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The issue I take with most of this is that you believe I "lost my way" from the start of this mod's development when everything you see here has been the objective since day 1. This mod's inception came from the wake of an earlier mod I made that was solely restoring the Flood Juggernaut encounters that were cut from the game. I thought, "these are neat. What else is there?"
I knew going into this that a lot of these changes were going to be for better or for worse, especially the amount of Drones (I feel ya there) but regardless of what I feel about them, the whole point of this mod was to re-add everything that I could find in the game files that was cut from the final release. Sounds "uncut" to me.
Eventually, the Digsite team is going to be releasing a lot of official pre-release material (cut weapons, vehicles, equipment, what have you) that will end up being incorporated into the mod. It's still a work in progress that's eventually going to get a large polish pass.
I will say that I do agree with the Sniper being too weak, and I'm gonna revert it to vanilla in a future update. The reason it was that weak initially is because the weapon was balanced for the MP component in older builds when MP Spartans had 30 health instead of 45. This doesn't really apply to Campaign so that's my bad.
Thanks again, sorry you didn't like the mod.
I guess my hang-up is just not agreeing with how you're defining whether something is cut or not. It feels like at times the mod's intent is the equivalent of if you took Skyrim, came across remnants of pre-1.0 faults like a main quest character being aggravatingly bugged or an enemy type way overtuned, reverted the fixes and then called it the uncut version. Going intuitively off how the game now plays with this installed, its most noticeable changes are more often than not things which were never cut but rather their content is still completely in the game and the bad parts of it were just iterated out.
What I'd consider cut features would be things like rebuilding and putting Alpha Moon back in, or Covenant Ship, or Forerunner Tank, or the version of the game where Miranda Keyes is set up to be despised by the player because she welds a bomb to you, the real time lighting and stencil shadows. That, I think, would be something appropriate to call 'Halo 2: Uncut', but I recognise those would be some pretty lofty implementations for a whole studio to pull off, let alone a singular (I presume) developer who doesn't have infinite time to dedicate to such a vast undertaking.
My final note will be the stuff I consider genuinely cut that this mod restores is sincerely cool. It is cool to see the Shadow usable. That little section in the tunnels being flooded again is cool. It is cool to see the Scarab fight given back a little more flair. It is cool to see the gas bags on Threshold (although I seriously doubt they should be there before The Oracle since they look blatantly like flood when their reveal and containment escape doesn't fit the level's new chronology). The Flood Juggernaut making appearances is cool. I am sure if I went through the whole campaign with the mod on I would find more little things like this which are cool--it just sucks that getting to those little parts requires such a slog through bad encounters with dubiously balanced weapons which were improved--not cut--for a reason.
Frankly I believe this comes off entirely opposite of your intended effect. You sound pissed beyond belief and I could cut the negativity this post was built on with a butter knife. I think you played and got frustrated. I understand, and if you watch his videos I think you'd get a better grasp of the accomplishments he's pulled here along with what Uncut means for this mod and likely Halo games as a whole. The weapons tuning changes are harsh and while I do agree that I'd like to see majority restored to vanilla, I also think it's important to acknowledge what's been accomplished, and you have definitely rectified some of this in your reply to the dev. The major problem with the weapons are that he tuned them to the original multiplayer standards like he said when Spartan Health was lower which was also likely before Bungie had done weapon balances for PvE encounters. That being said I also refute your viewpoint that this isn't "Halo Uncut" as for the purposes and what this mod does it will be the closest we ever get. As you've said yourself the things Bungie had to cut due to time with a whole studio aren't holistically reasonable for a single(assumed) developer working in their spare time and may include needing to release multiple game versions. However this is also vastly WIP and there continue to be new additions and tweaks made, it's not going to be perfect right out of the gate but this is where researching the project a little to get an understanding of the vision comes into effect. I definitely won't say this mod is for everyone and it certainly doesn't have a balanced sandbox as of now. The important part being "as of now." No I'm not saying to blindly accept and love the mod, and honestly if you don't like it nobody is going to have hard feelings. This mod is working to reinstate as much cut content as possible within reason, there will be several things that we will never see, and likely several iterations of Halo 2 that we don't even realize may have existed. By your logic a Halo CE uncut would be an RTS game and an FPS game. Uncut describes this mod perfectly as it will be the Uncut iteration of Halo 2 that we got at launch. I'm personally not a fan of the mod as it sits now but I like the vision for what it can be down the line so long as development continues. I hope someday you will be able to play the mod or others like it and enjoy it for what was brought back. Who knows maybe with all the tools the devs are putting into our hands you can make your own Uncut mod for us all to enjoy, either way happy gaming!
In terms of changes, the Carbine's pushback effect could be dialed down (or removed if necessary), as it stands it breaks the A.I.'s ability to fight back, especially the Hunters, who just take the rounds flinching until they drop dead, making it a cheese weapon. The Brute Shot could have it's damage increased, as it's low magazine capacity makes it a chore to use (or have its magazine capacity increased). The Sentinel Needler could use an acceleration to its projectiles, they're so slow you get mobbed and downed before you can do any significant damage, and using it against sentinels is near impossible.
The Flood Juggernaut should have its health decreased, I get it's a tank unit but it just isn't fun to pump quite that much lead and plasma at a unit. I don't know to what degree it's possible, but the Juggernaut's A.I. needs improvements to its aggression, it tends to idle too much and isn't much of a threat once you get an object in between you and it since it can't seem to understand what to do next.
That said, great job to all involved! Cant' wait to see High Charity and Great Journey!