Halo: The Master Chief Collection

Halo: The Master Chief Collection

Kat's Halo 3 Campaign
Feedback/Issues
some things i think could be improved/modified

- max firing range should be tweaked for AI, enemies in particular are target practice when i'm at a longer range, i'd like to have more risk.

- an increase of overall AI in areas that would make sense.

- brutes seem a little weak/docile (though better than vanilla), i think reworking their health/shields, aggression, and berserking could be good.

- the battle rifle might be overpowered as i can headshot almost everyone in one burst.

- i think all the marines at the end of sierra 117 should be alive, or at least most of them.

- weapons like the sniper rifle and magnum should do bonus damage to vehicles, especially phantom turret.

- i think drones could be a bit weaker, but more aggressive in firing patterns.

- the cloak could be stronger and last longer (no diddy)

- effective shotgun range should be increased, in my opinion.

- allies in vehicles seem a little underwhelming, i think they could be more effective and adjust the transfer damage.

- some marines on tsavo highway have issues crossing over the bridge.

- i think allies despawn and have an issue catching up on vehicles (noted on tsavo highway)

- friendly fire should be reduced in damage or disabled.

- flood are a bit spongy and i think that is another cause of allies dying quickly to them.

- ODST's on the ark do not continue to move after the first gunfight section.
Last edited by $P!TMyKidsOut 💦; 21 Nov, 2024 @ 11:11pm
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Showing 1-12 of 12 comments
Katherlyn  [developer] 23 Nov, 2024 @ 4:41pm 
Just wanted to say, I have seen this.

max firing range should be tweaked for AI, enemies in particular are target practice when i'm at a longer range, i'd like to have more risk.

While this could work, I kept enemies mostly stock... though allies are a different story.

- an increase of overall AI in areas that would make sense.

This would depend on which areas, some missions such as Cortana already tend to reach the max allowed AI. The Covenant suffers from this a lot, primarily around the Hornet section. have debated on removing the Scarab squads from the "Two Scarabs" part of the Covenant and just using that space to spawn additional vehicles to fight

- brutes seem a little weak/docile (though better than vanilla), i think reworking their health/shields, aggression, and berserking could be good.

It's because the weapons in general are stronger. I could alter their firing patterns to be more aggressive on heroic and legendary though...

- the battle rifle might be overpowered as i can headshot almost everyone in one burst.

BR is just slightly more powerful than stock.

- i think all the marines at the end of sierra 117 should be alive, or at least most of them.

This is a script thing; it counts how many allies you have, and determines how many should be alive and how many are dead. I don't know enough to alter this.

- weapons like the sniper rifle and magnum should do bonus damage to vehicles, especially phantom turret.

This is a Reach thing, but unfortunately no, I won't do this. Sorry. Plasma grenades stuck to vehicles EMP it btw.

- i think drones could be a bit weaker, but more aggressive in firing patterns.

Drones I think are fine as is. If anything, they are a bit tanky.

- the cloak could be stronger and last longer (no diddy)

Maybe? I only use it in Cortana.

- effective shotgun range should be increased, in my opinion.

Shotties are already much more effective than the stock H3 one was.

- allies in vehicles seem a little underwhelming, i think they could be more effective and adjust the transfer damage.

Wait until you have ODSTs in vehicles. Allies in Scorpions fie way faster.

- some marines on tsavo highway have issues crossing over the bridge.

Stock issue, I may just have to place scenery objects or something that might help them cross.

- i think allies despawn and have an issue catching up on vehicles (noted on tsavo highway)

I'm not aware of this issue aside from the bridge part where they tend to fall.

- friendly fire should be reduced in damage or disabled.

I don't think you can separate them.

- flood are a bit spongy and i think that is another cause of allies dying quickly to them.

Flood have stock H3 health values.

- ODST's on the ark do not continue to move after the first gunfight section.

Never had an issue with them following.
would you consider fixing the marine ai on tsavo highway and floodgate levels so they acctually properly follow you to the end of the mission? I think Ruby was able to do this in his rebalance mod for reference thanks so much
i know the tsavo highway issue on the bridge is stock but it seems ruby was able to fix it in his rebalance mod so i know it is possible to have it done
Katherlyn  [developer] 2 Dec, 2024 @ 11:14am 
Yea I would consider having them follow you on Floodgate; I always found it didn't make sense they just stopped in the warehouse though I suppose Bungie did this so the elites can shine (Hint: they don't, they die in 0.002 seconds normally). On Tsavo Highway, they should follow you already but the bridge issue is likely why that isn't too obvious. Hmm, I'm still working on this but because a lot of my Blend files don't work properly in 4.2, I'm having to reset them up... this allows me to also improve them though.
yeah the elites in floodgate are ♥♥♥♥♥♥♥ useless and its way cooler to build and arm your own little ai army to fight the flood than wait for a couple elites who usually die right when they get out of there drop pods imo
also on tsavo highway the marines usually stop before the final vehicle section when your inside of the canyon, it can be really difficult to get them to join you in the final valley where the pelican cutscene happens
Katherlyn  [developer] 3 Dec, 2024 @ 10:51pm 
I wish I could figure out how to fix the pods damaging the elites. From some testing in ODST, it has something to do with like, the physics models on the doors hitting the elites or something.
i just played through the first mission and i really like the new brute rank colors, i think one thing that you should consider is significantly increasing brute health when shields go down to better incentivize headshots sort of like in halo 2. Just my two cents but regardless still way better than vanilla in its current state.
Last edited by Count BlingBlangula; 4 Dec, 2024 @ 1:01am
also i tried using the anger skull which of course crashed the game lol but I think some extra aggression could also go along way for the whole covenant and i agree with the original commentator about the enemy range stuff i also really liked the changes you made to jackals in your odst mod, was wondering if those changes, plasma rifle more ranks etc are in this mod and if not would it be possible for them to be added? beautiful mod though and am enjoying my campaign and havent encountered any significant issues, as I said before as it is its a straight upgrade to vanilla
Last edited by Count BlingBlangula; 4 Dec, 2024 @ 12:57am
Originally posted by Count BlingBlangula:
also i tried using the anger skull which of course crashed the game lol but I think some extra aggression could also go along way for the whole covenant and i agree with the original commentator about the enemy range stuff i also really liked the changes you made to jackals in your odst mod, was wondering if those changes, plasma rifle more ranks etc are in this mod and if not would it be possible for them to be added? beautiful mod though and am enjoying my campaign and havent encountered any significant issues, as I said before as it is its a straight upgrade to vanilla

my brother, you should make a new "discussion", i keep getting pinged.
you can just unsubscribe from the discussion its on the right of the at the top of the discussion
RememberReach6 5 Dec, 2024 @ 10:23pm 
So this mod is really great, but I wanted to ask if you could add in a few Spartan encounters, like during the mission to the Ark you could have a Spartan with you, or during any of the big battle missions really, alongside Crows Nest and perhaps Floodgate as well, as I think that would be amazing and help spice things up a bit, plus in the lore Chief wasn't the last Spartan at that time, and we don't know where Omega team is from Halo Wars 2 and Infinite, and where Jun is either so what if they were implemented as the Spartans in those missions, as that'd be cool and you could use their dialog from Halo wars 2 and Reach as well, making it even more immersive and cool. Also if there were a few Spartan III's that'd also be cool, like if they were in SPI armor or something. (Using the SPI armor added into MCC)
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