Halo: The Master Chief Collection

Halo: The Master Chief Collection

YAH3R (YET ANOTHER HALO 3 REVAMP)
151 kommentarer
King Feraligatr  [ophavsmand] 11. juni kl. 16:51 
@Lonius Glad you enjoyed the mod. :) And yeah, the revivers in this mod do have "names" of sorts since they're supposed to represent real people (they chose more or less how they wanted to look and sound like from what was there). Unlike Inferno but like AH2R, these revivers are all set characters.
Lonius 11. juni kl. 14:54 
This mod is FIRE! 🔥🔥. And the AI were GREATLY improved. Especially whenever the elites pulled out their energy swords as soon as enemies got close. Their survival rate went up by like 90% lol. The brutes weren't pushovers either. Made me think twice before approaching more than 2 at a time. I also love how you incorporated more allies that are "invulnerable" or would come back after death. Made it seem like there are more important/crucial characters to the plot of the story. I wish more halo mods did that, even across other halos like 1, 2 or odst. (do the new allies have names by the way or no? just curious. would be dope). I personally can't think of anything to criticize. Again this mod was dope man 💯
King Feraligatr  [ophavsmand] 8. mar. kl. 12:25 
@THEEMADSPARTAN The mod was updated for the latest release pretty much on the day of the update. Trying unsubbing and resubbing.
THEEMADSPARTAN 8. mar. kl. 9:19 
MCC update broke the Mod.
King Feraligatr  [ophavsmand] 17. feb. kl. 18:12 
Starting to think YAH3R, AH2R, and Inferno need a soft balance rework to make them actually difficult and grueling. Make Legendary not just Heroic+.
gloom 17. jan. kl. 5:40 
@King Feraligatr alright. it is what it is. either way i beaten the mod and enjoyed it. its just the halo level that kinda frustrated me the most. ill be waiting to see what u cook up for halo 2.
King Feraligatr  [ophavsmand] 17. jan. kl. 3:56 
@gloom That level is intended to be quite a bit harder than vanilla since it's the last level. I wanted the feeling of an "uphill battle" (even that's literally the case anyways. (: ), which I think I succeeded at. You're not the only one to say it's very hard, and indeed it used to be even harder. I think I've addressed things there well enough to make things manageable while still keeping a higher level of challenge than normal. I think things are fine for now and probably will not be changing anytime soon. Never say never, but yeah. Sorry. :/
gloom 16. jan. kl. 18:54 
I feel you made the Halo mission way too frustrating and difficult for solo. The arbiter AI just gets beamed and dies and it leaves you to fight like 100 flood on your own.
RememberReach6 21. dec. 2024 kl. 14:03 
Heyo, I know that this is a longshot, but could you add in Jun and Rosenda to the campaign as Easter eggs? Maybe as a skull to add them in as respawnable allies? Or maybe a skull to add in Spartans in general, so it's an option? Because there is no other mod out there that is this good and I really would love to have this mod have these as optional things, so if you don't want them in the campaign, you don't have to have them, but you always can choose to. Also could you add pictures of Noble Team to the epilogue wall? It makes sense in the lore and they should be honored in the scene tbh, though Jun shouldn't be there and neither should Six.
King Feraligatr  [ophavsmand] 16. dec. 2024 kl. 10:26 
@$P!TMyKidsOut Beyond me *recommending* you give one of your Marines an FRG like Romans 10:9 suggested, I really can't say there's an "intended" way for you to play that segment. I usually like to take some time, using my Marines to take out the enemies while learning to retreat when we need to regen. Still, that's really only one way to play it. Perhaps you'll come up with your own cool way of doing it. :)

And about allied flipping their vehicles over, well, that's just going to happen sometimes. The AI isn't perfect and probably shouldn't be. And at least they can flip their vehicles back over.
Romans 10:9 9. dec. 2024 kl. 13:21 
No, I doubt it's meant to be sped through. Just give one of your marines a fuel rod gun and work your way through with the warthog.

Plus, you can run over the Hunters.
$P!TMyKidsOut 💦 8. dec. 2024 kl. 3:11 
allied drivers seem to flip over easily, though i've only encountered it twice so far so it could be situational to me.
$P!TMyKidsOut 💦 8. dec. 2024 kl. 3:02 
on tsavo highway, where the phantom, hunters, and shade turret are, is that section meant to be sped through?
King Feraligatr  [ophavsmand] 25. nov. 2024 kl. 20:28 
@$P!TMyKidsOut Thank you. I'll take a look at things and respond when I have time.
$P!TMyKidsOut 💦 25. nov. 2024 kl. 16:53 
i played through quite a bit of this and i left some feedback in the discussions tab as to not clutter the the comments section.
King Feraligatr  [ophavsmand] 18. nov. 2024 kl. 5:48 
@Romans 10:9 Glad you enjoyed the mod. :) And you do me honor by noticing all my work into the Brutes. As for your critique on the dropped off Elites, I think you are probably right. I might look into making them temporarily invincible. Would help them last more than two seconds. (:
Romans 10:9 14. nov. 2024 kl. 18:45 
Just did a playthrough of this and I have to say, well done Feraligatr.

I love what you did with the Brutes in particular. Over the years, I found myself agreeing with the overall sentiment that Brutes in 3 could be better. I liked that Bungie tried to make them more like "inverse Elites" in a sense, but they may have over corrected in some areas.You managed to find a nice middle ground between in taking what was good about 2's Brutes without making them feel broken/frustrating to fight like in that game.

There are a few little things I'd like to improve (i.e. The Spec-Op Elites in Floodgate die a little too quickly when they first appear. Maybe give them invincibility frames upon exiting their drop pods or something to that effect?)

Other than that, this was a very well-done mod. Keep up the good work!
King Feraligatr  [ophavsmand] 2. nov. 2024 kl. 16:34 
@Travers2a49 Thank you for the kind words. :). Yeah, I'll probably test higher values and see what I like. You'll know what I settle on in the next update. :)
Travers2a49 2. nov. 2024 kl. 11:42 
thanks for the reply! I think 70% does sound like a good number to match the pistol while also not making the BR too OP and like vanilla's "be all, end all" weapon. I really appreciate your thoughts and passion when working on this mod, and your dedication to making sure that each weapon has its own role in the sandbox.
King Feraligatr  [ophavsmand] 2. nov. 2024 kl. 6:01 
@Travers2a49 Yeah, I'm not going to have the FRG and RL not do friendly fire damage. That would make things too easy and open up whole other cans of worms. I've slightly increased the tracking and leading with allies with those weapons and increased the minimum firing distance with the RL so friendlies are less likely to blow themselves up, but there's only so much I can do.:(

On the Carbine: yeah, it's *kind of* intended to be overall better than the BR and Pistol. Especially since it does neutral damage into shields. But again, I'm looking into shield damage buffs for the BR and Pistol. My most recent testing suggests that it probably wouldn't break anything by buffing BR damage into shields even further than my current indev 67.5% (Pistol sits at 70%). I don't want them to 75% to put a dent into potential headshot weapon overdominance (I don't feel the Carbine is that way), but we shall see.

Again, thanks for the feedback. :)
Travers2a49 28. okt. 2024 kl. 20:29 
and I spent some time thinking on why I felt like the BR didn't feel all that good to use and I think I finally have it down. it's due to the Covenant Carbine filling its role, but better imo. from what I can tell, the Carbine doesn't have the shield damage debuff, still has its vanilla rate of fire, and can headshot just like the BR. while it is less accurate, I don't have to worry about ammo on it either since many enemies use it. I can spam it to eventually get the headshot or kill through non-headshots while still having plenty of reserve ammo from enemy drops.

Right now I just feel like the Carbine > BR in ever situation outside a few edge cases where you have more BR ammo available, which isn't often.

thanks again for taking the time to address my feedback. I do like this mod and am just brainstorming on possible adjustments to make it even better.
Travers2a49 28. okt. 2024 kl. 20:16 
@King Feraligatr, thanks for the reply! the only other thing that came to mind was turning off friendly fire for the rocket launcher and possibly the fuel rod. again, these are more wishlist items from frustrations of the allied npcs constantly killing themselves, each other, and me in vanilla H3 and at times your mod. I don't think there's really any way to "fix" that with their AI other than having them just not damage friendlies. I understand that this can take away some identity and challenge, so I also understand not wanting to do this.

(and just between you and me... something tells me the marines are plotting those rockets in my back. I've only slaughtered a few. I swear! no reason for that... >.>)
King Feraligatr  [ophavsmand] 27. okt. 2024 kl. 0:14 
I agree with you that its anti-shield damage can be... poor. Again, somewhat intentional, but you know... Alright, I've rambled on enough.

Thank you playing and enjoying the mod and thank you very much for the feedback. :)
King Feraligatr  [ophavsmand] 27. okt. 2024 kl. 0:14 
*For the BR, you're not the only one who dislikes the reduced fire rate (though you are far more cordial about it). I personally like it and plan on keeping it where it is for now. It has more accuracy and a better scope (at 3x) and more or less fills a sort of "DMR range" role. I find it great at getting headshots and counter-sniping, but it's not the end-all-be-all for all situations. And contrary to what you think, I find it great at taking out the fodder enemies. However, the shield damage is increased to at least 67.5% for the next update (it's currently at 66.25%... I haven't updated the doc in ages. You can find the changes in the updates section). I really wanted to nip at its overdominance while still keeping it useful and giving it something to do. And while I feel I succeeded overall, it's obvious I found that I overcorrected. Cannot say the shield damage will be increased past the 67.5% mark next update, but it will be getting a buff.
King Feraligatr  [ophavsmand] 27. okt. 2024 kl. 0:13 
@Travers2a49 I'm glad you like the mod. :) Now to address some of your feedback:
*Homing rockets aren't going to be a thing. It would take away from the Missile Pod. Also, since it shares some continuity with YAH3R, it would take away from my Halo 2 mod as well (since that keeps the homing rockets). Halo 3's Rocket Launcher already does more outright damage than Halo 2's, so there's that. I've also buffed the initial rocket velocity and maximum effective radius slightly as well. *Maybe* the velocity could be further buffed, but since I do not want to detract from AH2R's Rocket Launcher, the YAH3R one will not have homing rockets.

*If someone could find me a Focus Rifle model that looks like Reach's but fits Halo 3's artstyle, maybe I change the model. For now, I know of none that exist, so it keeps the Beam Rifle's model.
King Feraligatr  [ophavsmand] 26. okt. 2024 kl. 23:41 
@kremss_jr I'm glad you like this mod. :) As for the Focus Rifle, I find it more unique than the Beam Rifle's "basically a Sniper Rifle but with a battery". Still, yeah, it's not for everyone. I did what I found best.
Travers2a49 25. okt. 2024 kl. 9:58 
Part 3/3

the other is me being spoiled after recently playing H2 and HR with homing rockets. I really only wished for this during the "rocket mongoose squad" section of The Storm taking out all the faster ghosts and choppers, along with the marines constantly missing the joints on the scarab.

I know the Focus Rifle and Rocket Launcher changes would involve a lot of work so I completely understand not doing those.

thanks again for this mod! it's great overall without bloating the sandbox and the improved AI are a godsend. I'm also loving the additional Elites appearing in the campaign adding depth to the Elite/Human alliance. it's clear a lot of time, effort, and passion went into this and its greatly appreciated! :steamhappy:
Travers2a49 25. okt. 2024 kl. 9:57 
Part 2/3

Personally, I would make the following adjustments to the BR (this is just my opinion):
1) return the fire rate to vanilla
2) have it's shield damage be the same as the other bullet weapons at 75%
3) reduce its bullet magnetism as a balance. this allows for more skill expression when using the weapon. it's harder to get the headshot but more rewarding when you do (got this idea from Ruby of Blue's H3 Rebalance)

only other changes I can think of are just wishlist items. one being using the Focus File model/animations from Reach (my halo vet brain sees “beam rifle” and has trouble adjusting lol)
Travers2a49 25. okt. 2024 kl. 9:56 
Part 1/3

loving the mod so far. the improved AI and challenge are apparent and refreshing, and I've enjoyed most of the sandbox rebalancing. I do have some criticisms though.

the biggest being the weapons with additional nerfs against shields. I understand bullets doing less damage to shields, which I agree with, but I think it should be consistent for all the weapons. the current value of 75% feels appropriate to me and feels fine in gameplay.

the most noticeable additional nerf is on the BR. I feel it's less fun to use due to the additional damage reduction against shields (document says 63.5%). I'm also not a fan of its reduced fire rate as that makes it less effective at crowd control on un-shielded enemies like groups of grunts and jackals.
kremss_jr 19. okt. 2024 kl. 16:07 
I love this mod. It feels like Ruby's Rebalanced but with its own identity. The only think I am incredibly iffy about it the beam rifle being the focus rifle. But I can sorta see why you made that change with the beam rifle being too much like the sniper rifle to be unique and of course the one shots.
King Feraligatr  [ophavsmand] 15. okt. 2024 kl. 1:26 
@LucianM What do you like about the mod?
LucianM 9. okt. 2024 kl. 16:13 
Ohoho, now this... this is excellent.
King Feraligatr  [ophavsmand] 6. juli 2024 kl. 8:51 
@Risk Well, I hope you continue to enjoy it as you play it. :) Feel free to give more feedback when you're done. :)
idversa 6. juli 2024 kl. 8:10 
:steamfacepalm:
idversa 6. juli 2024 kl. 8:09 
yeah im playing it with friends and having a good time but still
King Feraligatr  [ophavsmand] 6. juli 2024 kl. 7:05 
@Risk Did you enjoy the mod overall, at least? That is the most important thing. :)
idversa 6. juli 2024 kl. 6:40 
yes.
King Feraligatr  [ophavsmand] 5. juli 2024 kl. 21:50 
@risk Is the mod evil? >:)
idversa 5. juli 2024 kl. 17:01 
simply evil
King Feraligatr  [ophavsmand] 5. juli 2024 kl. 16:29 
@Risk If I may ask, evil how?
idversa 5. juli 2024 kl. 14:57 
evil
The Full Force 16. juni 2024 kl. 7:36 
haven't actually tried it yet,theres a game that just came out ive been busy with. maybe i'll try it today
King Feraligatr  [ophavsmand] 15. juni 2024 kl. 17:34 
@strong silent type How did you like the mod, if I may ask?
The Full Force 13. juni 2024 kl. 19:30 
gonna play my favorite campaign on heroic again
The Full Force 13. juni 2024 kl. 19:30 
ah ♥♥♥♥, here we go again
TheRat62 10. juni 2024 kl. 15:45 
When the shield popped it would be cooler if the armor just looked scuffed and battle worn as opposed to just vanishing
TheRat62 10. juni 2024 kl. 15:43 
Yeah true your mod is definitely better than some in that regard. For armor disappearing I think my rationale is to just keep it consistent with Elites from previous games where their armor doesn’t disappear. It’s weird enough seeing the armorless brutes would be even weirder seeing armorless elites
King Feraligatr  [ophavsmand] 9. juni 2024 kl. 19:02 
@TheRat62 I wouldn't do so in YAH3R. Not at this point when I already have things established. Anyways, while I understand the frustration with Brutes' armor breaking off, it is a pretty good way to show you that their shields are no longer a problem and can be pretty satisfying with the "pop". Plus I don't really think keeping the armor (especially to work as armor) on adds anything of value (besides keeping the helmet). Still, you are right that it doesn't make much sense and can make them look less cool and/or intimidating. I made the undersuit the same color as the armor to help you understand which rank is which when their armor breaks, at least (helmet helps as well). Hope this answers your question.
TheRat62 4. juni 2024 kl. 11:23 
Would you ever consider making it so that Brute armor doesn't disappear ? I've always found it odd that Elite armor never disappeared making Elites naked and goofy but for some reason Halo games since Halo 3 have had this obsession with Brute armor disappearing making them goofy.

I would like it more if it didn't just all of a sudden disappear into thin air upon shield depletion (which never made any sense tbh)

Just feels weird when nearly every Brute rank winds up being a silly looking Donkey Kong ape. They always look way cooler in their armor.

Maybe if there was a way to tie the helmet disappearing to Brute beserking only.
But other than that wouldn't it be better to have such badass beautiful looking armor to stay in tact the way it always had with Elites?

Always seemed like a way to make the game more kid friendly to have a bunch of gorillas running around.
King Feraligatr  [ophavsmand] 1. juni 2024 kl. 3:36 
@StormPlumber64 There's a disc for YAH3R? That's news to me. (: