Halo: The Master Chief Collection

Halo: The Master Chief Collection

245 ratings
Halo: Reach - Sky on Fire
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Engine: HaloReach
Game Content: Firefight
File Size
Posted
Updated
782.524 MB
Dec 19, 2022 @ 12:15am
Mar 4 @ 11:01pm
32 Change Notes ( view )
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Halo: Reach - Sky on Fire

Description
You are embedded with an infantry company that's been torn to shreds defending the ground entrance of the Caracalla Park resort. The only way out is now burning itself up in the river, and with your back against the wall it won't be long before the Covenant overwhelm your position. Give them hell, and for as long as possible.

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This mod is designed to evoke the experience of a pitched battle, with stronger, smarter enemies that will deliver withering fire on you from a distance while other elements try to flank your position. On your own they will brutalize you, but you are not alone. Work with your UNSC Army allies who have fortified the resort, and you may stand a chance.

Aim assist training wheels are gone, and all weapons have been altered to behave more realistically (bullet physics, increased range, etc). Some weapons' mechanics and roles have been greatly altered, as well, and all magazine-fed weapons (with the exception of the Needler and Needle Rifle) are now subject to losing their remaining ammunition when reloaded. Be mindful of this!

This mod was designed for solo play with the AI for support, but can handle multiplayer and Versus with some desync issues. I suggest playing with low starting lives and few or no power weapons in the loadouts, as the map is balanced around its existing power weapon spawns.

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CHANGELOG (V0.9.6):

Patch for compatibility with latest MCC update, as well as some minor changes:

- Small changes to resource allocation, such as disabling some of the far-off fire and smoke effects in the city. Intended to reduce instances of disappearing projectiles, particle effects, ragdolls, etc. This will require more substantial work in the future, including converting the sandbag structures into homogenous chunks versus the hundreds of individual pieces they're made up of now.

- Some tweaks to AA gun projectile velocity, accuracy and target leading for more consistent kills against Seraphs as they approach, although target prioritization continues to be a problem. This may require a changeover to scripted engagments in the future.

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KNOWN ISSUES:

This mod pushes right up against the game's resource limit, so there may be hiccups in some circumstances. However, most problems are related to host-client communication in multiplayer matches:

- The various posed bodies on the map may be seen standing by non-host players.

- The weapon racks in the new side room area are only usable by the host.

- Non-host players may sometimes have bugged Wraiths which lack visible mortar sections and crew. They may also see dropped equipment (e.g. jetpacks) which will not appear for other players.

- The Pelicans delivering UNSC reinforcements are sometimes invisible for non-host players, although they will still drop off troops.

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ASSET CREDITS:

Spartan Tanner (H3: ODST Ammo Pack tags)

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I hope you enjoy my mod! If you have any questions, complaints or suggestions, please bring them to me in the comments below.

Please consider giving my mod a rating! Every one helps. Thank you!
Popular Discussions View All (3)
15
Sep 11 @ 5:11pm
Bug Reports
Bush Wookiee
14
Mar 21, 2024 @ 8:07am
Gameplay/Design Suggestions
Bush Wookiee
2
1
Sep 1, 2023 @ 5:38pm
Personal Review for Sky on Fire.
GordonFM
105 Comments
Bush Wookiee  [author] Sep 18 @ 10:06pm 
Just so everyone knows, I am aware of the current compatibility issues between the latest version of MCC and the current version of this mod. I intend to reupload and fix it at some point within the next couple of days.
Psycho Sep 18 @ 4:15pm 
will this be updated
Tiki Mickey Sep 17 @ 10:00pm 
Latest MCC update is incompatible with this at the moment.
thedarker Aug 22 @ 7:17am 
Im pretty new to assembly myself so i just tried replacing some of the existing vehicles with falcons and even scorpions however at random sometimes after a few rounds or even a set the game will stop spawning the enemies
Bush Wookiee  [author] Aug 21 @ 5:20pm 
To thedarker - I've tried using Assembly to make live changes with my mod in the past, and IIRC it tends to break scripts (which are how my mod works). If you aren't calling the Falcon squads and are instead spawning one in, it shouldn't be impinging on population maximums, so I can't see that being an issue.
thedarker Aug 21 @ 7:28am 
So I managed to get a falcon via assembly and this seems to break the mod, after a few waves the enemies stop spawning.
Cholo Tengu Aug 16 @ 7:37am 
Very cool mod.
Iron Aug 8 @ 5:27pm 
Absolute cinema
McSpazatron357 Aug 3 @ 3:16pm 
Pretty good! I would tweak some of the firefight settings because going in with normal settings was a little too hard. It`s neat to see all of the sandbags, and fortifications. It feels like the UNSC is really dug in, and trying to defend this location. Not for the faint of heart. :steamthumbsup:
hexosecurity319 Jul 26 @ 10:35am 
Well, maybe it's due to my mods but it doesn't work for me.
I can empty three, four clips of AR on those grunts without even scratching their shields.