Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo CE: Vanilla Rebalance
   
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Engine: Halo1
Game Content: Campaign
文件大小
发表于
更新日期
1.294 GB
8 月 31 日 下午 2:08
9 月 7 日 上午 8:11
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Halo CE: Vanilla Rebalance

描述
Halo: Combat Evolved as you know and love it, rebalanced, updated and with fixes applied.

This mod is the base for my Marine Levels mod, as well as any future projects.


Balance


AI:

They want to kill you, rather than stare at you.

Behavior:
  • Decreased perception(computation) delay.
  • Decreased movement delays.
  • Infection forms no longer permanently latch.
Ranged:
  • Decreased time between bursts.
  • Decreased new target attack delay.
  • Decreased new target firing pattern timer.
  • Adjusted fire rates to better suit the weapon being used.

Difficulty:

All mods of mine are tested on Legendary to make sure they're fully functional and beatable no matter what you choose. I strive to ensure all difficulties can be engaging even if they are still easier. The mod tools default to normal, which leads to a lot of people releasing mods that outright break due to not being properly scaled for difficulty.
  • Scaled modifiers for AI ranged behaviors to give a consistent experience across difficulties.

Weapons:

The weapon balance in CE seems to be catered toward making every weapon unique and situational. The problem is, you carry two of them. Two guns means the roster needs to be geared toward every weapon being usable completely solo of any other. The exception to this is power weapons, of which CE has three: The shotgun, sniper rifle and rocket launcher. I have altered the shotgun to be usable as a regular primary with a limited range. The AR being incapable of hitting anything that doesn't take up the entire screen was a holdover from Marathon. In Marathon, it did a ♥♥♥♥♥♥♥♥ of damage and was highly effective. In this game, it does average and is utterly useless. There's two potential solutions, I chose the one where it starts with high accuracy and spreads to a reasonable amount. Burst fire is the best, tap fire is the most accurate. Full auto range is when the target fills your crosshair.

Assault Rifle:
  • Min spread quartered.
  • Max spread trisected.
  • Damage increased against flood.
  • Damage increased against energy shields.
Shotgun:
  • Spread reduced.
  • Pellet count reduced.
  • Range increased.

Character Damage

The existing locational damage has been altered. Armored portions of targets take less damage while unarmored take normal damage. The game originally had this reversed. It's not exact, except for the hunter, but the general rule is the body is armored while the legs and head are not. This does not apply to Elites or Spartans, as they are fully armored. Armored marines have protected legs. Unarmored marines have no armor, so they get no extra protection.

Marine:
  • Removed shields from unarmored marines.
  • Increased unarmored marine health.
  • Reduced body and leg damage for armored marines.
  • Removed shield leak for armored marines.
  • Removed shield from armored marine heads.
Jackal:
  • Reduced damage to jackal armor plating.
Grunt:
  • Reduced damage to grunt armor plating.
Elite:
  • Normalized damage to elite body parts.
Player:
  • Normalized damage to cyborg body parts.

Additions


Marine

The UNSC's finest are getting some upgrades.
  • Added weapon, reload, crouch and driving animations that they lacked.
  • Changed the pistol animation.

Bug Fixes


General

These fixes target general issues that have persisted in the game since release.
  • Marine permutation fix allowing unarmored marines to spawn with their full variety.

Engine

These are fixes related to the engine's limitations. The game updates at a rate of 30 hz. The console it was made for maxed out at 30 fps. Thus, there are also plenty of things that update once per frame. Frame dependent timers need a 33 ms delay to act as intended.
  • Added 33 ms minimum delay where possible.
  • Restored animation feedback on hit from the Xbox release.

Future Plans

This mod will be updated with further enhancements and bug fixes in the future. If you would like to suggest tweaks, feel free to post them on the discussions page.
15 条留言
Gard Hater  [作者] 9 月 22 日 下午 7:23 
The guide has been added, please refer to it as it will work for any mod on the workshop. I also added some things that will help with any game, notably finding the game id and workshop id.
Gard Hater  [作者] 9 月 22 日 下午 6:42 
They released an update to MCC. I'm getting kind of sick of having to update my mods for every single update, when 90% of them are minor fixes that don't even affect the games. I'll post a guide on how to manually fix the versioning problem that works with any mod that doesn't update and put it in the description.
Nero Calcaterra 9 月 22 日 上午 10:13 
I don't know why but the mod doesn't show in the menu. I have multiplayer installed
Gard Hater  [作者] 9 月 7 日 上午 8:18 
Also, "Bungie would not design something in a bad way unless they overlooked it or lacked the time," when the first two games were both rushed releases with disastrous development cycles. Yeah bro, they fucked some stuff up. Gearbox took it and fucked it up worse, then MCC took the Gearbox releases and fucked them up even worse.
Gard Hater  [作者] 9 月 7 日 上午 8:01 
Also yes, there's a max of four slots, but changing it would mean straying too far from vanilla.
Gard Hater  [作者] 9 月 7 日 上午 8:00 
Huh? The changes I made are almost the exact same ones they made to it in later games, for the reason I made them. "Personal Preference" of bringing it to parity with its later incarnations, made by the same company. Okay man, sure.
Omega 9 月 7 日 上午 5:45 
I'm not saying that the bugs the OG game shipped with don't need fixing. That's a good thing.
Omega 9 月 7 日 上午 5:42 
Is it possible to make the player able to carry 3 weapons instead of 2?. Instead of rebalancing all damage output i mean. The AR was always "bad" but other things must actually have been designed in a way for a purpose. Bungie would not design something in a bad way unless they overlooked it or lacked the time. Sounds like a personal preference kind of thing. Otherwise you risk changing too much.
finlandslim 9 月 1 日 下午 5:22 
Xemu emulator runs original HaloCE perfectly if you want to use it for the mod.
Gard Hater  [作者] 9 月 1 日 下午 5:09 
It is very simple though, in order for frame dependent things in the engine to work properly, they need a 33 ms delay. The only one I've found so far in Halo CE is the soft ping animations, however I imagine looking at OG Xbox footage will reveal even more.