Halo: The Master Chief Collection

Halo: The Master Chief Collection

Trooper Firefight - 2024
916 Comments
boid.mdl  [author] Sep 11 @ 12:38am 
Did you try any of the fixes that are listed in the mod’s description?
boid.mdl  [author] Sep 10 @ 4:44pm 
:happycrank:
Desert_Dweller Sep 9 @ 9:11pm 
THE best firefight mod on the MCC collection, everyone should try this mod out, love everything about this mod, F### spartans, troopers all the way buddy
boid.mdl  [author] Sep 8 @ 4:04pm 
You can technically switch to the Covenant team in Firefight but I’ve never really balanced the mod for that so idk what experience you would have.
sol Sep 8 @ 7:50am 
A Covenant version of this mod could be pretty sick too. Could be pretty fun to watch marines and Spartans drop in a few shots from a Carbine. Or like a Covenant campaign with these mechanics.
Akboris Sep 8 @ 7:32am 
Super badass mod, would be nice for there to be a couple spartan firefights, I loved the campaign version but I didnt feel like the normal reach campaign does this mod justice in the way that your firefights do
boid.mdl  [author] Sep 5 @ 4:09pm 
It was probably just an issue with the mod not downloading. I don't have most MP and campaign DLCs installed.
BoyKnownAsRoy Sep 5 @ 7:06am 
Fixed my issue - for some reason I had to have all multiplayers/campaigns installed before it would install the mod. Not sure if it was an issue on your part or mine.
sol Sep 5 @ 6:55am 
You could potentially do a lot with Forge World for Firefight scenarios, as you could set maps in various parts of it, and even add your own structures to it. There was also a mod that adds seasons and weather variants of Forge World that you could consider looking into!

Food for thought!

Anyways, have a good day!
sol Sep 5 @ 6:51am 
The Tempest Firefight mission is my favourite one thus far, as I like the stranded UNSC/lost on Halo aesthetic to it, which is reminiscent of old Reach Machinimas such as 'Rise of the Spartans' from back in the day.

So if you do add Spartan missions in the future, could you make at least one based on a Forge World map with Forerunner structures built into it?

The map could be set in the Canyon with the beach at your back, and a makeshift UNSC base built into a larger Forerunner framework, kinda like the battle in Rise of the Spartans pt. 3A,

You'd hold off advancing Covies coming from the end of the canyon, while drop ships infiltrate from various angles.

The marines could have the Military Police space helm. reminiscent of old Machinimas. and there would be a handful of Spartans with you. and maybe even a Scorpion tank that respawns like the canyon battle from ROTS.

That'd be really lit!
boid.mdl  [author] Sep 4 @ 5:36pm 
The mod is 16gb - are you letting it download? Restarting Steam also reportedly helps.
BoyKnownAsRoy Sep 4 @ 9:09am 
The mod isn't showing up for me, I've disabled the anti-cheat and verified files multiple times, all campaigns and multiplayers are installed, but it's not even giving me the option for modded firefight/campaigns. Someone help a fella out
sol Sep 3 @ 8:27pm 
:steamthumbsup: You're a legend! :MCCLEGENDARY::MCCHELMET::ACODC_Helmet:
boid.mdl  [author] Sep 3 @ 6:54pm 
Yeah that seems more practical. The mod is already huge and I don’t really want to reload a duplicate version where the player is a Spartan. A few new maps as a Spartan would be more reasonable.
sol Sep 3 @ 6:22pm 
Or maybe rather than creating a whole new firefight mod for Spartans, you could add 2-3 Spartan player missions to this mod where you have Spartan & marine/ODST allies.
boid.mdl  [author] Sep 3 @ 4:50pm 
Yeah I intentionally removed the Covenant retitles to incentivize sticking to UNSC weapons. You can still pick them up and use them if you need to.
Kusa Sep 3 @ 1:40pm 
the covvie weapons are meant not to have reticles right?
hexosecurity319 Sep 3 @ 1:35pm 
Another thing is the fact that certain weapons seems to not actually hit the target. In particular the DMR with auto-fire and drum mag. I often shoot at sangheili, I know I'm hitting the target but... it does no damage. I usually end up being killed because of that. Of course... I'm being killed either ways but...

The MA37 with grenade launcher is really extremely cool. It reminds me of the Killzone rifle and I love it... but the 3 burst fire sounds a bit weird for that kind of gun.
You should have given the feature of the 3-burst fire to the other variant with the suppressor. Still, I love that rifle. I use it a lot... and die a lot. Best experience of my life. XD

Last but not least: there's also a version with all these guns and play as Spartan?
hexosecurity319 Sep 3 @ 1:35pm 
I think there are few, tiny, little and perhaps insignificant problems that makes the whole experience less... "interesting".
I explain myself worst:

I play the firefight, normal mode, grab a weapon, start fighting and then happens the problem: the rest of the team literally surrounds me.
Instead of guarding their own positions... they literally cross my line of fire. I end up killing them, find myself with the rifle empty and have an elite on my face. Most of the times.
sol Sep 3 @ 2:47am 
Could look/sound good if the animation plays alongside a loud *thud* noise accompanying recovery from jumps, and/or louder footsteps w/ ambient armor clanging sounds while jogging.
sol Sep 3 @ 2:45am 
Oh and I remembered, regarding the Noble 6 Campaign, you could make it so the long-drop recovery animation always plays during any landing as a Spartan, even landing from a jump, rather than merely on long falls.

It might look really good and professional alongside all your other modded mechanics! :steamthumbsup:
sol Sep 3 @ 2:32am 
Final thing (I think)

I'd also love to see a Spartan/Noble 6 Firefight variant of this mod.

Anyways, thanks for hearing me out, you're a real one! :MCCLEGENDARY::story:
sol Sep 3 @ 2:29am 
That's a great idea, and I really love these mods.

Lower tier Brutes,(the blue/gold ones) don't need a change in their health/shield capacity, as at this point in the Halo storyline, they were still 'untermensch' under the Sangheili Hand of the Prophets, so their equipment would feasibly still be worse, including shield capacity.

But I def think you should increase all Elite ranks shield capacity to some degree, so Ultras and Generals actually look scary again.

Regarding Elite Minors, you could go the Halo Wars path and NOT give them shields, but Majors and above a decent shield capacity!
boid.mdl  [author] Sep 3 @ 2:29am 
I think I’ll add health regeneration to Hunters to simulate that “colony” system you talked about.
boid.mdl  [author] Sep 3 @ 2:27am 
I’ll do some experimenting and maybe raise the shield strength for each elite rank a bit.

Hunters are also a bit inaccurate with their weapons I’ve noticed. I can also make them more trigger happy and less likely to be baited into melee charges where they stop firing their cannon and are easier to just dance around them.
sol Sep 3 @ 2:24am 
Regarding Hunters, they might not need a conventional "realistic" level of health that a normal life-form would, like a human or grunt, elite etc. Each hunter is a colony of worms, thus the way the react to dying worms in the "colony" could make their reaction to dying behave more like health than organ damage, allowing you to give them more health, so they can be walking tanks once again!
sol Sep 3 @ 2:15am 
Yes, Legendary. :MCCLEGENDARY::steamthumbsup:
boid.mdl  [author] Sep 3 @ 2:14am 
Just to clarify: are you playing on Legendary difficulty? Because that’s the only difficulty setting I optimize the mod on.

Elites are a bit less bullet sponges after the last update but still deadly.
As for Hunters, I don’t feel like they’re that weak - if you’re just spraying them from the front they need like 100 rounds from the machine guns to fully put down that way. I could make them more deadly with their weapons to compensate for the increased firepower of UNSC weapons.
sol Sep 3 @ 1:47am 
Hey, I really love these mods you made, but I have a few suggestions for Trooper Firefight & Noble 6 Campaign if you'll hear me out.

In my playthroughs throughout the last few days, I've noticed that Elites are kind of weak and easy to kill, even as a marine, you can push multiple Elites around like it's nothing. The level of challenge between fighting Grunts and Elites is a bit blurred, and it can feel like they're almost the same unit. So, I would suggest subtly raising Elite and Brute Chieftan shield capacities so they actually feel like a threat when you see them.

You should also consider giving Hunters more health/armor, as they die insanely quickly, and present no challenge at all. Hunters are suppose to be walking tanks.

Then there's also the Banshees and Wraiths, they definitely need more armor as well.

Thanks for hearing me out, and keep up the awesome work!
hexosecurity319 Sep 2 @ 10:03am 
If I may suggest a thing... since I'm spending so many hours over this mod playing over and over again. In particular the map of New Alexandria Caracalla Park...

What remains in my mind is the scenario in most of these maps: Reach is gone, the UNSC have left the system and you and your pals are among the few left on the planet.

Good... but then... how many? I think we should have less marines with us. My personal impression is that. I know it's made to give more chances of survival but... at the same time, it's weird to think that so many troopers and Marines are still on the planet after the UNSC have left.

Maybe you can close one of the way in in order to balance a bit the chances of survival. I don't know that if would be cool/fine or not, but again, I don't want to criticize, I'm just trying to give you my input.

Oh and then... it's a bit depressing also see so many good Marines and Troopers die AFTER the planet is lost. I mean... it sounds like a waste.
boid.mdl  [author] Sep 1 @ 6:24pm 
@Soyuz The grenade launcher on the MA37 only works when you're in aiming mode.
boid.mdl  [author] Sep 1 @ 1:08pm 
:happycrank:
hexosecurity319 Sep 1 @ 7:15am 
This mod, and the campaign version are really good bro.
Excellent mode. Well done.
47467red Aug 31 @ 5:32pm 
Is anyone else having a bug where they're subscribed to the mod, but the missions are no showing up in the game?
Soyuz. Aug 30 @ 7:48pm 
how does the MA37 with the underbarrel GL work?
winchick2 Aug 30 @ 5:46pm 
Those guns with red laser are best. Assault rifles with no trigger delay, so I can give each enemy a few mini-bursts. Stays accurate.

Newest update balanced so much. Marines die less.

The more I play it, the funner it gets.
KaleShibata Aug 26 @ 8:11am 
after having played the update a couple times over the last couple days i do like how equally lethal both forces feel to each other. before the primary issue felt like the guns base damage did not quite keep up with shield health in firefight. now it feels a lot more chaotic as one elite can't just run in and spawn camp everyone, when the next waves spawn campers tend to be immediately shredded as they should.

Now everything feels unforgiving but very manageable with any degree of forethought on placement. Snipers feel more impactful for managing dangerous packs, each of the weapons has a range at which it does the best at while still maintaining preference for use. I do however appreciate that you did tweak the smgs to not be hilariously effective at oddly long ranges. was more than a bit silly i could spend most of a match with the smgs at rifle mid and long range. That might say more about me though..
V0IDBEANS Aug 25 @ 9:21pm 
Any way to get rid of the saturation? thanks mod is awesome.
boid.mdl  [author] Aug 25 @ 4:22pm 
:Burn:
Cloudygeneral1691 Aug 25 @ 4:14pm 
i love getting ptsd from a halo mod
Iron Aug 24 @ 10:47am 
Absolute cinema
boid.mdl  [author] Aug 24 @ 6:19am 
:emofdr:
DickDicky Aug 23 @ 10:40pm 
this mod is rad as fuck
Cora Aug 23 @ 7:20am 
add the option for the blind skull to all of these mods , i wanna play without HUD. awesome mod
Demi-fiend Aug 21 @ 5:07pm 
Based. Looking forward to it; you're the best.
boid.mdl  [author] Aug 21 @ 5:02pm 
Yeah that's a good idea - I'll add that in the next update. I was thinking of doing that before but didn't know how. I looked at some of the scripting for existing levels and it could be done easily and controlled in the firefight options.
Demi-fiend Aug 21 @ 4:48pm 
Thanks for adding back in Lone Wolf. You put a lot of work into this, and it really shows. Favorite workshop mod by far. The improvements you recently made to the campaign firefight Lone Wolf mission also make it play a lot better - feels more like a proper last stand.

If feasible, I was wondering if it'd be possible to add an option within firefight settings to toggle friendly AI re-spawns/reinforcements. If enabled, they reinforce as they do currently. If disabled, once your friendly AI's that you spawn with at the start of the mission die, there's no more field support available to you - just you vs the covenant. I think it would add to the desperate and hopeless feel of maps like Nightclub and Lone Wolf.

If it's not easy to do within the games modding, or if you think it's a bad idea in terms of combat flow, I totally get it. Regardless, thanks again, and really well done!
BootahSacc Aug 21 @ 3:43pm 
I'm not a fan of the FX changes. The balance changes may, in aggregate, be in an improvement, especially where the friendly AI is concerned, but I have felt safer playing lazily.
boid.mdl  [author] Aug 21 @ 6:46am 
Lone Wolf has been added back today, remade from scratch.
zakattack04 Aug 17 @ 4:15pm 
This mod is fantastic and continues to get even better with each update. Thank you for your effort, I seriously cannot imagine how long something like this took to make.

I personally prefer the friendly fire, it's immersive, plus at least in my anecdotal experience, it's rather uncommon. Nevertheless, absolutely legendary work on this mod.