Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo 2: Lore Accurate Edition
   
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Engine: Halo2
Game Content: Campaign
文件大小
发表于
更新日期
8.794 GB
10 月 5 日 下午 12:53
10 月 7 日 下午 7:27
7 项改动说明 ( 查看 )

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Halo 2: Lore Accurate Edition

描述
Play through Halo 2 with lore accurate weapon damage and health. Legendary is recommended.

Recommended Difficulty
  • Recommend Legendary.

Deliberate Lore inaccuracies
Several lore inaccuracies are acknowledged but deliberate for various reasons:
  • Spartan Shields: Not fully resistant to ballistic weapons like in lore. Adjusting shield/armor damage tables for the brief encounters involving the Chief and enemies with human weapons wasn't worth the extensive effort and testing required.
  • Vehicle Durability: Lore-accurate vehicle health made the campaign unreasonably difficult in testing due to plasma weapon effectiveness and encounter design. The standard Halo 2 system (vehicle health tied to driver health) was retained. If there is significant demand, I may upload the lore-accurate variant.
  • Brute Plasma Rifle: Modified to function as a distinct weapon rather than a faster-firing Plasma Rifle.
  • Tartarus: Health increased beyond lore for balance, as a lore-accurate boss fight ended too quickly.
  • Movement Speed: Spartan and Elite speeds were left unchanged. Lore-accurate movement felt unnatural in-game and risked breaking mission triggers.
  • Player health still regenerates. I don't have the knowledge needed to implement a visible health system with med-packs like in Halo CE.
  • Johnson and Half Jaw being immortal is not lore innacurate. They're too badass to die, even in the lore.

Gameplay Tips
  • The Arbiter’s armor and shields are weaker than the Master Chief’s Mark VI Mjolnir. Keep this in mind when controlling the Arbiter.
  • The player still has regenerating health but regeneration time was increased significantly.
  • Flood are highly aggressive. Their ranged accuracy is poor, but they excel in close combat with relentless melee attacks. Avoid letting them close the distance, as they will berserk at melee range.
  • The scale of conflict in Halo 2 is far larger than in CE, featuring heavier infantry presence, especially Elites. Marines provide stronger support than in vanilla but are vulnerable to concentrated precision fire.
  • Try out all weapons. With lore accurate balance, even weapons like the Needler can be surprisingly effective, even without supercombines (few things in real life could stand being impaled by 3 large shards that explode and the lore supports this).
  • Take out drones as fast as possible if you're alone. You've been warned.

How Lore Damage Was Achieved
This mod adjusts weapon and entity damage/health values to align with Halo lore, based on extensive research across novels, comics, and other sources.
  • Lore weapon damage varies widely (depending on the author and dramatic intent).
  • To balance this, values were averaged into consistent 'middle ground' figures.
  • Final weapon damage vs. unit types is included in an image with the mod.

Difficulty Tuning
  • Easy, Normal, Heroic: Same damage but AI accuracy and firing speed scale with difficulty.
  • Legendary: Sharper accuracy, faster firing speed, slightly higher enemy damage and enemy count for an increased challenge.

Non-Damage Lore or Balance Adjustments
  • Battle Rifle (BR): Converted to semi/full automatic fire. The original semi-automatic functionality was underpowered due to Halo 2’s shorter engagement ranges, limiting the BR’s effectiveness.
  • Carbine: Fire rate increased; now limited only by trigger pull. This adjustment compensates for shorter engagement distances and provides parity with the BR.
  • Shotgun: Extended effective range and tighter pellet spread, making it a more reliable close-to-mid range weapon.
  • Brute Plasma Rifle: Fires in rapid five-shot bursts. Delivers high damage output but risks overheating with sustained fire.
  • Flood Combat Forms: Attack more aggressively with increased weapon fire frequency but reduced accuracy to reflect their reckless fighting style. Rely heavily on relentless melee attacks if allowed to close distance.
  • Headshot System: Any weapon can deliver a lethal headshot against unshielded targets.
  • Explosives (Grenades, Fuel Rod, Rocket Launcher, Wraith Mortar, Scorpion Shell): Expanded blast radii. Visual effects in Classic graphics adjusted accordingly.
  • Ghosts: Increased speed to reflect their role as agile scout and attack vehicles in the lore.
  • Banshees: Faster and capable of firing while boosting, reflecting their strafing tactics and lore-accurate maneuverability better.
  • Enemy AI: Engage at longer ranges with significantly increased rate of fire, creating more challenging encounters.
  • Marine Allies: Improved combat effectiveness through longer bursts and extended engagement ranges.
  • Phantom/Cov Turrets: Increased fire rate to match what's seen in some cutscenes.
  • Hunters: Now fire fuel rod blasts instead of the vanilla continuous beam.

Notable Campaign Changes
This modification rebalances and refines nearly every campaign level in Halo 2 to bring the experience closer to lore accuracy while maintaining a fun and challenging sandbox. Enemy composition, marine presence, and weapon loadouts have been adjusted to reflect the narrative more faithfully. Below is an overview of key level changes:
  • The Heretic: No changes.
  • The Armory: No changes.
  • Cairo Station: Additional Marines stationed throughout the facility to emphasize its role as a human stronghold. Elite Zealots now guard the Covenant bomb.
  • Outskirts: Marine presence increased to reflect the human city setting. Enemy numbers expanded with more Grunts and Jackals. Select Warthogs replaced with Gauss Warthogs.
  • Metropolis: A parked Ghost has been placed near the Gauss Hog encounter to address the issue of the Hog driver being eliminated by Jackal snipers before reaching the player.
  • The Arbiter: Heretic forces field a wider variety of weapons to enhance encounter variety. Because needlers and Carbines are less effective against shields in the lore, so more weapons were needed to increase difficulty. AA Grunts now fire at a much faster rate, making them a credible anti-air threat.
  • The Oracle: Cables can be cut with any weapon, not just the energy sword. More frequent enemy spawns during the elevator fight sequence. Heretics carry much more anti-flood weaponry throughout the level.
  • Delta Halo: The opening sequence has been overhauled with an increased number of ODSTs and new enemy composition.
  • Regret: In keeping with the lore, the Prophet of Regret can be defeated in one to two melee strikes, regardless of difficulty.
  • Sacred Icon: Flood encounters have been expanded to better represent lore. The player will meet scattered Marine forces throughout the mission. The Flood defense wave section has been redesigned to create a tenser, more engaging challenge.
  • Quarantine Zone: Marines appear near the end of the mission as they race toward the Icon, with some holding defensive positions. Note: the Flood AI during the moving platform sequence is bugged in the official mod tools and could not be corrected.
  • Gravemind: Additional Marines are in the holding pens.
  • Uprising: Minimal adjustments have been made.
  • High Charity: Flood presence significantly increased to reflect the fall of the city. The Covenant’s final defense at the Dreadnought portal has been heavily reinforced, though they will ultimately be overwhelmed by a never ending tide of flood.
  • The Great Journey: The final boss battle has been expanded to include multiple waves of Brutes and Elites entering the fray.
31 条留言
orangastang  [作者] 10 月 23 日 下午 8:28 
@Commander Kibbins that was the plan. But these mods take a long time (1-2 months). I have some game backlogs to get to so the next one is probably 3-4 months out.
Commander Kibbins 10 月 20 日 上午 3:47 
Not really a question relating to this mod specifically, but do you think you'll do a lore accurate mod for Reach and 3 in the future?
orangastang  [作者] 10 月 19 日 上午 11:23 
@ptdaniels52 since its happening to you and has happened to me in the past, it means something in the scripting doesnt work correctly under unclear conditions. Since it's a soft lock (you can't kill Regret) reverting to Bungies original script while lowering the reinforcements is probably the best call
ptdaniels52 10 月 18 日 上午 1:35 
i reinstalled idk if its the mod or the game itself glitching so if it works for you and others it is on my end and no need to work harder ill just punch him then go to the next mission but thank you for looking in to it if you do
ptdaniels52 10 月 18 日 上午 12:00 
im on legendary and i checked to see if it was grunt birthday party that caused it next ill see if its the version
orangastang  [作者] 10 月 17 日 下午 7:15 
@ptdaniels what difficulty are you playing on? I thought I fixed that since it never came up in my last round of testing. The intent was to punch him twice to kill him but the original scripting is complicated.

I may need to revert it so you still have to hit him until he warps 4 times but I can tone down the reinforcements he gets.
ptdaniels52 10 月 17 日 上午 5:18 
Has anyone else gotten the glitch where you punch regret 1 to 3 times and it soft locks the mission as if he is still alive?
orangastang  [作者] 10 月 12 日 上午 7:19 
@clippy thats technically possible but not for me. The Halo CE AR was work done by prolific modder Vengeful Vadam and team and he graciously shared his work. I dont have the skills to modify/create weapons like him.
Vimy Glide 10 月 11 日 下午 9:48 
windows deleted my mp4 meme folder for this mod. 0/10.
Clippy 10 月 11 日 下午 3:34 
@orangastang is there any way you can change the animations of the assault rifle to match that of the battle rifle?