Halo: The Master Chief Collection

Halo: The Master Chief Collection

(W.A.R.) Within Arm's Reach
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Lofty  [开发者] 2023 年 9 月 2 日 下午 12:27
What this mod does.
Gameplay
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Weapons
Let's start with the Human Weapons.
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Magnum
The Magnum received a small rework. It can no longer headshot, but the damage was bumped up to C.E levels of "Wow, this thing's useful!" The fire rate has been increased, it can fire very quickly, and it has a 15 round magazine. The biggest thing to remember when you have this weapon is that it does not take a Weapon Slot. That's right. Having a Magnum doesn't mean you have to give up another weapon. Six will holster it on their thigh and leave you free to pick up 2 Primaries. Think of the Magnum as a capable back-up weapon.

Assault Rifle
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Oh boy, the Assault Rifle. This one was a bit tricky, but I think I found a happy marriage of power. plentiful resources and versatility. The magazine now holds a full 40 round magazine. Its firepower has been increased to where it's not overpowering, but CAN reliably take down enemies with a good trigger finger and aim. I have reduced the bloom on the weapon, well, most weapons in fact, but now the shots won't fire too erratically even at full auto. I have also removed the outer part of the reticle for easier shot placement.

The idea was to make a weapon you will come to love and hate when you run out of bullets for it and actually want to come across it now and again.

Shotgun
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Why... why Bungie... Why did you take the beautifully powerful shotgun away from us? Whyyyyy-hy-hy-hy-hyyyyy? So I did just like, one thing and fixed the problem. More projectiles. More projectiles up close = PAIN! Also, a bit more max ammo in case ya happen across a lot. Good times. Boomstick.
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DMR
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Oh sweet Battle Rifle, for ye I know little of, but I adored my time with ye elsewhere. For here art the big brother, the Designated Marksman Rifle. Firepower. Increased. Rate of Fire. Increased. Capable of Headshots? Yes. How fast can you pull the trigger? Fast as your fingers allow. I wanted the DMR to feel like it was made for those who love precision rifles and can aim their shots pretty well. Like the Sniper Rifle in Left 4 Dead 2. Great weapon for just about any occasion.
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Rocket Launcher
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I didn't touch this up much, just a bit more firepower to make it a Special Weapon that only appears so often.
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Spartan Laser
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I don't quite remember what I touched with this one, I think it just charges a bit faster. Sorry.
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Sniper Rifle
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Hits harder on bodies, can still headshot. What more do ya need?
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Grenade Launcher
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Dear... GOD. What should have been a cool badass weapon was arguably the worst weapon in the entire arsenal of the game. So easy fix. Grenade barely bounces, detonates almost instantly and does a lotta damage. Have fun with it while ya can.
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Grenades Plasma and Frag
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More damage. Actually hurts them when you land one. Moving on! Oh and you have 9 of each!
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Covenant Weapons
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Plasma Pistol
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Increased damage for both the normal and charged bolts.
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Plasma Rifle and Repeater
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I'm gonna put both of these in the same slot as they're fairly much identical except for one thing, the Repeater can fire faster when it's cooled off.
Starting off, damage is increased for both.
Both now show their current ammo count in the HUD, meaning you know exactly how much is in the battery. Neither overheats to the point of stopping to fire. When the Repeater overheats, its firerate goes down to the Rifle's firerate, but you have that option to vent and gain the advantage back. The Rifle doesn't. And their batteries recharge overtime. So you can pick up a Repeater or Rifle, go ham with it, then shelf it for a bit whilst its ammo regenerates. Hopefully you'll all enjoy the changeup to that layout a bit.

Note: I know the Rifle erroneously says "Out of Ammo" will be working on a fix for that in the future.
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Needler/Needle Rifle
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The Needler functions much like before. Teensy bit more power in landed shots outside of the Supercombine. Players with a good aim will enjoy the power of this weapon and we'll all shed a tear for Noble Two.
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Plasma Launcher
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I just made it lock-on a bit faster so it'd a bit more usable.
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Energy Sword
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Not much to say except the damage was increased a lot, and I may, in the future make it so it doesn't run out of energy, for those who want a sword as a back-up weapon.
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Focus Rifle
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Just increased its damage a smidge. Not to the point of the power of a sun, but enough to where you should have some decent fun with this weapon should you choose. May make the ammo regenerate in the future, depends on player feedback.
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Gravity Hammer
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Increased Damage. Nammuch to say.
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Plasma and Minigun turret pickups
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Speed reduction reduced to 0, can move at full speed, fires a bit more accurately and with a bit more power, for power fantasy.
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Concussion Rifle
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I didn't really touch this one, felt it was in a fairly good spot as is as, but may make changes in the futures.
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Enemies
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Hunters
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Lethal. Let's just say that. They hurt to get hit by their Cannons or their Shield. Stay on your toes, Six!
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Jackals, Grunts
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I didn't touch up their health or shields all too much. But they shouldn't be as spongey on Legendary now requiring headshots to down at all.
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Elites
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Shields
and health only adjusted for higher ranked Sangheilli to make them a challenge, but they still can be headshot.
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Brutes
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Didn't touch up their health or shields, but I did make them immune to headshots. So they're not basically carbon copies of the Elites.
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Noble Six and Troopers
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Six's health and shields have been bumped up a smidge, and their health regen and shield regens starts a bit faster, so you're not locked down as long waiting to get back into the action. Also, their shields recharge a bit faster too, again, for the sake of a good pace and not Headshot Peekaboo ALL game.
Also, the troopers health saw an increase to where if you're good enough, you can keep some of your fellow marines alive through general gameplay.
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Vehicles
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The only changes noteworthy are the Warthog's turret, bit more damage to be useful.
And the Sabre, speaking of.
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The Sabre
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This one rubbed me the wrong way when trying to find a good balance between being agile, robust and actually capable of doing a damn thing on Legendary. So I increased the shields a tiny bit, but reduced the health of the hull - BUT I increased the Boost's Peak Power from 2 to 12. When boosting you will have a NOTICEABLE change in speed to where you can actually dodge things and use the inertia to maneauver around in space during Long Night of Solace. Also, the cannons fire rate have been massively increased to where if you want and have good handling of the Sabre, you can use the cannons all throughout those segments without having to switch to the Medusa shields.
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General
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Heroic and Legendary Damag multipliers are now the same, 1.2, but enemies on Legendary can fire a bit faster than Heroic, meaning a lot of bullets are gonna be coming your way, but you won't blow over from a leaf touching your helmet.
Max ammo has been increased for a lot of the weapons so players can stock up at will whatever weapons they want to use.
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Equipment
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Hoooo, here we go, one of the biggest additions to Reach, that I had the displeasure of digging through to find out what's what and to make what's what do what I want.
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Armor Lock-Up, Drop Shield I didn't change at all. Didn't see the need.
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Hologram/Sprint - Reworked
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Arguably the worst equipment options in the entire game. The hologram did nothing to confuse the enemy for more than a moment, so I overhauled the entire thing. It is now Undaunted.
Undaunted, when you use it, you begin to Sprint forward, and whilst sprinting, you can generate up to 100% Overshields. And the Overshields don't depreciate. They're permanent until they're spent.
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Sprint - Reworked
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Sprint was entirely replaced with the Evade Equipment. Which is just essentially a dodge-roll, but dollars to dimes, you WILL feel like a badass when you notice a Plasma Grenade coming your way and you can duck out of the way much like the Elites did back to you in C.E. Heh heh heh.
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Active Camouflage
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One single change and it's infinitely more usable. NO. MORE. MOTION TRACKER. NOISE. Now Active Camo doesn't scramble your Motion Tracker. That is all.
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Jetpack
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Not much to really change on this one since it was more story-based, but the blast-off height from the ground has been increased greatly. Enjoy the leaps and bounds, Bullfrog.
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Hopefully someone will play this mod and get a kick out of it. That's all I really want. I don't want it to be the "Definitive" Reach version, just my version and vision of Reach. One of the reasons I went for the Hybrid Shooter style was so you could see more of Six's armor customizations in action than just in cutscenes or in your untimely demise. I was inspired seeing the "3rd Person Mod" someone had made before, but all they did was tick the tag on each ".weapon" file in the game, even unarmed, which ruined cutscenes.

I wanted to go a step further.
And I wanted to get in out on August 30th in celebration of Noble Six.
No longer a Lone Wolf - just a wolf who lost their pack.
最后由 Lofty 编辑于; 2023 年 12 月 1 日 下午 6:44
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Shmittie 2023 年 9 月 2 日 下午 11:07 
Keep on updating i'm about to play the mod i love you're passion for reach, the only thing i saw that was like are you sure is 9 nades of each is a lot but here i go into legendary awaiting my final transmission, much love and thank you for contribution to the reach mods.
Rafael 2023 年 12 月 1 日 下午 4:08 
f
Lofty  [开发者] 2023 年 12 月 1 日 下午 6:42 
引用自 zamiel
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F what?
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