from Ruby's Rebalanced CE). This would open more areas to exploration (i.e. the top of the Silent Cartographer island).
RTNNodstBR 10 Mar, 2023 @ 11:30am 
I'm currently in the Library, and I'll give some feedback:

- More ammo: Others have already said it, but some weapons need more reserve ammo, specially the shotgun (I get that it was supposed to be Infinite-like ammo capacities, but even in Halo Infinite the shotgun is almost always useless because it doesn't have any ammo)

- Another idea from Ruby's Rebalanced: backport the feature of sticking a carrier with a plasma nade to blow it and the Infection Forms instantly (like the flamethrower already does)

- The flamethrower blows up grenades on the floor. This makes it extremely dangerous to use, specially now that enemies drop grenades like the Catch skull is always on. Consider removing this effect (or increasing it's damage like ♥♥♥♥ and maybe reducing the ammo capacity, to make it a high-risk, high-reward gun). Also, you could give it the sound effects of Halo 3's flamethrower, which are much more impactful, imo

- I don't know if this is inherently unsupported by CE's engine, but I haven't seen this in any mod that I've played, so I'll mention it here: being able to exchange weapons with allies, this feature would change some scenarios a lot, for the better obviously

- Potencially, you could make the BR function like the BR from future games (maybe create another model for the current version, which is made to function like the VK78 Commando)

- I know that others have said it, but the slow movement speed with the rocket launcher doesn't make sense. I think you could either remove it or give other heavy weapons this effect (although I'd prefer the former)

After I finish the campaign, I'll comment again with more feedback, if needed
Big Smork  [developer] 10 Mar, 2023 @ 12:53pm 
Originally posted by RTNNodstBR:
I'm currently in the Library, and I'll give some feedback:

- More ammo: Others have already said it, but some weapons need more reserve ammo, specially the shotgun (I get that it was supposed to be Infinite-like ammo capacities, but even in Halo Infinite the shotgun is almost always useless because it doesn't have any ammo)

- Another idea from Ruby's Rebalanced: backport the feature of sticking a carrier with a plasma nade to blow it and the Infection Forms instantly (like the flamethrower already does)

- The flamethrower blows up grenades on the floor. This makes it extremely dangerous to use, specially now that enemies drop grenades like the Catch skull is always on. Consider removing this effect (or increasing it's damage like ♥♥♥♥ and maybe reducing the ammo capacity, to make it a high-risk, high-reward gun). Also, you could give it the sound effects of Halo 3's flamethrower, which are much more impactful, imo

- I don't know if this is inherently unsupported by CE's engine, but I haven't seen this in any mod that I've played, so I'll mention it here: being able to exchange weapons with allies, this feature would change some scenarios a lot, for the better obviously

- Potencially, you could make the BR function like the BR from future games (maybe create another model for the current version, which is made to function like the VK78 Commando)

- I know that others have said it, but the slow movement speed with the rocket launcher doesn't make sense. I think you could either remove it or give other heavy weapons this effect (although I'd prefer the former)

After I finish the campaign, I'll comment again with more feedback, if needed

Thanks for the suggestions! I swear the rocket launcher always made the player slow but I'll fix it anyways since CE movement is already sluggish enough lol.
SIGIL 22 Jun, 2023 @ 1:53am 
is it possible to play this with the anniversary graphics? if i can plz help me
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