Halo: The Master Chief Collection

Halo: The Master Chief Collection

YAH3R (YET ANOTHER HALO 3 REVAMP)
Εμφάνιση 11-20 από 59 καταχωρίσεις
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Ενημέρωση: 7 Δεκ 2024 στις 12:04

v1.0.13:
*Gave all AI a miniscule firing time with the Prowler, Gauss turret, and Rocket Launcher in the hopes they aim better with them. In my experience, it seems to be an improvement.
*Reduced enemy AI damage with the Banshee's plasma cannons back to vanilla.
*Brute Captain Majors have a more golden color. Thanks to The Vengeful Vadam for the suggestion.
*Flood Combat Form damage sections should be more consistent. And their main body region won't regenerate as fast. Thanks to TheHostileNegotiator and Autarch Katherlyn for the help and resources.
*Marines/ODSTs will no longer be considered "destroyed" when killed with fire. Added in a missing effect when killed by fire to female Marines and naval crewmen.
*Player instant response to being killed by fire no longer kills them (but you'll still die to it... how to explain... this is awkward... Just wanted to make sure you died "legitimately" to fire with no "cheap shots".). Added in a instant response to being killed to fire to Master Chief.
*Needler AoE supercombine damage slightly increased.
*Energy Sword completely has no delay before being able to be used after being pulled out.
*Spike Grenade spike fragment lifetimer and max travel distance both increased.
*Increased Scorpion and Wraith main damage slightly. Damage adjusted to still do the same damage to vehicle occupants.
*Increased Shade Turret damage in player hands only.
*Increased Wraith gunner damage. Enemy AI still do the same damage with it.
*Increased the danger radius on the Prowler's spike so AI are more likely to dodge it and recognize it as a threat. Prowler boost speed decreased, but damage multiplier increased as a sort of compensation.
*AI should be less likely to get stuck on that one lamppost during the Chopper introduction on Tsavo Highway.
*Gave the starting SpecOps Elites on Floodgate some seconds of outright invincibility so they're less likely to be massacred on drop. Thanks to Romans 10:9 for the suggestion.
*Some other miscellaneous changes I probably forgot about.
*Etc.

Ενημέρωση: 4 Νοε 2024 στις 0:03

v1.0.12:
*Slightly decreased enemy minimum burst length with the SMG. Covenant more so.
*Decreased enemy Covenant target tracking with the Pistol slightly.
*Increased Flak Hunter target leading and decreased their projectile error.
*Increased ally aggression with the Plasma Pistol, PR, and Needler slightly.
*Both SpecOps Grunt variants are definitely black. The reddish one (wasn't intended to look that way, but it ended up being that way) has been removed.
*Player 3 (N'tho 'Sraom) is now a jet black color to reference the fact that he's a SpecOps Elite, to make him no longer look like a lowly Minor, and more. He will still stand out from other SpecOps Elites since he still is in a Combat harness. Player 4's (Usze 'Taham) appearance unchanged.
*The Battle Rifle now does 67.5% damage to "thin" energy shields. The Pistol: 70%.
*Increased minimum transfer damage to Wraith and Scorpion gunners slightly.
*Increased Scorpion main cannon AoE damage slightly, at both the minimum and maximum damage ranges. Damage to vehicle occupants remains the same as before.
*Scorpion cannon has a greater magnetism angle to make it less likely to miss shots.
*Wraith mortar maximum damage increased slightly to keep up with the Scorpion. Again, the damage to vehicle occupants is the same.
*Switched a Brute Captain spawn in the first hangar fight on Crow's Nest on higher difficulties to be a Captain Ultra.
*The SpecOps Grunts on the Covenant now have set appearances to suggest they're the same Grunts when they appear.
*Made some AI firing positions on Halo valid to help the AI out a bit and prevent the Arbiter from teleporting forward into a rock, among other things.
*Etc.
I'm sure there's other things I forgot about.

Ενημέρωση: 30 Σεπ 2024 στις 0:08

v1.0.11:
*Allied AI properly have extra tracking with their usage of the Sentinel Beam.
*Elite animations to the latest version of Byzantine is Roman's animation set.
*Sniper Rifle damage against Hunter flesh increased to the point where it can 4 shot a Hunter on Legendary.
*All vehicles lost their 2.5% health increase from vanilla, leaving mostly vanilla health values. The Prowler and Mongoose are exceptions, keeping some extra health.
*Increased Chopper and Hornet health regeneration threshold from 30% to 35%.
*Shade damage increased in player hands. AI damage is unchanged.
*More SpecOps Elites are able to spawn in Floodgate in co-op, with less spawning the more players you have.
*Adjusted the ammo counts of some of the added weapons on the Ark.
*Etc.

Ενημέρωση: 16 Ιουλ 2024 στις 13:35

v1.0.10:
*Slightly sped up allied health regen.
*Increased allied AI aggression with the Pistol slightly.
*Increased Pistol and BR damage vs. non-player "thin" energy shields slightly.
*Decreased Needler damage vs. "thick" energy shields a bit.
*Fixed another reviver Elite that could not be erased when he was supposed to.
*Made a Flood Zealot have a Sword instead of a Shotgun on Cortana.
*Added a cameo from Ruby of Blue... can you find him? :O (Hint, he's a unique looking Grunt. Not a reviver either.)
*Etc.

Ενημέρωση: 15 Ιουν 2024 στις 17:33

v1.0.9:
*Stacker and Reynolds no longer have such a pale skin tone.
*First Mauler on Floodgate has an extra reserve magazine.
*The allied Pure Forms on the Covenant should now always remain Tank Forms while fighting the eponymous faction.
*Tried to do some work on the tasks for the Pure Forms in the reactor on Cortana so they stand around less. Don't think it really did anything though. :(
*Etc.

Ενημέρωση: 1 Ιουν 2024 στις 19:51

v1.0.8:
*Allied AI regenerate their body health a bit faster. My nerf was a bit too much, so this should help keep a balance of making them more vulnerable while still not *too* vulnerable.
*Plasma Pistol EMP does some bonus damage to Hunter flesh.
*Mauler has a bit less damage falloff.
*Removed the potential for duplicate Johnsons on Sierra 117.
*The AI Arbiter now starts with a Carbine on the Storm to reflect the ending cutscene/the start of Floodgate.
*Allowed one more Sentinel respawn on the ziggurat on Halo so that's even again.
*A few optimizations to reviver ally code in various levels.
*Etc.

Ενημέρωση: 30 Απρ 2024 στις 2:37

v1.0.7:
*All AI have a slightly lowered minimum firing distance with the Focus Rifle and Sentinel Beam.
*Added a slight surprise delay time to AI using the following weapons: Rocket Launcher, Sniper Rifle, and Focus Rifle.
*All AI do a bit damage to *non-player* sources with the Plasma Pistol and Needler. Should be around the same damage as before against the player.
*Marines/ODSTs, Elites, Brutes, and Combat Forms have a bit less max delay time for their first burst(s) with the Plasma Pistol and Needler.
*Brute Captains take a bit longer to regenerate their health.
*Hunters have a bit longer health recharge stun time.
*Flood Combat Forms do a bit less damage with the Assault Rifle.
*Enemy Sentinel "Captains" have a slightly longer shield stun time.
*Allied AI are a bit more aggressive with the Hornet and Banshee.
*All allied AI have a bit longer health recharge time. Stun time is the same. Allied Grunts and Sentinels take slightly less time to regenerate to their full recharge fraction.
*Elites take a slightly shorter time to regenerate their shields.
*Elite Ultra shield health increased slightly.
*SpecOps Elite health reduced to match Elite Ultra health.
*Allied Sentinel Majors now have a slightly shorter shield recharge stun time.
*Pistol has slightly lower minimum spread.
*While it's not an interaction that's possible to see, Sniper Rifle damage against Flood buffed by decent amount (though the damage is still heavily reduced). Does slightly increased damage to Flood weakpoints, instead of no extra damage.
*Splaser is back to using "spike AoE" damage instead of an impact damage to restore its old lethality. I made a mistake here.
*Focus Rifle does a bit less damage to normal "tough" Flood flesh. Does a bit more damage to Flood weakpoints to compensate.
*Spike Grenade fragments do a bit more damage.
*Restored a broad allied deletion on Tsavo Highway.
*Did some work on the objective on the added Jackal Snipers on Tsavo's roundabout fight so they hopefully work more as intended.
*Did some optimizations on the reviver ally respawn scripts on Tsavo.
*Restored some allied deletions on the Storm.
*No Brutes spawn in the Ghosts in lakebed B on the Storm. One now spawns in lakebed A to compensate.
*The second Banshee encounter on the Ark now has an extra Banshee.
*The Elite Ultra that was dropped off with the first Warthog on the Covenant is now an ODST.
*Added some extra weapons around the cave area on Halo.
*Made the Sentinel spawns in the opening valley encounter on Halo a bit better. More now spawn on Heroic and Legendary. Touched up their objective so they move about better.
*The Invincibility on top of the ziggurat on Halo now only spawns on Easy and Normal (no longer spawns on Heroic).
*Etc.

Ενημέρωση: 30 Μαρ 2024 στις 6:42

v.1.0.6:
*All AI have less maximum time to wait before their first burst with a Focus Rifle.
*All AI have a bit less maximum firing distance with the Needler (greater than vanilla still, though).
*All enemy AI have less target tracking with the Ghost and Shade.
*Brutes, Jackals, and Combat Forms have less target tracking with the Battle Rifle.
*Covenant do a bit less damage with the Shotgun. Combat Forms do a bit more damage with the Mauler.
*Allied AI have a bit higher specific targeting distance with the Sniper Rifle.
*Allied AI do a bit less damage with the Ghost.
*Rocket Launcher explosion has a slightly larger maximum damage radius.
*Plasma Pistol standard shot does a bit more damage. AI still do vanilla damage.
*FRG explosion does a bit more minimum damage.
*Edited the Frag Grenade's and Wraith mortar's visual effects to better fit in with what I know now.
*Eased the projectile velocity nerfs on the Warthog's chaingun and Gauss turrets, the Scorpion's gunner seat, and the Hornet's machine guns and missiles. This change is very much subject to be looked at.
*Scorpion and Wraith do a bit more maximum damage with their explosions. Damage vs. vehicle occupants still the same. Wraith gunner has a bit less maximum spread.
*Ghost has a bit faster projectile velocity.
*Chopper does more damage vs. "solid" hard metal (i.e.: tank and Hunter armor).
*Shade does more damage and has a bit faster projectiles.
*Fixed up some of the tasks for the Focus Rifle Brutes at the Chopper introduction on Tsavo Highway. They should spawn with their weapon pulled now.
*Increased the ammo the SMGs in the "Cortana office" on the Storm have.
*Master Chief can now carry over his weapons from the Storm onto Floodgate.
*Made the destroyed Warthog always spawn on the Ark regardless of player count. The intact one at that point will never spawn.
*Allied AI should be able to take your "intended" Scorpion on the Ark if you hop into another vehicle.
*Etc.

Ενημέρωση: 10 Μαρ 2024 στις 14:23

v1.0.5:
*Increased friendly AI aggression with the Machine Gun Turret slightly.
*Increased the Brute Shot's melee damage a bit.
*Decreased Scorpion's projectile velocity a bit.
*Increased Shade turret's damage a bit again.
*Adjusted the weapons/spawns of the starting ODSTs on the Covenant as per Jothy's suggestion.
*Etc.

Ενημέρωση: 14 Φεβ 2024 στις 20:58

Should work properly with the latest MCC update now.