Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Spicy's Halo 3 Alliance Rebalance
   
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Engine: Halo3
Game Content: Campaign
File Size
Posted
Updated
10.315 GB
Mar 6, 2024 @ 8:44am
Mar 14 @ 3:05pm
12 Change Notes ( view )

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Spicy's Halo 3 Alliance Rebalance

Description
My second attempt at a Halo mod, and I hope I don't disappoint with this one.
I didn't get to play 3 much as a kid. Never had a 360, only a friend at the time did.
Still had some fond memories of it, but I saw an opportunity to put my own spin on things again like I did with Within Arm's Reach.

Starting from the top, yes, this mod is a rebalance mod, but I took the time to play it myself again and again to make sure it's playable. And that's not to say I didn't add a thing or two. Or remove a couple things.

Concordance was built around the Legendary difficulty just like Within Arm's Reach. I think Ruby of Blue said it best, and sorry for paraphrasing, I can't remember which video it was, but it was something like, "Legendary is the true difficulty of Halo." much like literally nobody ever cares to watch a video on Son of Sparda difficulty on Devil May Cry 5, EVERYONE wants to see someone tackle Dante Must Die. So I took those words to heart and they inspired my ideas.

Let's start with GLOBAL CHANGES
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- Enemies don't shred off 6/10ths of your shielding and 8/10ths of your health with a single pew-pew from a Plasma Pistol. The difficulty has be overhauled to where Chief and Arbiter are pretty damn sturdy, but when player-controlled are not invincible.

- There is *NO* Aim Assist or Bullet Magnetism except on very specific weapons not within the main arsenal.
You will have to be much more precise with your aiming to get through, but don't despair, many of the weapons have been overhauled to be a lot more accurate with their spreads.

- Your shielding recharges much faster and isn't stunned for too long preventing the recharge. Master Chief should be able to move from cover to cover without getting torn to shreds by a single plasma round to the thigh.

- Your health is now permanently visible. There is no reason, in my opinion for this kind of information to be hidden from the player. It's vital (heheh) information necessary for you to gauge whether or not you can survive moving around, or if you need to get to cover.

- Most weapons now show their currently loaded and reserve ammo when in the backpack. This way you always know exactly how much ammunition you have to work with.

- Dual-wielding has been disabled. Please don't kill me, but dual-wielding has felt so alien to actually use outside of the Noob Combos, and it was also marred down by the fact that in vanilla Halo games, dual-wielding actually had a DAMAGE REDUCTION PENALTY. Yeah. If you ever played 2 and wondered "Why don't these dual SMGs do anything despite the bullet output doubling" that's why. This also streamlined the balancing act without having to wonder "What about this/this combo, will it break the balance?" Trust me, you won't miss it.

- Many plasma/covenant weapons have recharging batteries. Just like with Within Arm's Reach, it was too much of a good idea not to reimplement.

- Some vehicles are in first-person. This is a bit experimental, but the only first-person vehicle that features weapons is the Ghost. If this isn't to player's liking, I'll change it back to third.

- I have MASSIVELY toned down the effects of the Gravemind and Cortana moments. They no longer impede your gameplay as much. Cortana moments are basically just echoes of Cortana in Chief's mind. You're no longer flashbanged and blinded by the suddenly bright blue-- ♥♥♥♥, my eyes always ache thinking about it. What part of that was a good idea? You're no longer slowed, the screen doesn't fade to black, Cortana doesn't show up, just her voice and a little animation letting you know it's over. As for the Gravemind moments, I've reduced the intensity of his moments to where the tendrils and the colorization shows up, but the screen doesn't shake at all except on Halo, as a once-time effect, but it won't make you feel nauseous playing because your screen's getting shaken around for MAXIMUM STALLING POWER.
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Special Thanks to the Halo Modding Discord. Really helpful guys for finding the answer to my questions.
Super Special thanks to Jafet Meza, Seamus Bradd, and Robbie Scias Johnson of the SPV3 team for reasons you'll just have to find out for yourself, but their rendition of a Halo song has snuck its way into this mod.
Popular Discussions View All (4)
0
Mar 7, 2024 @ 7:39pm
Enemies
Spicy Pupperoni
0
Mar 7, 2024 @ 7:28pm
Vehicles
Spicy Pupperoni
0
Mar 7, 2024 @ 7:22pm
Covenant Weapons
Spicy Pupperoni
22 Comments
Snoup Sniddly Apr 25 @ 12:54am 
Looks pretty minimalist and concise, I like it.
Spicy Pupperoni  [author] May 22, 2024 @ 4:57am 
Hehe! Thank you! I'm just sad I lost all the original mod files. Otherwise, I woulda tweaked more weapons and balanced it a little bit more. Still, that's what I was aiming for; a fun time.
RevanEXE May 21, 2024 @ 3:58pm 
Part 3

Other than these issues though, I really did like certain things about the mod. The human weapons despite being a bit overpowered, felt very good to use. The first person driving for the worthog is very fun but the mongoose really did not benefit from it. The increase in grenade count gave the player a lot more options to have fun with the enemies that bunch up. The infinite energy sword is also a really neat touch you don't need to worry about finding another along the way.

The first person worthog drive for the final level was also something that gave me a similar feeling to my first time driving through the level which is something I really do commend as that feeling is rare. Again, the issues I've found are rarely enough to make me stop playing. There are more positive things I could mention but this post is already long enough.

TLDR good mod, 8/10, good second mod you put out o7
RevanEXE May 21, 2024 @ 3:58pm 
Part 2

The human weapons almost feel a little too good compared to the energy weapons aside from the carbine and beam rifle if you head shot. Whereas the human weapons felt like I could use them for mostly any situation instead of changing my weapons to gain an advantage.

With human weapons, I do not know if the pistol is suppose to be the third weapon slot permanently but as a weapon you spawn with, it seems too good. It does way too much damage for something you get automatically.

Also, switching between three weapons without the third one appearing on the hud made it a lot harder in heated situations to properly switch between them. And when the pistol runs dry, it becomes an empty slot that can not be rid of.
RevanEXE May 21, 2024 @ 3:58pm 
Part 1

After playing the whole mod, I will say overall it was pretty fun. My main issues are with certain weapons in the sandbox

The Needler was the most noticeable as it felt like it was nerfed a lot compared to all the other weapons. Even with the recharging ammo, the amount of needles needed to pop felt like around 10-11 with the damage not even killing the brutes on explosion.

The recharging energy weapons is an interesting idea, but personally, it made the energy weapons feel very odd in terms of balance. The beam rifle does a lot less which I understand since it would be a recharging sniper, but it does not feel as fun to play with compared to the human weapons. If that was the intention then fair enough, it is a personal preference.
EZTarget May 13, 2024 @ 8:10am 
Doing the Warthog run in first-person was super awesome! It felt like one of those racing arcade cabinets. it was awesome!
Spicy Pupperoni  [author] Apr 30, 2024 @ 5:25pm 
From my tests, the Chopper was definitely nerfed down to not be King of the Battlefield from getting your hands on one.
47467red Apr 29, 2024 @ 11:17am 
I'll try it out some time this week, see how it plays out!
Spicy Pupperoni  [author] Apr 28, 2024 @ 2:36pm 
Baaahhh, even with the update, I was still able to tear through Tsavo Highway with a single Chopper. Gonna try this. Gonna try setting the chopper's bullet response to bullet_vehicle instead of explosion_small, I think that was the problem all along, the damage response to certain attacks was heightened and that's why Warthogs, Wraiths, and even the Shade Turrets were stupid-easy pickings.
Spicy Pupperoni  [author] Apr 28, 2024 @ 3:09am 
Ugh... I was afraid of that, honestly.