Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo Reach: Slipspace Beta
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Update: Nov 2 @ 1:59pm

Bug fixes
-Extended delay before damage effect trails are generated by Covenant defence lasers to avoid reactor overlap. Be aware this now means there is a small 'deadzone'
where defence lasers will not destroy missiles/strike craft that are very close to the ship.
-Increased the shield health of all reactors from 80 to 8000. This should help prevent cases where multiple instances of damage occurring at the same time are overwhelming the shield before the server
can update the shield regeneration (which should be happening instantly and regenerating to full in 0.02 seconds), possibly resulting in the reactor itself taking damage and being destroyed. MAC and Lance
damage effects bypass this shield completely.
-Fixed Sidereal and Nebula forge maps not actually saving.


General Changes
-Adjusted lighting on Sidereal to be less harsh.
-Re-categorized all ships to be recognized as land vehicles, potentially allowing them to capture territories/hills.
-Increased deceleration of Forge Monitor from 7 to 15 for sharper stopping control.

Update: Nov 1 @ 2:38pm

Balance Changes
-Beam Emitters are no longer jammed by the Anansi and are now an option to counter the ship.
-Beam Emitters heat generated per round reduced from 15% to 14%. (coupled with passive heat loss, now allows 10 continuous shots before overheating instead of 9).
-Beam Emitters overheated heat loss increased from 9% per second to 12% per second.
-Covenant Defence Laser passive heat loss per second increased from 4% per second to 5% per second.
-Covenant Defence Laser overheated heat loss per second increased from 9% per second to 10% per second.
-SDV-class slipspace jump cooldown reduced from 60 seconds to 40.
-SDV-class top speed increased from 55 to 58.
-Increased reload time of all Archer missile salvos from 5 seconds to 5.5 seconds.

Bug fixes
-Anansi-class now triggers armour break effect when reduced to zero armour.
-Anansi-class is now pre-tagged for Eion fighters, like all other UNSC ships.
-Covenant and UNSC point defences now begin generating damage trails (which is what actually destroys missiles/strike craft) after a very small delay, as they were
seemingly overlapping with the firing ship's reactor on rare occasions, causing instant death.


General Changes
-Added a short contrail to Halberd sub-MAC projectile.

Update: Oct 28 @ 1:41pm

-Fixed spawns on SIdereal

Update: Oct 27 @ 5:25pm

New Content
-Sidereal and Nebula the third and fourth forge map canvases, are now available. Both maps work with Slayer out of the box.
-Anansi-class Figate, a dedicated UNSC support ship that lacks firepower in favour of shielding friendly ships from being locked by enemy capital weapons.

Bug fixes
-Eion Defensive Fighters no longer destroy Longswords.

General Changes
-Asteroids now have a more uniform texture with no inherent green tint.
-Enhanced the brightness of the nebula on Eclipse.
-All thruster effects and sounds are now disabled while freelooking to better communicate that the ship does not speed up or slow down while doing so. Thruster self-illumination still scales with engine power even when freelooking,
allowing the player to see what level of thrust will be applied when they stop freelooking at a given moment.
-Both CCS-classes can now come to a complete stop.

Update: Sep 28 @ 4:48pm

Bug fixes
-Potentially fixed an issue where UNSC ships were not being pre-tagged for defensive fighters on spawn.
-Correctly assigned the updated Seraph launching values to Elefen-pattern CCS pilot.

Balance Changes
-DCV-class total health pool reduced from 13000 to 12000
-Enhanced plasma torpedo firing damage against owner's shield increased from 400 to 1000. Covenant players are now encouraged to carefully consider using enhanced torpedoes, and are punished more harshly for overusing them.
-Plasma Cannon projectile speed increased from 800 world units per second to 900.
-Light MAC detonation damage against shields increased from 2500 to 2800.
-Heavy MAC detonation damage against shields increased from 3200 to 3600.
-Valiant Archer salvo reduced from 18 to 16 (per player).
-Marathon Archer salvo reduced from 16 to 14 (per player).
-All UNSC evasion now recharges after 4.8 seconds instead of 6.
-Halcyon-class hull repair threshold is now 50%. It will always repair to this amount no matter how low hull is reduced to. Time before hull repair begins reduced from 12 seconds to 10.
-Halberd-class hull now repairs to 40%. Repair begins if no damage is received for 10 seconds.
-Paris-class hull now repairs to 40%. Repair begins if no damage is received for 10 seconds.
-Eion-class hull now repairs to 30%. Repair begins if no damage is received for 12 seconds.
-Marathon-class hull now repairs to 40%. Repair begins if no damage is received for 12 seconds.
-Valiant-class hull now repairs to 40%. Repair begins if no damage is received for 10 seconds.

General Changes
-Archer, Harpoon and Longsword projectile effect intensity is now tied to the health percentage of the projectile. It should stop rendering entirely when health is 0, preventing destroyed missiles from appearing
to still be active threats.
-Archer missile weapons now include a leading reticule, to help identify to players where they should be aiming to achieve a lock on an enemy ship that is in close range.
-UNSC Shipboard AI dialog now triggers when MAC weapons are charging, when ship armour is broken, and at 50% and 25% hull.

Update: Sep 27 @ 5:23pm

Balance Changes
-Marathon-class total health pool increased from 13000 to 16000
-Valiant-class total health pool increased from 20000 to 22000
-Marathon-class archer missiles now fire a salvo of 16 missiles (per player).
-Valiant-class archer missiles now fire a salvo of 18 missiles (per player).
-Heavy MAC shield damage increased from 3000 to 3200

Update: Sep 27 @ 4:16pm

Balance Changes
-Beam Emitter projectile speed increased from 30000 to 200000 for exact consistency.
-Slipspace jump exit point is now an array of five possible locations, all within 5 world units of the original singular point. This will help reduce the frequency of 'telefragging' enemies and allies who are caught in your jump.
-Increased radius of slipspace jump entry point from 50 world units to 60.
-Increased projectile speed of plasma cannons from 700 world units per second to 800.

-Archer missile lock-on range increased from 2800 world units to 3000.
-UNSC ships now spawn pre-tagged for Eion defensive fighters. This tag lasts 1200 seconds (20 minutes). Eions can still tag objects to send defensive fighters to friendly objectives, for example.
-Time between shots of Eion defensive fighter pings increased from 0.2 seconds to 0.5 seconds.
-Eion defensive fighter ping attach duration decreased from 900 seconds to 60 seconds.
-UNSC Satellites no longer targetable by plasma torpedoes.


General Changes
-Adjusted Beam Emitter projectile to ensure it begins rendering its contrail effect from the point of firing, instead of beginning hundreds of world units along its path.

Update: Sep 20 @ 3:56pm

Fully applied previous update to both maps.

Update: Sep 20 @ 3:28pm

Bug fixes
-Made a variety of adjustments to Archer and Harpoon effects to hopefully prevent destroyed missiles from still appearing to be active.
-Made a variety of adjustments to projectiles to hopefully prevent rare instances of instant kills being inflicted by impacts.
-Made a change to the DCV-class that will hopefully solve an issue where the passenger's death is not being allocated correctly when the ship is destroyed.
-Reduced radius of Tick damage effect, as it was capable of intersecting with the reactor of Halberd- and Paris-class ships in certain areas, destroying the ship instantly.



Balance Changes
-Beam Emitter projectile speed increased from 9000 to 30000 for better targetting consistency. Unguided projectiles that must lead a target at long range do not track correctly
unless the lead indicator intersects the target's actual position. This should result in far more consistent shots.
-SDV-class defence lasers can now fire 14 shots before overheating, previously 12.
-All other Covenant defence lasers can now fire 10 shots before overheating, previously 8.
-SDV-class and ADR-class shield regeneration now takes 16 seconds after starting to get from 0 to100%, previously 14.
-DCV-class and CCS-class (both types) shield regeneration now takes 18 seconds after starting to get from 0 to 100%, previously 16.


General Changes
-Adjusted Harpoon detonation effect to be less blinding when created close to the player's camera. Unchanged beyond very close distances.

Update: Sep 17 @ 11:32am

-Updated for latest MCC version