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Despite the issues, I hope they're not major enough to ruin the experience overall, and I appreciate the feedback you guys have given.
P.S. also sorry for the *really* late replies :0
I went back and I see what you mean. I did redo a lot of the models after the initial version, but it looks like I forgot to fix some of the weights on the Jackals.
@StarBard
Thank you!
@Šáhloň
Glad you enjoyed! There are some aspects of the mod that I never got around to finishing or fixing up (the above mentioned Jackals being an example)
@Pog Miser
The needler really needed more love for this game, so it deserved the buff I gave it! XD
As for the blue needles, I though it'd be cool to use the blue needles, though in hindsight I maybe should've just used pink instead after all.
As for any plans for Halo 2/3, I've thought about it but not really settled on any. Don't think I'll be doing a project like this for those games. I do have a character overhaul pack I made for Halo 2 that I need to update. Until then though, atm it's up in the air what future projects I'll do,
@snowmanballz2
The Scorpion Cannon can be found at the skull locations in Halo, The Silent Cartographer, Assault on The Control Room, The Library, Two Betrayals, and The Maw. The ones in The Silent Cartographer, Assault on The Control Room, and The Library require a grenade jump to acquire it, so I placed overshields nearby to make it easier.
I decided to keep the gameplay and balancing mostly vanilla. I did consider giving the Assault Rifle a tighter spread like in RoB's Rebalance mod, but with the Reach Assault Rifle now being in the game I felt that would be kinda a pointless change. The only weapons I really tweaked were the Rocket Launcher's firing delay, making sentinels more vulnerable to Sniper Rifles and Rocket Launchers, and Melee being slightly more effective against Flood.
Most of the tweaking I did was with the new weapons so they could still be fun to use in the latter half of the campaign. I made the Flamethrower act more like it does in Halo 3, where it usually insta-kills the Flood, since it wasn't really all that viable in the Flood levels due to it taking too long for the fire damage to kill them. I balanced the Sentinel beam somewhat like it is in Infinite, being really effective against enemies at the cost of a fast battery drain.