Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Melee Too Powerful Against Flood for My Taste, but Unable to Change
As the title says, I've run into a problem where melee damage is just a little too strong against flood. In the melee tags, under the damage section, there is a line called "specific_damage" and on that line is written "anti_flood". I thought if I blanked out that line then maybe it would fix the issue, but it doesn't seem to have had enough of an effect. I have turned the damage for all melee attacks way down, but if I go any lower it's not going to be powerful enough against the covenant. Is there a way to change the melee strike damage effects to be weaker against flood only?
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Showing 1-4 of 4 comments
Nathan Apr 17, 2022 @ 8:44am 
in the globals tag you'll find close to the top the damage types and materials (damage tables, groups, armor modifiers), and just like you can see the anti_flood damage type and how it affects the flood materials, I suggest you make a new damage type there perhaps to avoid messing with all the other damage types, just a polar opposite of the anti_flood, which you could try placing in the specific_damage sections then, as it'll overwrite the general one I think.
Squire Tybalt Apr 23, 2022 @ 8:09am 
Originally posted by Nathan:
in the globals tag you'll find close to the top the damage types and materials (damage tables, groups, armor modifiers), and just like you can see the anti_flood damage type and how it affects the flood materials, I suggest you make a new damage type there perhaps to avoid messing with all the other damage types, just a polar opposite of the anti_flood, which you could try placing in the specific_damage sections then, as it'll overwrite the general one I think.
Hi thank you for the comment, I got around to trying what you said, but it seems like either the damage is high enough to 1 hit kill, or it doesn't do any damage at all. Like seriously, I do no melee damage to flood. ideally I would have them take 2 to 3 hits, and they do take 2 hits if I hit their arm or something and break that off, but body hits either 1hit kill or dont damage at all. Is there something I might have activated by accident
Nathan Apr 23, 2022 @ 11:39am 
Hmm, I remember that I had issues as well back when I tried to return the plasma pistols' charged bolt to its HCE glory and it too had this same issue, where I couldn't get the damage properly balanced and it was only at one end of each extreme.

I see that there are armor_vs_damage files in the data/globals folder, I wonder if they are somehow messing with the globals tag?

It's hard to say what could be at issue for me, in theory the specific damage should override the general damage (but my experience with pp was confusing there) and it should be straightforward in just tweaking those, but then there might be some other confusing hidden variables, or just messy redundancy, for instance in the flood model or biped files--
Oh, is this H2 or H3 you're talking about? Did you remember to check the drop-down menu for the damage table section? There are two groups, maybe your new custom specific damage type needs to be in both? That is if this is H3, H2 doesn't have that.
Squire Tybalt Apr 25, 2022 @ 8:12am 
Originally posted by Nathan:
Hmm, I remember that I had issues as well back when I tried to return the plasma pistols' charged bolt to its HCE glory and it too had this same issue, where I couldn't get the damage properly balanced and it was only at one end of each extreme.

I see that there are armor_vs_damage files in the data/globals folder, I wonder if they are somehow messing with the globals tag?

It's hard to say what could be at issue for me, in theory the specific damage should override the general damage (but my experience with pp was confusing there) and it should be straightforward in just tweaking those, but then there might be some other confusing hidden variables, or just messy redundancy, for instance in the flood model or biped files--
Oh, is this H2 or H3 you're talking about? Did you remember to check the drop-down menu for the damage table section? There are two groups, maybe your new custom specific damage type needs to be in both? That is if this is H3, H2 doesn't have that.
Thank you, I believe I figured out the issue in the .model files for flood. Oh and this is H3 btw. Basically for some reason there's a check box in damage sections under "body" which says "absorbs body damage" and for some reason it's checked-on so that might have been the redundancy you were mentioning. That fixed the issue of them being invincible to melee, although I'm still not 100% sure why only melee seemed to be affected

Anyways, I noticed in global there was a "damage to infection forms" multiplier that was set to negative numbers on easy and normal and below 1:1 damage on heroic and Legendary, and since flood have an infection form in them, that seemed to be what was causing the insta killing. So I put all those at 1, and then gave the infection form in the combat_form.model files for human elite and brute a health percent of 1, along with the body, and then gave it the same damage threshold so it get's destroyed simultaneously if I'm correct.

I also added a specific damage to the melee damage effects that I called "anti_anti_flood", and I just set the global damage for it against flood skins to be 0.5

After all this, combat forms now die in two hits from melee every time! I will probably tweak it more, but I think this is a good start and definitely makes fights against the flood a little more intense because you can't just barrel through them like they are made of paper
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