Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo 2: Tickrate AI Balance Fix
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Engine: Halo2
Game Content: Campaign
File Size
Posted
Updated
9.590 GB
Aug 27 @ 9:48am
Sep 1 @ 1:34pm
7 Change Notes ( view )
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Halo 2: Tickrate AI Balance Fix

Description
MCC's Tickrate broke the AI, I fixed it


There is a notorious bug with Halo 2's AI in the MCC release, they act at double the speed they should, oftentimes causing instant death. This is due to AI running every tick. In MCC, that tickrate has been increased to 60. The AI update at 30 hz, the game updates at 60 hz. Combine the two and you get AI that update twice per second. This mod multiplies their timers to ensure that they can't update more than once per second. For some reason, shield recharge speeds are also affected by this bug so they've been fixed too.

What this fixes:
  • Instant deaths due to mass damage.
  • Jackal Snipers can actually be reacted to. They also can't fire twice at a time.
  • Shield recharge speed no longer outpaces weapon damage.
  • AI computation has the correct timings.
  • Behavior is 1 to 1 to it's Original Xbox version.

What this does not fix:
  • Tickrate issues not related to gameplay.
  • Legendary being extremely unfair. It's just playable. Play Heroic.
47 Comments
Woman Kisser  [author] Oct 7 @ 12:48pm 
No, the tools aren't linux compatible.
arbufy Oct 7 @ 12:42pm 
There won't be a similar fix for Reach, correct?
Woman Kisser  [author] Sep 13 @ 10:40pm 
Or well, it's skipping one full update then firing. Since there's two per second, it fires every half second.
Woman Kisser  [author] Sep 3 @ 9:07am 
Further explanation.

0.566 is the limit because of two reasons.

0.5 ensures that 30 hz is skipped every second. It skips half the first update then half the second update. This puts the total delay at 0 seconds.

If you use 1, it would normally skip one full update then fire, however now it is skipping one, firing, then skipping another and firing again, putting the delay at 0.5 seconds.

If you use 2, it skips both updates then fires, putting the delay at 1 second.

Etc, etc.

0.066 ensures another 33 ms of time is skipped per update, in case any frame dependent actions are being taken.
Woman Kisser  [author] Sep 2 @ 7:23am 
They fixed the weapon bugs but not the AI bugs. I fixed the AI bugs.
DAVID Sep 2 @ 3:47am 
I thought they fixed this bug in the past, or is it they only fixed tickrates in Multiplayer?
Woman Kisser  [author] Sep 1 @ 7:48pm 
The mod tools don't support it, so idk, has anybody else gotten Halo 2 Anniversary mods?
TheRat62 Sep 1 @ 7:45pm 
Can you eventually get this working with anniversary graphics ?
Woman Kisser  [author] Sep 1 @ 1:28pm 
The tickrate causes double updates, which you have to fix. There's then the fact that a lot of timers update per frame, so they need a delay added to not outpace the engine. The complicated part when it comes to the new tickrate is that 0.5 = 0.

So, for example if I want to take a timer with a .1 delay and fix it, then I have to use the following formula:

0.1 * 2 + 0.566 = 0.766.

But the really ♥♥♥♥♥♥♥ annoying part is that some things have parent timers, so you have to figure out what the parent timer is. Changes to any timer underneath the parent work normally, the parent is the one that updates per tick.

For AI behaviors, it's the perception timers.

For AI attacks, they use the difficulty scales.

It is very, very complicated.
Woman Kisser  [author] Sep 1 @ 1:12pm 
I don't think most people actually have the knowledge to implement this fix correctly is why it hasn't existed thus far.