Halo: The Master Chief Collection

Halo: The Master Chief Collection

ANOTHER HALO 2 REVAMP ALPHA
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Actualización: 22 NOV a las 23:39

v.0.5.21 Alpha:
*Increased AI maximum firing range for most weapons to varying degrees.
*To compliment these firing range increases, specific targeting distances for AI using certain weapons has been increased.
*AI target leading with the BR decreased slightly.
*Slightly increased Plasma Pistol overcharge change for certain actors (SpecOps Grunts and Elites, ODSTs, ODST Flood, and Elite Zealots and Councilors.)
*Made some AI firing patterns with only "inaccurate" blocks also have a "very accurate" blocks with slightly increased firing competency.
*Increased Elite Zealot and Councilor shields and health a bit.
*Refined Elite grenade throwing ranges. Heretic Elite Minors throw grenades at their proper distance, SpecOps Elites have a bit less grenade throwing range, Councilors a bit more.
*Brute grenade throwing range increases a bit with higher ranks.
*Enemy SpecOps Grunts fire Needlers a bit more effectively.
*Increased Brute health regen threshold for all ranks besides Tartarus.
*Increased Tartarus's body health slightly.
*Flood Zealot Combat shield health increased since normal Zealot's shield health has been increase.
*Pistol does a bit more damage.
*BR fire recover time decreased, allowing for slightly faster RoF.
*Plasma Grenade attached explosions do a bit more damage to Elite shields to ensure they can break the increased shield strength of Zealots and Councilors.
*Spectre turret damage slightly increased.
*Banshee bomb projectile speed slightly decreased.
*Etc.

Thanks to Endlesspie49 for suggesting some of these changes!

Actualización: 26 OCT a las 1:49

v.0.5.20 Alpha:
*Reduced PR, PP, Focus Rifle damage vs. "thin" hard metal (except against players, Sentinels, and Enforcers.).
*Fixed some Grunt spawn points on Cairo Station that could make them spawn in "magically" in view.
*Etc.

Actualización: 3 OCT a las 13:30

v.0.5.19 Alpha:
*Hunter fade distance increased a bit so they appear less "out of nowhere" on Metropolis.
*Sniper Rifle does some more damage to Flood weakpoints.
*Increased Spectre turret damage.
*Made my active camo command script for camoed actors global. Not like that matters to most users. :')
*Add some extra Rocket Launchers and FRGs to Quarantine Zone to be more consistent with other vehicle focused sections having extra to support on-foot combat more.
*Made the Councilor on Gravemind not berserk immediately when charging so he's more likely to throw grenades.
*Made some overlooked allied Grunt spawns on Uprising SpecOps Grunts.
*Added some extra FRGs to the Great Journey for a similar reason as QZ. Some only spawn when the Banshee section starts.
*Added an extra Jackal and reinforcement Brute to the prison break section of Great Journey.
*Etc.

Actualización: 17 SEP a las 13:21

Updated to work with the latest version of MCC.

Actualización: 12 SEP a las 14:15

0.5.18 Alpha:
*Simplified the usage of some Combat Forms' biped tags.
*Slightly increased the Pistol's damage vs. Flood weakpoints.
*Slightly decreased the Rocket Launcher's transfer damage.
*Slightly increased the FRG's damage.
*Etc.

Actualización: 28 AGO a las 11:05

v0.5.17 Alpha:
*Decreased Spectre gunner firing angle slightly. Gave enemy Spectre gunners slightly more projectile error. Made Combat Forms have the updated firing patterns for Spectre gunners.
*Increased Hunter maximum firing distance slightly.
*Slightly decreased the Shogtun's damage falloff.
*Etc.

Actualización: 18 AGO a las 1:51

v.0.5.16 Alpha:
*Made the AI fire the Spectre Turret a bit more aggresively and accurately. Still might be adjusted later. Thanks to SillyVladek for the "greater aggression" suggestion.
*Made the Focus Rifle do proper damage to Sentinels (was a little lower than intended).
*Slightly increased the damage of the Plasma Cannon and smaller Machine Gun Turret.
*Added some Elite Honor Guard Ultras to some cutscenes.
*Etc.

Actualización: 30 JUL a las 23:54

v.0.5.15 Alpha:
*Added in colored models for Elite Combat Forms and ODSTs (courtesy of BlackandFan and Sabopool). Added in unique models for Heretic Elite Combat Forms (courtesy of mynameislol and Sabopool).
*Due to the addition of these models, immortal ODST Markel now has their proper purple colors and ODST sergeants are now red. Normal Elite Combat Forms appear as Minors, shielded ones as Majors, and Stealth ones as grey.
*Also due to the addition of these assets, the Zealot Combat Form from YAH3R and ODST: Inferno has also been added. They have strong shields (for Flood) and are more aggressive than most other Combat Forms. Among other things.
*Increased the melee cone for Sword wielding Elites to have Halo 3's bigger cone.
*Made the Plasma Pistol, PR, and Focus Rifle do a bit less damage to thin hard metal (i.e.: Elite and player body health material). Players take a bit more damage here than AI. (While Sentinels *also* use thin hard metal as their body health material, damage multipliers against them have been adjusted to make damage stay the same against them with these weapons.)
*Sniper Rifle does slightly more damage to Tartarus' shields.
*Slightly increased Brute Shot damage.
*Plasma Pistol overcharge shot uses 14% battery instead of 13%. You may blame 9e, Thrashed, and CodeNameSniper's abuses of it necessitating the change. (:
*Increased the damage of the Plasma Cannon and small Machine Gun Turret a bit. Reduced the projectile velocity of said Machine Gun Turret as a primer in case I do more damage buffs to it.
*Added in Zealot Combat Forms to Sacred Icon, Quarantine Zone, and High Charity. Adjusted the bodies of some ODSTs to appear as sergeants.
*Added in a few more dead bodies to the ledge outside the Council chamber on Gravemind.
*Did some various tag space optimizations to save some bytes of storage space (probably way more than that, but I'm just being careful.)
*Etc.
There's probably more I forgot about, like always. :(

Actualización: 12 JUL a las 21:21

v0.5.14 Alpha:
*Made the Warthog's chaingun bullets have a bit faster projectile velocity than the Scorpion's.
*Increased the Spectre's projectile velocity to compensate for the Warthog's.
*Implemented my own explosive crates on the various levels instead of the vanilla ones. They do a bit more damage than vanilla and have the "medium" explosion damage type (as opposed to the "small" one).
*Made sure you lose any invinciblity you might have on Oracle after both enter the final facility and when starting the boss fight.
*Made sure the Arbiter cannot die in the Heretic Leader cutscene on Oracle.
*Added a few dead bodies in the outside area of the Council chamber on Gravemind. This will probably be adjusted over time.
*Etc.
Probably other things I forgot about.

Actualización: 28 JUN a las 1:00

v.0.5.13 Alpha:
*Some damage table changes.
*Sentinel Beams do slightly less damage to "thick" energy shields (i.e.: Jackal shields)
*Added a Shade Turret to the big Wraith encounter on Heroic or higher.
*Did numerous changes to AI orders to stop allied AI getting into vehicles when it's uneeded.
*Etc.