Halo: The Master Chief Collection

Halo: The Master Chief Collection

Operation: Solar Flare
Feedback/Issues
- first grunt encountered is stuck and walking into the wall

- troop-hog flips quite easily

- personally, i'd make the riverbed in the beginning encounter with the marines shallow overall, but, at the same time, having some parts being deep adds variety and realism.

- in one instance, my plasma grenade stuck to a tree and did not explode.

- i think having your allies follow you in certain sections instead of holding back could be cool.

- the first big open section with the sword elite and enemy vehicles was quite difficult, but i managed to move past most of the enemies.

- the plasma rifle(?) shoots two projectiles at once, i do not know if this is intentional.

- when the shield bar depletes, there's a red background, causing me confusion on whether or not i have an extra layer of shields. perhaps, having it be transparent when the shield depletes is a better option.

- i got of the shadow turret and fell through the map, lmao.
Last edited by $P!TMyKidsOut 💦; 3 Dec, 2024 @ 8:32pm
< >
Showing 1-15 of 28 comments
Fallen Legacy 3 Dec, 2024 @ 8:06pm 
i dont know if this is an issue or not, but the Drum mag grenade launcher sucks against the banshee, i dumped all 30somethin rounds into it and it barely dented it.. is that a damage value thing for the weapon or what?
Originally posted by Fallen Legacy:
i dont know if this is an issue or not, but the Drum mag grenade launcher sucks against the banshee, i dumped all 30somethin rounds into it and it barely dented it.. is that a damage value thing for the weapon or what?

you have to ask the mod author, though, i think the grenade launcher is set to damage only certain types of materials. if you think about how the anti-material rifle can do bonus damage to vehicles, it's most likely because of that. i've seen the mechanic of certain weapons (such as magnum or sniper rifle) do bonus damage be used throughout several halo mods, notably ruby of blue's rebalanced mods.
Last edited by $P!TMyKidsOut 💦; 3 Dec, 2024 @ 8:21pm
Shigure  [developer] 4 Dec, 2024 @ 10:03am 
Yeah the grenade launchers aren't good against vehicles (except for flipping them)
Shigure  [developer] 4 Dec, 2024 @ 10:07am 
Originally posted by $P!TMyKidsOut 💦:
- first grunt encountered is stuck and walking into the wall

- troop-hog flips quite easily

- personally, i'd make the riverbed in the beginning encounter with the marines shallow overall, but, at the same time, having some parts being deep adds variety and realism.

- in one instance, my plasma grenade stuck to a tree and did not explode.

- i think having your allies follow you in certain sections instead of holding back could be cool.

- the first big open section with the sword elite and enemy vehicles was quite difficult, but i managed to move past most of the enemies.

- the plasma rifle(?) shoots two projectiles at once, i do not know if this is intentional.

- when the shield bar depletes, there's a red background, causing me confusion on whether or not i have an extra layer of shields. perhaps, having it be transparent when the shield depletes is a better option.

- i got of the shadow turret and fell through the map, lmao.

Thx for the feedback.

- Bad object placement on my part, for sure
- CE physics are really weird, the hog physics are unchanged from vanilla.
- For a future project I'll play with variable water depths more.
- Happened to me too, it's a bug with the engine.
- Its tricky getting the AI to follow you, at some point they have to be left behind because of load-zones.
- Yeah, in play tests it was pretty difficult, but I enjoy people trying to find ways to solve it.
- It's intentional.
- I changed the UI colour in an afternoon, I could've spent more time on it I'm sure.
- Classic CE physics. Can't really change that except hope you had a good checkpoint

:steamhappy:
altis94 4 Dec, 2024 @ 2:55pm 
Whoops didn't notice this discussion thread. Here's issues I found:
I once noticed that an elite was sticking out of the wraith as if he was standing;

Troop warthog's bounding radius is too small, you should increase it slightly;

Some scenery (especially sandbags and destroyed covenant dropship) really need proper pathfinding spheres. Multiple characters got stuck and didn't know how to navigate around them;

The covenant tank that shoots fuel rods is way too OP. It kills you instantly from a long distance and has a ton of health;

Some dialog is too quiet. There's a couple things you could do:
-Add this function to the beginning of the mission script (set sound_gain_under_dialog 0.4);
-In Audacity use Limiter and Amplify filters to make the sounds louder;

Rocket hog needs a firing effect. It's hard to tell when a marine is shooting it because you don't see the gun actually fire;

Sound environments in exterior areas could be better. I noticed that echoes often sounded as if I was inside of a building when I was actually outside.
Shigure  [developer] 4 Dec, 2024 @ 3:35pm 
Thanks for the feedback. That script in particular is especially useful.
Two things I noticed. The fuel rod gun is VERY weak against some enemies. That is, I noticed it was real bad against those cutting room floor/Digsite sniper dudes. I saw one tank about five or six point blank shots before hitting it with a melee.
I don't know if this was intentional, but when the Pelican later in the level drops off a warthog and a kangaroo, I was able to hop in the Pelican, then pilot it once it got to the end of its flight. It let me skip a good portion of the following fights, suicide grunts, hunter battles, etc.

Otherwise, the level was really good!
Last edited by Being Meguca is Suffering; 4 Dec, 2024 @ 7:26pm
WannabeCoolKid 5 Dec, 2024 @ 4:04am 
Cool mod and its clear too see that a lot of effort has been put into it however i didn't finish it after dying numerous times

i think this mod would benefit from looking at the hardware limitations of the Xbox original, various encounters in Halo CE and Halo 2 was reworked and cut because the Xbox couldn't handle processing so much AI, scaling back some of the enemy encounters and asking yourself
"How would this perform if it was ran on the Xbox original " could help you with re-balancing the mod

Weapon selection could be further refined it's cool to find different variants of the same weapon and look at its design but it's over done in this mod especially with the rockets launchers

The dismemberment system fits really well into this mod however i believe it could be utilised more and its implementation should probably take note from another Halo CE mod,
Halo Brutality Evolved

This mod features alternative paths ways that the player can take to get to the same goal however i think the viability of some of these alternate paths should be looked into again, they seem too hard to be reasonably viable paths

Thanks for Reading
God Bless
Shigure  [developer] 5 Dec, 2024 @ 6:36am 
Oh yeah I absolutely cut a whole section of the mission (about 1/5) due to engine limits with the AI. I was def pushing it.

The dismemberment will be much better with my next mod, count on it ;)

Thx
WannabeCoolKid 5 Dec, 2024 @ 10:45am 
Originally posted by Shigure:
Oh yeah I absolutely cut a whole section of the mission (about 1/5) due to engine limits with the AI. I was def pushing it.

The dismemberment will be much better with my next mod, count on it ;)

Thx

I'll stay tuned bless
Stahp blowing up my noti's 😂
Robert F. 6 Dec, 2024 @ 11:00am 
-Option to skip cutscenes
-The red Needler rifle has unlimited alt-fire mode while the gun is emptied (not using bandana skull).
-Needler projectile more prone to get stuck in mid air.
-Some weapon world model not correctly placed flat on the ground
-Not able to refill the grenade launcher for the AR unless you swap another new AR.
-You can drive the rocket-hog through the cramp building, bringing unarmed marines along with you and easily breeze through the city level.
-You can access the pelican seat and die.
Last edited by Robert F.; 8 Jul @ 7:48am
Cyan 7 Dec, 2024 @ 6:46pm 
Need more medkits.
Better checkpoints.
Honestly the balance leans more towards co-op than SP.
Occasionally the rocket launcher just ♥♥♥♥♥♥♥ explodes in your face for no reason.
A lot of fights feel more like a long resource-draining annoying slog.
Get rid of the respawning enemies.
Ok yeah you HAVE to fix the checkpoints, esp toward the big crater/quarry area.
Last edited by Cyan; 8 Dec, 2024 @ 1:05pm
Wistor 14 Dec, 2024 @ 8:37am 
gravity rifle projectile is goes directly left or right but not straight for some reason.
Celepe 18 Dec, 2024 @ 3:22am 
Guess ill ask here, i cant even load the mission, got the game files in an SSD and a good rig too, the loading bar fills up but the mission doesnt load so im stuck in the loading screen forever, anyone got a fix? the mod looks really cool and i wanna try it
< >
Showing 1-15 of 28 comments
Per page: 1530 50