Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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
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.
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!
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
The dismemberment will be much better with my next mod, count on it ;)
Thx
I'll stay tuned bless
-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.
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.