Halo: The Master Chief Collection

Halo: The Master Chief Collection

154 ratings
Halo 3: ODST Kat's Campaign
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Engine: Halo3ODST
Game Content: Campaign
File Size
Posted
Updated
3.974 GB
Apr 13, 2024 @ 4:22pm
Feb 28 @ 8:27pm
44 Change Notes ( view )

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Halo 3: ODST Kat's Campaign

In 1 collection by Katherlyn
Kat's Halo Mods
3 items
Description
Oh, another one of those "Rebalance" mods. This mod does not add any and everything from every Halo game. Instead it focuses on "improving" (in my opinion of course), the base game. Meant to be played on Heroic.

General:
-Carry more ammo and grenades
-AI now do more 100% damage against each other instead of 30%
-On Heroic or Legendary, there are no more button prompts or "training"
Note: Due to the way ODST mods work, it would have been there regardless if it doesn't appear in stock ODST campaigns and I was always annoyed by it.

Weapons:
-Battle Rifle, SMG, Magnum, Energy Sword, and regular Plasma Rifle all make an appearance
-More weapons are useful
-Assault Rifle has more damage and range
-Shotgun has more damage and range
-Shotgun illumination changes based on ammo count
-Magnum is on par with it's Halo 1 counterpart (more damage, scope)
-SMG has more damage
-Silenced SMG can headshot
-Spartan Laser has two zooms
-Needlers supercombine in 6 needles instead of 7
-Brute Plasma Rifle functions similar to it's Halo 2 counterpart
-Spiker has more damage
-Mauler has more damage
-Beam Rifle has more damage (originally weaker than the sniper rifle)
-Covenant Carbine has more damage
-Plasma Pistol and Plasma Rifle are untouched
-Sword lunge has further range
-Plasma Grenade EMPs vehicles

Enemies:
-Brute Ranks what colors Bungie intended
-Brute Chieftains now regenerate shields
-Brutes no longer have Flare Equipment
-Brutes should use more equipment variety
-Grunt Ultras now have shields
-Grunts can be seen wielding plasma rifles
-Jackals now have 4 ranks (Minor, Major, Ultra, Sniper)
-Jackals armor now has colors based on rank
-Jackals can be seen wielding plasma rifles
-Buggers can be seen wielding carry plasma rifles

Allies:
-ODST allies are far more effective with all weapons
-Marines can now appear to be wearing rucksacks
-Marines can now have various ammo packs
-Marines have more accurate collision and physics

Vehicles:
-You take less damage in the Warthog
-Players can sit in the back of the Troop Warthog
-Scorpion Tanks have secondary/coaxial machine gun
-Passengers on Scorpion Tanks take less damage
-Warthog, Mongoose, and Scorpion have additional glow and emissives
-Almost all Wraiths are now driveable
-Prowler makes a minor appearance
-Phantoms have boost fx and interior lights
-Phantoms now have more accurate collision mesh (This means you can shoot out the passengers more easily)
-Scarab AA Turret is now destructible

Missions:
-Flocks now appear in missions
-Additional flyovers in almost all missions
-More dead elites appear in various missions

Bugs:
-There was a crash reported where when you return from Kikowani Station to Mombasa Streets but I have not been able to replicate. Due to how ODST Campaigns work, as far as I am aware, this means replaying the entire thing.
-Audio Logs collected on Mombasa Streets may not register when you get to Data Hive so you can't get the final audio log. Unsure if this is a standard ODST Campaign issue or something we can fix.

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105 Comments
Katherlyn  [author] Mar 18 @ 6:23pm 
That's very interesting. Yea, I know MCC has a weird input lag thing in general, it's prevalent with Halo 2 when anyone not host has a much easier time swordflying
LovablePWNER Mar 18 @ 5:32pm 
Hey Kat! I commented on here a while back because I said there was strange input lag in this mod when playing COOP. Turns out it was not even the mods fault and stems from other plays having different refresh rate compared to the host. I know COOP can still have issues on MCC but it definitely wasn't your mods!
Morry09 Mar 16 @ 9:22am 
and with the marines health yeah you are right it would be better to just remove that thing, its a great mod keep up the good work:steamhappy:
Morry09 Mar 16 @ 9:17am 
that would be really nice, i am saying because in like my opinion in close combat every unit should have that guaranteed melee attack so it would be fair
Katherlyn  [author] Mar 16 @ 9:05am 
i'm not too familiar with adjusting AI melee as it's functionally different than players but I can look at it I suppose.
Morry09 Mar 16 @ 9:04am 
and the marines melee attack area is really small, like they almost never hit it
Katherlyn  [author] Mar 16 @ 8:47am 
It can be changed, yes. I did up their health on Tayari but it's still present. Maybe I'll just remove it.
Morry09 Mar 16 @ 2:32am 
cannot that be changed ?
Katherlyn  [author] Mar 14 @ 3:23pm 
oh i see, they do make them very weak, all allies during that mission, for some reason
Morry09 Mar 14 @ 3:32am 
there are more, on ONI Alpha Site, for example at the bridge after the explosion if u keep marines alive then they get 1 shot, and at end of the mission the same with the police guys