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*Prowler is *very* good, I admit. It can still be adjusted. For now though, just dodge (On foot. In a vehicle, yeah, you're hosed...).
*Battle Rifle is amazing for killing hordes of fodder, being a finisher, and taking far away Combat Forms/Ranged Forms. The only buff I can see my giving it is an increase to its shield damage. It shares the lowest shield damage multiplier among bullet/shotgun/spike weapons along with the Machine Gun Turret, at 63.75%. The Pistol is at 65% and most other shotgun/spike/bullet weapons are at 75%.
*Reverting the Focus Rifle back the the Beam Rifle is a big meh to me. Even if it is too similar to the Sentinel Beam, the Beam Rifle and Sniper Rifle are even more so. Other reworks to it can be discussed though. More Sentinel Beams are not going to happen.
*I don't think Hammer Chieftains are too tanky, but I'm willing to decrease their health a bit. They have more health than the gold War Chieftains since they need to get up close to you. As long as they retain that a bit, I'll be fine.
*I really seem to have struck gold with that AI, huh?
*The Mauler is one of my favorites. As soon as I made the concept when first making my ODST mod, I knew it was a keeper. Just too fun.
*I mean, the Arbiter can go down anyways to pick up a weapon... why not cut out the middleman so you don't have to knock him out to give him new weapons?
*I certainly have made Marines (and by proxy, ODSTs) and Elites a lot better, haven't I? Especially the Elites?
*Brute Stalkers are such an underutilized enemy in vanilla. There's so many evil things you can do with them. Case in point: FRG Stalkers. >:)
*ODST weapons I'd say are 99% certain never going to make it in. Halo 3's weapon sandbox is already a bit bloated IMO and with the game's short run time, it really struggles to make anything stand out if you add anything more. I'm not outright removing any weapon slots, but I'm not adding any either. The only exception *might* be the Brute Plasma Rifle, and even then, I'm still heavily against it.
*Allied Grunts don't appear more for two main reasons: silhouettes and animations. For the silhouettes, if allied Grunts were to fight the Covenant, you might accidentally shoot your own. However, the main reason they don't appear more is simply lack of animations. Grunts just simply don't have animations to look good riding in Warthogs, Scorpions, Prowlers, and more. The Ark and Covenant, the two joint ops levels, are heavily vehicular focused and allied Grunts would be largely pointless in them since they can't get in your vehicles and as such, follow you well.
*More allied colored Separatist vehicles opens up a whole other can of worms that doesn't feel worth the effort vs. the limited screen time they'd have. Plus the silhouette thing I mentioned with the allied Grunts.
*The Flare and Radar Jammer will be doing a bit of damage when they explode in the next update (whenever I compile and upload that). This one is already addressed. Not going to make them at all that useful in the player's hands, but they won't be *utterly* worthless.
Anyways, I'm glad you enjoyed the mod. I hope this addresses your concerns a bit. And if you want to talk to me more and give more feedback, I'm on Discord a lot. You can join my Discord server (link on the mod's page) and and we move on from there. :)
I think the damage for the BR is fine, maybe just restore the fire rate back to vanilla? Feels a bit too slow as is.
I think replacing the beam rifle with the focus rifle is fine in theory, though it would probably help a lot if you were able to make it more unique from the sentinel beam. Importing the sound, model, and animations from Reach would probably work well. As I understand it, you'd have to make a unique projectile from scratch, which is obviously more work, but still. In terms of unique functionality, not sure. Maybe it could do chip damage to vehicles?
Good mod though, I also agree with most of the praise in this post. I especially liked how dual wielding isn't useless anymore.
BR probably isn't getting a fire rate buff. It's no longer intended to be the "jack of all trades" weapon (the official honor for that would go to the AR, but one may argue the Spiker and/or PR as well). I do agree that it's probably underperforming (despite cutting through hordes of fodder like butter), hence why I have a poll for it to get a shield damage buff.
As for the Focus Rifle, yeah, it's kind of awkward and would be better served with at least different sounds and a different beam. Still, and this is no real valid excuse, I'm lazy (: . It takes time and motivation for me to want to put that together. But still, I pretty much agree: the Focus Rifle would be best served by some more changes to cement it as more its own thing.
Thank you for giving you feedback... constructive criticism is valued. :) Is there anything else you'd like to critique?
I found it quite hilarious that the arbiter decided to pick up my flamer after I dropped it on floodgate, and definitely in character, since you see him grabbing one at the end of level cutscene as well as when he shows up in cortana. I appreciate the meme of it being arby's favorite weapon if that was done intentionally.
There definitely is an overabundance of enemies at some points of the campaign, and I had to turn it down from legendary to heroic due to the sheer number of enemies that just pelt you the moment you step out of cover, and make it frustrating to even try fighting them. They're almost always tougher than your allies in any given situation, leading to you having to let your marines/elites sacrifice themselves while your shield recharges. This repeats as you try to snipe a couple of them down before having to take cover for shield recharging. Eventually it leads to you being completely outnumbered because all your allies died, and having no more distractions for the enemies, and they all focus on you and you die.
This lead to several frustrating experiences of getting stuck at certain places due to the sheer numbers of enemies, especially brutes, since their shields are often times very hard to strip, since damage vs thin shields have been nerfed on a large part of the weapons sandbox, and there's not as many plasma weapons available when killing brutes, as they tend to have brute weapons. In particular on Tsavo Highway, there were a number of spots that I was getting absolutely swarmed by brutes and repeatedly dying due to the overwhelming numbers of enemies.
Most of the weapons changes are decent, but the beam/focus rifle is pretty garbage. It was never good in reach, and it's still not good here. You have to spend something like 5 seconds shooting it to drain even lower rank brute shields, and you just CAN'T chew through hp on basically any enemy with it. Even killing grunts with it takes 5 seconds or so.
The only time I felt like it was useful was when I had a sniper and focus rifle and alternated stripping shields with the focus rifle, and then headshotting with the sniper, but I've only managed to have both of those weapons at the same time once. Even then, all it's doing is saving me a single sniper bullet, because the sniper could just strip their shields with an extra shot.
I get what you were trying to do, differentiating it from the human sniper, but it already had a decent niche with being the stronger shield stripping sniper, and it having overheat mechanics instead of requiring reloading. If you know what you're doing with it, you can get off a lot of consecutive shots with the vanilla beam rifle without overheating it.
I'm not sure what to think about the abundance of hunters, as they do seem to lose a bit of their special-ness with how often you've placed them in the campaign. I think the hunters in level 2's hanger was an interesting encounter, though they were accompanied by a bit too many enemies to be a fair fight, as your allies die really easily to hunter fire already.
*Yeah, I think the AI turned out real well. I think of the games on the MCC, only Halo 1 in general (except Marines) and Reach's Elites have good AI. The rest of the games? Nah. Improving the games' AI is a thing I really like doing and what I would consider my "primary focus" in my Halo mods.
*Sadly I have no don't have much control when and where revivers teleport when brought forward/left behind/falling off the map. I have some control and could do direct and specific teleports, but I wouldn't call that as "robust" as the normal system they use. It's just kind of random in the area they are allowed to move around in at the current time. Vehicles teleporting into the ground is something I have pretty much *no* control over.
*I feel enemy numbers are fine. Yeah, I increased their counts overall from vanilla, but it could be argued it was needed. Base Halo 3 is too easy and my mod its pretty easy as well (to me).
*Focus Rifle is definitely a gun that needs work. It's mostly needed in the visuals and sound departments, but I could see it needing balance changes as well. I have no intentions of returning the Beam Rifle at any rate.
*Hunters are *way* to rare in the campaign with only 4 pairs in the entire thing. They're sorely underutilized and kind of a joke in vanilla. Buffing they themselves as well as their numbers gives them some much needed representation and toughness.
Again, thank you for your feedback and I hope my responses give you some insight into my own perspective. If you wish to give any more feedback in the future, it would be appreciated. :)
Ah, it is what it is then. The teleporting allies is at least functional, if not perfect.
If you're really sold on keeping the focus rifle, it definitely needs buffs, as it's really not effective as a weapon. I get that it's not supposed to do great damage vs health, but that leaves it in a really awkward place as a long range sniper that can strip shields, but can't actually kill enemies, so I'm not sure what exactly you want to make it do to compensate for that, since you'll require a separate weapon for the killing blow.