Halo: The Master Chief Collection

Halo: The Master Chief Collection

H2 With Sprinkles
Sgt Stacker  [developer] 3 Jul @ 9:05pm
Upcoming Update Details
(Special thanks to Rogue Janissarry for an in-depth critique on the mod, which provided a well-balanced take and plenty of constructive feedback as well as other players!)

Hello all, to those of you who have subscribed and played this over the time it's been out, thank you for playing! As you all know, this mod is far from flawless so I've been pleasantly surprised at the overall reception it's been getting. I am in the early process of working on an update to this mod to iron out the main issues a lot of players have pointed out with it so I'll quickly go over the list of problems I wanna address:

1. Enemy Vehicle Health: When I raised all the characters' health and shield values to match the ones in CE, I didn't realize it would make vehicles harder to destroy as a side effect. This is most noticeable on Metropolis with banshees being way harder to take out than they normally are. I think a good way to fix this would be for me to make separate AI with standard H2 health stats to offset this. Allied vehicles in any given situation prolly won't be effected by this.

2. TERRIBLE Brute Shotgun Encounter on Gravemind: This was a horrible idea lmao - Fact is I put that weapon in to test it and forgot to take it out before releasing. I will also look into making some of the schism encounters show up when the player enters some areas without having to take a few enemies out first, this should make the level feel more consistently like a 3-way fight.

3. Underused Brute Stalkers: Wellll let's see, I went through the trouble of recreating H3's stealth brutes only to use them in the Metropolis tunnel and Arbiter mission. This is more to do with them being a late addition than anything, and I will give them more of a presence in some select spots

4. Marines Popping Outta Nowhere on Uprising: I want to give the Marines a more organic introduction on Uprising even if their presence ultimately makes zero sense (please refer to my rebuttal in the original mod description). Right now my plan is for a couple of Pelicans to swoop in and drop them off around the same time the Zealot appears and for the scene to utilize cut Great Journey dialogue where the Elites discuss fighting alongside the marines.

5. Assault Rifle's Blinding Muzzle Flash: Yeah that sucks, I'm gonna shrink it.

6. Scarab Passengers Not Engaging: On the Great Journey, I added a whole crew of Marines and Elite forces that are supposed to fight from the Scarab. UNFORTUNATELY, they all hide on the ramp unless the player parks their banshee on top of it and rides it as well. This is going to be fixed and the Scarab's crew will finally work as intended.


If anybody has any suggestions for further improvements, don't hesitate to let me know.
Last edited by Sgt Stacker; 3 Jul @ 9:12pm