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and thank you for adding the ce ar to halo 2
I'm also out of time as the Halo 2 mod is set to release this week.
the mod is pretty fun
i will make one request/ suggestion
please add the ce ar to halo 2
to me it doesn't make sense lore wise why we don't see it
I'll change the sniper rifle to kill a Ghost in 1 hit, Banshee in 1-2.
And the Magnum to kill a Ghost in 2-4 and Banshee in 3-4. I generally go slightly above the number of bullets it would take to kill something to account for range damage falloff which I never wanted to fully implement into the mod due to the length of time it would take.
I'll include the sniper values in the Halo 2 mod I'm working on now too. Although the magnum in Halo 2 doesn't fire explosive rounds so I'll leave that unchanged.
We are good on something, the Elite (Shield and body) should take 1 to 2 hits from the M6D Magnum (.50 caliber, explosive) which is quite realistic
Where the sheet seems to be weird using this calculation is about the Ghost/Banshee, withstanding 36 shots from .50 explosive caliber and the sniper rifle, which is even bigger caliber.
Let's see what we knows : The Ghost is made with a kind of metal parts (We don't have the exact composition but it's ok), we can safely assume the metal is far more efficient than the one we knows, Covenants have superior tech.
-The front, where it contains the firing system, the motor, and the vehicle systems
-The back which if i understood well is really just a seat lol
A .50 cal explosive round carries the equivalent of 15–18 grams of TNT, plus armor-piercing effect.
So 36 rounds = over half a kilo of explosives
plus over 18,000 joules of kinetic energy each
What "kills" a vehicle is when the vital components (like a body) are damaged/destroyed. You can break, burn, destroy a car's door. The car is ok.
Realistically, 1 or 2 shots from the M6D magnum would literally explode the vehicle and the driver too. 3 shots if really they have a very very strong metal
From a design logic, these vehicles are not made to withstand hits, but to deliver devastating plasma bolts. It's not there to tank, but to destroy.
The sniper would probably obliterate the vehicle (one shot in front would pierce the components and i would not be surprised that the bullets pierce the driver behind)
Would the Covenant win battles against Humanity with pistols that fires .50 caliber explosive ammo is an other question (Especially when crewmen are equiped with .50 cal pistols and marines 7.62mm... seems like someone high up in ONI's logistics chain was smoking Hunter gel lol)
For the human pistol, it fires .50 cal explosive rounds in the lore. 6 rounds of those to take out an Elite minor's shields and 1-2 round to finish them off is reasonable. Whether that's more effective than the sniper rifle is up to the engagement distance and the lore. Halo's map sizes rarely give distances you would use an actual sniper rifle for, so it is what it is. I'm having the same issue with the Carbine and Battle Rifle in Halo 2. 70% of encounters take place at ranges where other weapons are just better in the lore. I've had to get creative to make them viable in the game while respecting the lore damage values.
Plasma rifle is just super effective against everything same as plasma pistol but with superior accuracy and projectile speed. That fire rate buff is definetly not needed.
Ghost and banshee have less durability than elites and that doesnt really makes sense lore-wise.
Lightly armored doesnt mean it is not armored at all. Plus plasma guns on them are dealing around same damage as plasma rifle but with terrible accuracy. I dont understand how ghost is supposed to be fast and dodge plasma bolts with its sluggish acceleration and turn speed. Banshee is even worse because manuevers dont exist until halo 2. Only usable to fly to destination in safe environment as it gets destroed with just on spree from plasma rifle. Wraith has like double or something like that hp of ghost and that makes it a joke. Just shoot it a little with plasma rifle and wraith will explode.
I'd like to know, what did you have to do to fix it? Some instinct tells me I should know
To your other comments about the plasma rifle being OP, the mod is modeled after the lore, and in the lore, the plasma rifle "is" OP.
1 bolt kills most humans. Armor might save you but you'd be severely wounded. Plasma bolts also has a slight EMP effect, making them effective against shields and vehicles. In the lore and books, the Ghost is basically an antigrav motorcycle with very thin armor meant to protect against very small arms fire for a limited time, as you would primarily be strafeing your target at high speeds. To model this in game, ghosts have lower health against plasma but much faster speed, making them more difficult to hit.
Come Halo 3, a Mongoose would probably go down with 1-2 hits from plasma due to the lack of armor.
Shutdown the game.
Navigate to your Steamapps\workshop\content folder, open the folder numbered 976730, and then the one for this mod, 3559179109. Open Modinfo.json, find the MaxAppVersion section, and change the value for "Minor" to 9999.
Save and launch the game, and it should be playable again.You may need to do this every time the game updates.
Can’t wait to seeing your take on the rest of the games
I think they're being a bit too tanky against Sniper Rifles.
And as for Zealots, I got the impression that they were easier to kill than Majors, but I gotta test that out
Elite minor shields in the lore can tank 5-10 AR rounds while Zealots are shown to tank 30 at times. In the mod, Elite ranks have their shields scale while their health remains the same. Majors have shields increased by 50%. Zealots (golds) scale up to 300%. Is there a specific weapon you think they're too tanky against?