Halo: The Master Chief Collection

Halo: The Master Chief Collection

YAH3R (YET ANOTHER HALO 3 REVAMP)
Ergebnisse 1–10 von 59
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Update: 24. Nov. um 21:57

v.1.2.0:
*Decreased target leading for the BR for all AI slightly.
*Slightly increased the Plasma Pistol overcharge chance for the following actors: ODSTs, ODST Combat Forms, SpecOps Elites and Grunts, Zealots, Johnson, and the Arbiter.
*Made Brutes have slightly better grenade throwing as they rank up.
*Slightly decreased the grenade throw range of SpecOps Elites.
*Slightly increased the health, both shields and body, of Elite Zealots.
*Increased the shield health of Zealot Combat Forms since the regular ones did.
*Slightly decreased the Pistol's maximum error angle.
*Slightly decreased the BR's fire recovery time, allowing it to fire a bit faster.
*Adjusted the Needler's RRR slightly and slightly increased its supercombine damage.
*Gave a few Rocket Launchers on the Covenant one more rocket.
*Etc.

Update: 17. Sep. um 13:20

Updated to work with the latest version of MCC.

Update: 8. Sep. um 0:01

v1.1.0:
*Decreased the AR's maximum error angle slightly. (Still higher than a few versions ago.)
*Increased the Needler's supercombine damage slightly
*Slightly increased the damage of the Fuel Rod Gun.
*Made the Prowler gunner's seat's transfer damage in line with some other gunner seats (like the Warthogs.).
*Increased the minimum transfer damage to Wraith and Scorpion gunners.
*Slightly increased the damage of the Wraith gunner. Enemy AI still do the same damage with it.
*Added some blood splats to certain added dead bodies.
*Made two of the Grunts at at the crashed Phantom on the Ark Heavies.
*Etc.

Update: 1. Aug. um 22:52

v.1.0.17:
*Infection Forms can now do some damage to "thick" energy shields (i.e.: Jackal shields).
*Sentinel "EMP" deaths can now EMP vehicles.
*The Plasma Rifle, Plasma Pistol, and Focus Rifle all do slightly less damage to "thin" hard metal (i.e.: player and AI Elite body health materials.). They do more damage to the player's body health than AI Elites. Fixed an issue where the Focus Rifle was doing an old amount of damage: higher than the currently intended amount.
*Slightly increased the AR's projectile velocity.
*Rocket Launcher does slightly more damage to help deal with YAH3R's general health creep.
*Plasma Pistol overcharge shot takes up 14& battery, up from 13%.
*Scorpion and Warthog chaingun turrets have slightly faster projectiles. The Warthog more so.
*Etc.

Update: 26. Jun. um 2:59

v1.0.16:
*Slightly increased alled AI accuracy with the Sniper Rifle.
*Redid the Tilt damage table to work as I properly intended, along with some new changes. (Thanks to Vengeful Vadam for telling me how the Tilt damage table properly works.)
*In editing the Tilt damage table, I found several issues with the standard damage table and have addressed them.
*Simplified some materials and "armors" I added to make things simpler to work with and remove some redundancy.
*Assault Rifle max spread slightly increased. I will be watching this one to see if I overcorrected and it might be reverted.
*Sentinel Beam does less damage to "thick" energy shields (i.e.: Jackal and Deployable Cover shields).
*Increased the damage of the main guns of the Scorpion and Wraith slightly. Stll do the same damage to vehicle occupants.
*Increased the transfer damage to Wraith and Scorpion gunners. Might be increased further as I continue to test things.
*Removed the Chopper's specific damage type I added entirely and replaced it with the "medium" explosion type since there was no functional difference at this point.
*Prowler spike explodes faster after sticking but does slightly less raw damage.
*Shade does slightly more damage in player hands. Damage remains the same for AI.
*Slightly increased the damage of explosive "barrels" like fusion coils and Covenant batteries to compensate slightly for YAH3R's generally higher enemy health than vanilla.
*The Arbiter should no longer be able to get into the Plasma Turret during the final encounters on the Covenant. This should keep him focused on helping you instead of uselessly going onto a turret.
*Etc.

Update: 4. Apr. um 0:41

*Increased friendly AI aggression with the Machine Gun Turret and Chopper slightly.
*Etc.

Update: 19. Mrz. um 11:23

v1.0.15:
*Increased minimum error angle for all AI for the Rocket Launcher, Shotgun, and Mauler. Allies are less affected by this.
*Increased error angles for all enemy AI using Rocket Launchers slightly.
*Jackals, Brutes, and Combat Forms are a bit less aggressive with Shotguns, Maulers, ARs, and SMGs.
*Fixed up colors for Jumppack Brutes and some non-SpecOps Grunt variants (who already got the fix).
*Increased error angles for Combat Forms using Shotguns and Maulers slightly.
*Increased Elite Zealot Combat Form shield health on higher difficulties slightly to be consistent with the Zealot's similar increase.
*Gave allied AI firing patterns with the Sword and Grav Hammer to give them minor tracking and leading but slightly slower attacks... if this even does anything...
*Reduced the collateral damage radius on Elites and SpecOps Grunts throwing grenades slightly in the hopes they throw more of them while still not inconveniencing the player.
*Increased Elite Zealot shield health on higher difficulties slightly.
*Slightly increased the time for revivers to reach max effectiveness with specialization weapons on lower difficulties.
*Further decreased the minimum error on the Pistol slightly.
*Slightly decreased the BR's fire recovery time, allowing for a faster RoF.
*Slightly decreased the Shotgun's damage dropoff.
*The Grunt Heavy with the FRG on the "Cortana highway" on Crow's Nest has had his FRG moved to before the encounter even starts. He instead wields a Needler and a dead friend has taken possession of the FRG.
*Removed the Spartan Laser from Crow's Nest's map files since it was unused (vanilla thing). Should save a few MBs.
*Adjusted reviver forced teleports later in Floodgate.
*The SMG at the start of Halo has slightly more spare ammo.
*Moved aound one of the extra weapons on Halo.
*Etc.

(Thanks to Ha-Satan (Yes, that's his name.) for some of these suggestions.)

Update: 28. Feb. um 17:54

Updated for the latest version of MCC.

Update: 20. Feb. um 1:17

v.1.0.14:
*Most AI drop slightly less ammo for the AR.
*Decreased enemy Prowler tracking while increasing their leading.
*Gave Hunters a bit more max firing range with their weapons.
*343 Guilty Spark reaches maximum accuracy/aggression faster and can sweep his weapon a bit faster.
*Allied AI have slightly less tracking and leading with the Prowler.
*Made allied AI slightly more aggressive with Sentinel Beams.
*Made allied Sentinels have a slightly lower strafing threshold and gave them a higher evasion chance.
*Decreased Pistol minimum error a tad.
*Decreased Machine Gun Turret's damage against "solid" hard metal.
*Made the Prowler's fire recovery time a bit slower.
*Added reviver ally respawn scripts to Sierra 117, Crow's Nest, Floodgate, and Halo.
*Adjusted many firing points at the end dam encounter in Sierra so AI can use them and to prevent revivers from teleporting into rocks and canisters.
*Adjusted the ammo counts for the weapons at the start of Halo. The BRs properly carry a second magazine, the SMG has a bit more spare ammo, and the Shotguns have one more spare round. Also added a Frag Grenade to said starting area and gave Master Chief's starting AR one more spare magazine.
*No stealth Flood should spawn with Shotguns, Maulers, precision weapons, SMGs, or ARs in the opening valley section of Halo. (Nothing's stopping them from picking up those weapons when they revive, though.)
*Adjusted the Sentinel respawns on the ziggurat to be more consistent and work better. Since they work better though, removed two Sentinel respawns on each side.
*One extra Sentinel on each side will spawn at the top ziggurat fight regardless of spare Sentinel respawns. They do not count against said respawn counts.
*Etc.

Update: 1. Jan. um 9:47

Made non-Chieftain Brute helmets able to be destroyed more consistently.