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-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.
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.
-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.
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.
*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. :/