Halo: The Master Chief Collection

Halo: The Master Chief Collection

YAH3R (YET ANOTHER HALO 3 REVAMP)
$P!TMyKidsOut 💦 20 NOV 2024 a las 6:03 a. m.
Feedback/Issues
some things i think could be looked at/improved.


- the allies could be a bit more aggressive

- max ammo for some weapons could be increased, i think, such as the battle rifle.

- fighting drones seems to be a bit unfair in terms of keeping allies alive

- i think brutes should be able to leap further distances

- the arbiter seems to be a little weak and not as aggressive as i'd expected to be, especially when he berserks and pulls out his sword.

- cloak could last longer

- marines missing medical scanner

- allied vehicles tend to teleport ahead of me, do not know if it's intentional

- on heroic, I feel like I die too quick sometimes.

- i think certain weapons should do bonus damage to vehicles such as the magnum and sniper rifle.

- vehicles, at least when i'm in them, seem to get destroyed easily. i also noticed my allies dying in them quite quickly.

- warthog seems to lose momentum quickly when drifting, i think alleviating that would feel better.

- AI weapon ranges could be adjusted, such as vehicle weapons and small-arms, they could be buffed overall, i think.

- the wraith could use a bit more speed and response overall

- i think brutes should resist regular melee (except bladed weapons) and fire, just a bit.

- vehicle transfer damage could be adjusted, i think it'd be interesting to see what could be done with that.

- a general increase in allies/enemies in expected and unexpected areas could liven things up all while being restrained as to not clutter the game or imploding the engine.

- marines get stuck in holdout section in tsavo highway (where the chopper rams the hog)

- allies on tsavo highway have issues crossing "the bridge", perhaps a jump hint could fix it?

- warthog turning rate feels too low

- i think allies, especially elites, could use a bit of a buff in health/shields

- any allies present in mission, should follow along if it makes sense.

- vehicle handling overall could be tweaked.

- enemies seem to be pretty adamant about throwing grenades, i think toning it down a notch could add more breathing room.
Última edición por $P!TMyKidsOut 💦; 20 NOV 2024 a las 7:34 a. m.
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Mostrando 1-12 de 12 comentarios
King Feraligatr  [desarrollador] 26 NOV 2024 a las 4:03 a. m. 
Publicado originalmente por $P!TMyKidsOut 💦:
some things i think could be looked at/improved.


- the allies could be a bit more aggressive

- max ammo for some weapons could be increased, i think, such as the battle rifle.

- fighting drones seems to be a bit unfair in terms of keeping allies alive

- i think brutes should be able to leap further distances

- the arbiter seems to be a little weak and not as aggressive as i'd expected to be, especially when he berserks and pulls out his sword.

- cloak could last longer

- marines missing medical scanner

- allied vehicles tend to teleport ahead of me, do not know if it's intentional

- on heroic, I feel like I die too quick sometimes.

- i think certain weapons should do bonus damage to vehicles such as the magnum and sniper rifle.

- vehicles, at least when i'm in them, seem to get destroyed easily. i also noticed my allies dying in them quite quickly.

- warthog seems to lose momentum quickly when drifting, i think alleviating that would feel better.

- AI weapon ranges could be adjusted, such as vehicle weapons and small-arms, they could be buffed overall, i think.

- the wraith could use a bit more speed and response overall

- i think brutes should resist regular melee (except bladed weapons) and fire, just a bit.

- vehicle transfer damage could be adjusted, i think it'd be interesting to see what could be done with that.

- a general increase in allies/enemies in expected and unexpected areas could liven things up all while being restrained as to not clutter the game or imploding the engine.

- marines get stuck in holdout section in tsavo highway (where the chopper rams the hog)

- allies on tsavo highway have issues crossing "the bridge", perhaps a jump hint could fix it?

- warthog turning rate feels too low

- i think allies, especially elites, could use a bit of a buff in health/shields

- any allies present in mission, should follow along if it makes sense.

- vehicle handling overall could be tweaked.

- enemies seem to be pretty adamant about throwing grenades, i think toning it down a notch could add more breathing room.
I'll just go down the list addressing your feedback in order, if that's fine with you:

-Allies are in a pretty good spot aggression wise to keep them from breaking the game in two. I had to nerf their aggression from vanilla after I made the AI do full damage to each other stop them from breaking the game. They get some extra tracking/leading with pretty much all weapons to compensate a bit, though. And I have found myself buffing their aggression with certain weapons over time generally than nerfing it. Still, they must hold back so they don't play the game for you (they hold back the least on vehicle mounted gunner seats. Though the ones that are *not* part of the driver seats).

-I am not aiming to give the BR and such more ammo at this time. I have maybe thoughts of taking a spare mag away from the AR and *maybe* giving the Pistol an extra mag, but neither these are changes I would commit to anytime soon.

-Could you explain this more?

-I think they're fine ATM. Some of the higher ranks jump farther than vanilla. Never say never, though.

-The Arbiter is fine IMO. There needs to be the risk that he gets knocked out.

-Making the cloak last longer is so ripe to break the game. This will not happen.

-So I've heard. How to fix this... I don't know.

-These are the reviver allies teleporting ahead if they've fallen too far behind. Sometimes they don't teleport correctly and have their vehicle blow up on them, but this is not always a problem. I can't really control where they teleport to exactly using this feature (can be invoked via ai_bring_forward as well). It's janky, yes. But you get used to this. And it is so much better than the revivers falling behind. I figure players would want them to keep up with them (I know I do), and as such, I make them do so.

-Can you explain more here? I don't have enough information to gauge things from just this statement alone. Note that I always playtest on Legendary and just assume the lower difficulties are relatively balanced. If the lower difficulties are too hard, I have an idea in mind to make them a bit easier. But I need more information.

-I don't like the Sniper doing tons of vehicle damage in Reach, so it's not going to get vehicle damage bonus. Pistol won't be getting a vehicle damage bonus anytime soon either.

-I don't have too much problems with vehicles. I made the vehicle transfer damages to non-drivers only pass 50% damage at most, so people riding on your vehicles should be less vulnerable.

-I don't feel that way about the Hog. I have very little problems with how it handles.

-You don't want to buff AI weapon ranges too much or else things can easily become too overwhelming/stale/etc. You want some encouragement to get up close. Some AI have slightly extra weapon ranges, but by and large, it's stayed vanilla and has worked out well. I will not be extending out AI weapon ranges much more than I already have.

-I have no problems with the Wraith's handling.

-I *do* have Brutes resist non-bladed melees slightly already (they do 87.5% damage to them). I didn't want to nerf it *too* much since I wanted non-bladed melees to have some viability against Brutes. Especially with the generally lower melee damages compared to vanilla H3.

-I have vehicle transfer damage in a good spot IMO ATM. I don't see it changing anytime soon.

-I have increased the AI counts in some areas, but I erred on the side of caution so as to not hit game limits. Better safe than sorry, IMO.

-Could you explain this more?

-I think they already have a jump hint there? Maybe it'd just be best to teleport them up when you're not looking?

-Again, I have very little problems with how the Warthog handles.

-Allies are fine health wise. They need the risk of dying/getting knocked out with their better AI. Only one I could see getting a health/survivability (that isn't AI based) buff are Zealots, but that's more in response to AH2R. Not YAH3R.

-I have little problems with Halo 3's vehicle handling, as I've said before.

-It's pretty much vanilla rates, just with longer ranges. So while it *does* lead to an increase in enemy grenade usage, I have no problems with it. So it's not likely to be changed anytime soon.

Well, that's all my responses to your feedback. Sorry that I shot down almost all of it, but I either need more information, feedback from others, and/or testing to end up in agreement with you. And speaking about information, if you could clarify more where I asked for it, that would be greatly appreciated. :)

At any rate, I'm still glad you took the time to give your thoughts on the mod. Even if I don't go through with things, it still gives me ideas in my head of what others are thinking and things I might have missed/not thought about. I hope you enjoyed playing the mod and I wish you a nice day. :)
Última edición por King Feraligatr; 26 NOV 2024 a las 4:09 a. m.
$P!TMyKidsOut 💦 26 NOV 2024 a las 5:40 a. m. 
Publicado originalmente por King Feraligatr:
Publicado originalmente por $P!TMyKidsOut 💦:
some things i think could be looked at/improved.


- the allies could be a bit more aggressive

- max ammo for some weapons could be increased, i think, such as the battle rifle.

- fighting drones seems to be a bit unfair in terms of keeping allies alive

- i think brutes should be able to leap further distances

- the arbiter seems to be a little weak and not as aggressive as i'd expected to be, especially when he berserks and pulls out his sword.

- cloak could last longer

- marines missing medical scanner

- allied vehicles tend to teleport ahead of me, do not know if it's intentional

- on heroic, I feel like I die too quick sometimes.

- i think certain weapons should do bonus damage to vehicles such as the magnum and sniper rifle.

- vehicles, at least when i'm in them, seem to get destroyed easily. i also noticed my allies dying in them quite quickly.

- warthog seems to lose momentum quickly when drifting, i think alleviating that would feel better.

- AI weapon ranges could be adjusted, such as vehicle weapons and small-arms, they could be buffed overall, i think.

- the wraith could use a bit more speed and response overall

- i think brutes should resist regular melee (except bladed weapons) and fire, just a bit.

- vehicle transfer damage could be adjusted, i think it'd be interesting to see what could be done with that.

- a general increase in allies/enemies in expected and unexpected areas could liven things up all while being restrained as to not clutter the game or imploding the engine.

- marines get stuck in holdout section in tsavo highway (where the chopper rams the hog)

- allies on tsavo highway have issues crossing "the bridge", perhaps a jump hint could fix it?

- warthog turning rate feels too low

- i think allies, especially elites, could use a bit of a buff in health/shields

- any allies present in mission, should follow along if it makes sense.

- vehicle handling overall could be tweaked.

- enemies seem to be pretty adamant about throwing grenades, i think toning it down a notch could add more breathing room.
I'll just go down the list addressing your feedback in order, if that's fine with you:

-Allies are in a pretty good spot aggression wise to keep them from breaking the game in two. I had to nerf their aggression from vanilla after I made the AI do full damage to each other stop them from breaking the game. They get some extra tracking/leading with pretty much all weapons to compensate a bit, though. And I have found myself buffing their aggression with certain weapons over time generally than nerfing it. Still, they must hold back so they don't play the game for you (they hold back the least on vehicle mounted gunner seats. Though the ones that are *not* part of the driver seats).

-I am not aiming to give the BR and such more ammo at this time. I have maybe thoughts of taking a spare mag away from the AR and *maybe* giving the Pistol an extra mag, but neither these are changes I would commit to anytime soon.

-Could you explain this more?

-I think they're fine ATM. Some of the higher ranks jump farther than vanilla. Never say never, though.

-The Arbiter is fine IMO. There needs to be the risk that he gets knocked out.

-Making the cloak last longer is so ripe to break the game. This will not happen.

-So I've heard. How to fix this... I don't know.

-These are the reviver allies teleporting ahead if they've fallen too far behind. Sometimes they don't teleport correctly and have their vehicle blow up on them, but this is not always a problem. I can't really control where they teleport to exactly using this feature (can be invoked via ai_bring_forward as well). It's janky, yes. But you get used to this. And it is so much better than the revivers falling behind. I figure players would want them to keep up with them (I know I do), and as such, I make them do so.

-Can you explain more here? I don't have enough information to gauge things from just this statement alone. Note that I always playtest on Legendary and just assume the lower difficulties are relatively balanced. If the lower difficulties are too hard, I have an idea in mind to make them a bit easier. But I need more information.

-I don't like the Sniper doing tons of vehicle damage in Reach, so it's not going to get vehicle damage bonus. Pistol won't be getting a vehicle damage bonus anytime soon either.

-I don't have too much problems with vehicles. I made the vehicle transfer damages to non-drivers only pass 50% damage at most, so people riding on your vehicles should be less vulnerable.

-I don't feel that way about the Hog. I have very little problems with how it handles.

-You don't want to buff AI weapon ranges too much or else things can easily become too overwhelming/stale/etc. You want some encouragement to get up close. Some AI have slightly extra weapon ranges, but by and large, it's stayed vanilla and has worked out well. I will not be extending out AI weapon ranges much more than I already have.

-I have no problems with the Wraith's handling.

-I *do* have Brutes resist non-bladed melees slightly already (they do 87.5% damage to them). I didn't want to nerf it *too* much since I wanted non-bladed melees to have some viability against Brutes. Especially with the generally lower melee damages compared to vanilla H3.

-I have vehicle transfer damage in a good spot IMO ATM. I don't see it changing anytime soon.

-I have increased the AI counts in some areas, but I erred on the side of caution so as to not hit game limits. Better safe than sorry, IMO.

-Could you explain this more?

-I think they already have a jump hint there? Maybe it'd just be best to teleport them up when you're not looking?

-Again, I have very little problems with how the Warthog handles.

-Allies are fine health wise. They need the risk of dying/getting knocked out with their better AI. Only one I could see getting a health/survivability (that isn't AI based) buff are Zealots, but that's more in response to AH2R. Not YAH3R.

-I have little problems with Halo 3's vehicle handling, as I've said before.

-It's pretty much vanilla rates, just with longer ranges. So while it *does* lead to an increase in enemy grenade usage, I have no problems with it. So it's not likely to be changed anytime soon.

Well, that's all my responses to your feedback. Sorry that I shot down almost all of it, but I either need more information, feedback from others, and/or testing to end up in agreement with you. And speaking about information, if you could clarify more where I asked for it, that would be greatly appreciated. :)

At any rate, I'm still glad you took the time to give your thoughts on the mod. Even if I don't go through with things, it still gives me ideas in my head of what others are thinking and things I might have missed/not thought about. I hope you enjoyed playing the mod and I wish you a nice day. :)

for real, appreciate the response. i feel i am simply doing my part in helping others by giving feedback so whether accepted or not, i think just communicating is enough.
$P!TMyKidsOut 💦 26 NOV 2024 a las 5:44 a. m. 
also, to add on to my original post...i think on heroic, i take more damage or my health is quite low and as for the marines that get stuck on tsavo highway, it's the section with the energy shielded tunnel that has drones fly through it. marines holding out inside the structure tend to get stuck on the fence and continue to walk forward, nor do they seem to grab the nearby warthog iirc.
Romans 10:9 3 DIC 2024 a las 9:08 a. m. 
In The Covenant, right when you get the tank, I'd either replace the Mongoose with another Warthog or add an extra vehicle. I get so many allies at that point that some of them end up getting left behind.

I also noticed through theater mode that destroyed human vehicles during the Double Scarab section respawn and drive down the hill after a little while, which I think is a very nice touch.

If possible, I'd also tweak the Brutes a bit so that when they're berserking, they aren't just standing around or getting stuck on places.

Also, perhaps make the Chieftans immune to back attacks? Would definitely make them scarier.

Fantastic job overall so far.
King Feraligatr  [desarrollador] 7 DIC 2024 a las 12:12 p. m. 
Publicado originalmente por $P!TMyKidsOut 💦:
also, to add on to my original post...i think on heroic, i take more damage or my health is quite low and as for the marines that get stuck on tsavo highway, it's the section with the energy shielded tunnel that has drones fly through it. marines holding out inside the structure tend to get stuck on the fence and continue to walk forward, nor do they seem to grab the nearby warthog iirc.
I think I know what you're talking about and took a shot at trying to get AI less stuck in that part. It's in the latest update. We'll see how well it works... sometimes the AI doesn't like to behave. :')
King Feraligatr  [desarrollador] 7 DIC 2024 a las 12:18 p. m. 
Publicado originalmente por Romans 10:9:
In The Covenant, right when you get the tank, I'd either replace the Mongoose with another Warthog or add an extra vehicle. I get so many allies at that point that some of them end up getting left behind.

I also noticed through theater mode that destroyed human vehicles during the Double Scarab section respawn and drive down the hill after a little while, which I think is a very nice touch.

If possible, I'd also tweak the Brutes a bit so that when they're berserking, they aren't just standing around or getting stuck on places.

Also, perhaps make the Chieftans immune to back attacks? Would definitely make them scarier.

Fantastic job overall so far.
Addressing this down the list:

-Keeping Mongoose there for now for flavor, variety, and more.

-That's a vanilla Bungie thing... not me. Thank them. ;) Only thing I think I did was add in a Marine passenger with a FRG and and of course change one of the vehicle occupants to an Elite.

-Sometimes I see this. Sometimes I don't. Perhaps I could look at it.

-I get what you mean about not making Chieftains not being able to be backsmacked, but it's really the only way to deal with invincible Chieftains. Now, true, there's no real way to deal with invincible Flood since they can't be backsmacked (except Stalker Pure Forms), but that's the Flood. They're intentionally somewhat overtuned. >:) And Combat Forms have always been immune to backsmacking.

I'm glad you enjoy the mod at any rate. Sorry that again, I will not being implementing your suggestions at this time. But still, I appreciate them nonetheless. :)
RememberReach6 9 DIC 2024 a las 5:24 a. m. 
Yo do you think you could add in some allied Spartans? Just a few here and there, but still a few nonetheless, and also could you add in some more Elite Ranks? like the Red Zealots from Reach and whatnot? While also using some of the multiplayer Elite armors for different ranks along with different colors and unique armor for the Co-Op Elites?
Romans 10:9 9 DIC 2024 a las 1:23 p. m. 
Publicado originalmente por King Feraligatr:
Publicado originalmente por Romans 10:9:
In The Covenant, right when you get the tank, I'd either replace the Mongoose with another Warthog or add an extra vehicle. I get so many allies at that point that some of them end up getting left behind.

I also noticed through theater mode that destroyed human vehicles during the Double Scarab section respawn and drive down the hill after a little while, which I think is a very nice touch.

If possible, I'd also tweak the Brutes a bit so that when they're berserking, they aren't just standing around or getting stuck on places.

Also, perhaps make the Chieftans immune to back attacks? Would definitely make them scarier.

Fantastic job overall so far.
Addressing this down the list:

-Keeping Mongoose there for now for flavor, variety, and more.

-That's a vanilla Bungie thing... not me. Thank them. ;) Only thing I think I did was add in a Marine passenger with a FRG and and of course change one of the vehicle occupants to an Elite.

-Sometimes I see this. Sometimes I don't. Perhaps I could look at it.

-I get what you mean about not making Chieftains not being able to be backsmacked, but it's really the only way to deal with invincible Chieftains. Now, true, there's no real way to deal with invincible Flood since they can't be backsmacked (except Stalker Pure Forms), but that's the Flood. They're intentionally somewhat overtuned. >:) And Combat Forms have always been immune to backsmacking.

I'm glad you enjoy the mod at any rate. Sorry that again, I will not being implementing your suggestions at this time. But still, I appreciate them nonetheless. :)

I appreciate your honesty. I actually found out about the warthog thing right a day after I posted that. lol.

Thanks for taking the time to answer.
Romans 10:9 13 DIC 2024 a las 7:12 p. m. 
Small bug report.

In Halo, during the holdout section before going into the control room, Johnson doesn't seem to fire his spartan laser and instead stands in an idle pose.
King Feraligatr  [desarrollador] 16 DIC 2024 a las 10:19 a. m. 
Publicado originalmente por RememberReach6:
Yo do you think you could add in some allied Spartans? Just a few here and there, but still a few nonetheless, and also could you add in some more Elite Ranks? like the Red Zealots from Reach and whatnot? While also using some of the multiplayer Elite armors for different ranks along with different colors and unique armor for the Co-Op Elites?
I'm going to have to say no to:
*Allied Spartans.
*Using MP armors for Elites.

And *extremely* likely not to:
*Adding in more Elite ranks than I already have.

Sorry, but none of them match my design, "vision", etc. for the mod. :/
King Feraligatr  [desarrollador] 16 DIC 2024 a las 10:20 a. m. 
Publicado originalmente por Romans 10:9:
Publicado originalmente por King Feraligatr:
Thanks for taking the time to answer.
NP. ;)
King Feraligatr  [desarrollador] 16 DIC 2024 a las 10:20 a. m. 
Publicado originalmente por Romans 10:9:
Small bug report.

In Halo, during the holdout section before going into the control room, Johnson doesn't seem to fire his spartan laser and instead stands in an idle pose.
I thought I fixed/addressed that issue. I haven't run into that issue since addressing it. :/
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