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TBH while yes, the higher tickrate does make all the games more challenging, it isn't entirely unplayable. It certainly takes a bit of adjustment to get used to, but it's really doable. I love Raycevik's quick take on Halo's loop as "speed chess", because a lot if it is knowing placement of geometry, enemies, and resources, and seeing what several actions you can take to complete an encounter. So yeh... the actual best thing with halo campaign is just practice XD
And skulls... skulls can make things so much easier... tho boom+grunt funeral can easily backfire XD
If you need someone to help with legendary, I'm down for that. But personally I believe LASO in CE/Reach/3/ODST is much easier to do solo because of speedrunning tricks (most may seem challenging but are decently doable and repeatable. Tho could never get the hanger grenade jump XD)
Also just read this, but TnR (to my knowledge) is considered one of the harder levels XD at least in speedrunning community it's one of the more skill based levels to complete due to the sheer amount of enemy encounters to deal with.
You think you're playing the original games in all their glory but are they really the same games when something as drastic as enemy AI is kinda broken?
Sure, the AI is more reactive, but you can still reasonably strafe shots in all the Halos in MCC. Plus... a lot of campaign ability comes from knowing the layout of levels and what behaviors the AI can do to the player. If you can know exactly where enemies spawn from in campaign, you'll do much better. All this comes from lots and lots of practice.
Also admittedly, it'd be very hard to separate AI behavior from tickrate. I imagine it's very much tied into the code of the game, as good game programming style/tech wasn't a thing in the industry for most of the halo games (and parallel processing really only became big "recently"). At that point it'd warrant a genuine remaster of the game by reprogramming the entire thing to separate processes like AI and physics to their own threads.
If the hangar part means the area where you take the lift and face cloaked elites(the first area of the ship), it's a matter of remembering the number of cloaked elites in total. They come through different doors at different times. It's not possible to predict which one will come from which door. So keep their numbers in mind and always look around to all 4 doors frequently, even when in the middle of shooting another group.
The last portion with the MAC cannon feels much more difficult than I remembered but I'm sure that just comes down to memorizing the enemy patterns.
Ok y'all I also feel like CEA is a bit harder than CE (at least the Gearbox port) so I decided to make a little experiment.
I started AOTCR on legendary, moved as little as possible just to get the checkpoint (to make my little science project more bearable) stayed still and used a timer to check how long do I survive to the 2 elite and 2-3 grunt that come out to attack.
The timer ran from the first plasma shot to chief's death. I repeated this process 30 times each game to get an average.
On CEA I got 3.92 / 4.05 / 2.74 / 3.20 / 3.07 / 3.53 / 4.39 / 3.59 / 3.40 / 2.16 / 3.72 / 3.66 / 3.92 / 4.18 / 3.20 / 3.66 / 3.53 / 3.01 / 3.93 / 4.18 / 3.65 / 4.18 / 3.72 / 3.78 / 3.66 / 3.66 / 3.34 / 4.17 / 4.25 / 3.26
All of that lead to an average killtime of 3.62.
On the Gearbox port, I got 3.14 / 5.55 / 4.83 / 5.05 / 4.56 / 4.37 / 4.50 / 4.64 / 5.22 / 4.04 / 4.18 / 3.78 / 3.74 / 3.45 / 3.41 / 5.32 / 5.16 / 3.80 / 3.27 / 4.70 / 4.96 / 3.00 / 3.46 / 3.92 / 4.96 / 4.17 / 3.46 / 4.19 / 4.11
In this case, it leads up to an average of 4.27
So we got a difference of 0.65 seconds.
With the sample size of 30 deaths per game, and the likely human error of me not stopping the timer at the exact microsecond of my death it's hard to get a conclusive answer. But from experiencing 60 deaths in a row, I noticed that in CEA, the enemy AI shoot faster than on the Gearbox port in my opinion. Another thing that I did notice is that in CEA once again, the second grunt rarely came out in time to shoot at Chief, thus affecting the final result.
Another test, including the Jackals, a higher death count and a more consistent enemy behavior would probably shine more light on this.
RIP par score.
It's just a matter of getting used to imo also I think everyone approaches every situation relying on their own individual playstyle. People think i'm being mad for saying I personally find h3 to be more harder than h2 on legendary, the levels seem very intimidating to me, halo 3 in general is a very difficult game for me for some reason mainly because I find it's weapons to be very underwhelming and inconsistent.
H3 is all about power weapons, so prioritizing those in a fight is what works for me. Also the noob combo and making good use of the BR works too.