Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo 2: Uncut
The Vengeful 'Vadam  [developer] Dec 20, 2022 @ 10:50am
Sandbox Balance Changes
Salutations! I'm currently going through some of the balance changes of H2 Uncut to make runthroughs of the mod much more bearable on higher difficulties, as the main draw of the mod should be the new set-pieces, cut dialogue, etc.

At the moment, the following sandbox items are my main focus of interest, but I'd like to hear more input from the community, as well:

* Both Sniper weapons' damage value (human and Beam Rifle) [already reverted back to OG, will launch with the next major update)
* The Fuel Rod Cannon's explosion damage value (reverted back to OG and removed AI tracking to make it less hell to go up against, will launch with the next major update)
* The Wraith Mortars (haven't looked at it yet, but have received complaints)
* Considering making Drones have less health to compensate for their larger numbers
* Reworking the handheld Plasma Cannon to adhere to Bandana skull.

That's my current list, but can get larger depending on what you all have to say. Discuss!
Last edited by The Vengeful 'Vadam; Dec 20, 2022 @ 10:52am
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Showing 1-13 of 13 comments
Ωmeggga Dec 21, 2022 @ 12:52am 
Drones are so annoying, takes over a sniper hot to pull 'em down. I think it might be a good idea.
Staples McGee Dec 21, 2022 @ 8:32pm 
Here's a couple things I noticed playing on Heroic:
-I didn't have much issue with the extra drones, they were certainly challenging but I didn't find myself constantly reloading saves to clear the drone encounters.
-I know carbine knockback is part of the mod, but it feels a little ridiculous in its current state. Way too easy to stunlock enemies, it became my go-to weapon whenever I could get my hands on it. And as I mentioned in my other comment on the mod page, the effect it has on heavy items such as the covenant space crates is comically extreme. Pretty easy to send "heavy" objects flying with it. Not sure how much of this is intended.
Cazador Dec 25, 2022 @ 1:48am 
Sorry for the nitpick but i hope the Plasma Pistol sfx gets reverted to the original halo 2 version, having it using the Plasma Rifle sfx sounds cursed.
ghosterino Dec 27, 2022 @ 10:33am 
I don't think rebalancing of existing weapons belongs to an 'Uncut' version, on the other hand I like some concepts such as the automatic Covenant Carbine or the Fuel Rod Gun which behaves more like the Plasma Caster from Reach
Last edited by ghosterino; Dec 27, 2022 @ 10:35am
ghosterino Dec 27, 2022 @ 10:38am 
The only weapon that I think is an afterthought is the needler, because if the developers already knew it was a barely usable dual-wield weapon, they wouldn't have given you one at the beginning of the High Charity level.
The Vengeful 'Vadam  [developer] Dec 27, 2022 @ 10:43am 
Originally posted by ghosterino:
The only weapon that I think is an afterthought is the needler, because if the developers already knew it was a barely usable dual-wield weapon, they wouldn't have given you one at the beginning of the High Charity level.
H2's Needler is actually very underrated in the Campaign. It's particularly good vs Brutes and Elites due to their larger than average sizes, and ammo is always plentiful. With the Uncut changes, it's borderline OP.
Tmm72 Dec 31, 2022 @ 11:28am 
Plasma pistol is using the Plasma rifle sounds. Floods with smgs and pistols are obnoxious because of the damage increase and especially range increase. You will get shot and wonder where the flood even is. Brute shots feel really unsatisfying to shoot because they lack any impact on hit. Probably my least favorite thing about the entire mod has to be the carbine. There is never a reason not to use it whenever you can pick it up and it especially makes the brutes a total cake walk because of the knock back. Enemies in general are defenceless when you spray them with the carbine. Hunters probably shouldn't get knocked back by the carbine seeing as they are already weak enough in the base game. I also noticed a bug when i dual wielded on Gravemind one of my guns would endlessly shoot by itself as if i was holding down the trigger. I really want to like the battlerifle and i probably would like it more if it had a shorter reload animation. It feels really bad when you are 1 or 2 shots away from killing an elite, but then you have to wait for the really long reload animation. The battlerifle already has less bullets in each magazine so making the reload animation longer on top of that feels bad.
ghosterino Jan 2, 2023 @ 2:03pm 
Isn't it better to make the Sentinel grenade launcher semi-automatic? Or at least make it so that if I hit the button once it doesn't fire two grenades in a row, it's too easy to get blown up like that.
Tbiesty Jan 8, 2023 @ 9:17am 
[Double posting here, since it's specific to rebalancing]
I'd love to take this mod (with all the added encounters) and adjust it with the same rebalancing steps I did for the original. Looking forward to see how the last two levels look like when you are done. Great work!
Last edited by Tbiesty; Jan 8, 2023 @ 9:47am
FranktheDank Jan 8, 2023 @ 2:45pm 
Scorpion firing caused explosions which cause a crash to the menu on level Delta Halo. [Co-op]

I think there is a bug with Scorpion after firing caused an explosion which cause a crash to the menu. It happen at least 3 times while playing co-op with my brother. Earlier on Metropolis level when firing the Scorpion it worked all fine until level Delta Halo. The first part was right around when a grunt was about to deploy the turret after you gain control of the bridge. I fire at the grunt then crash to the menu. Second when I was shooting at Banshee while my brother was shooting another Banshee at the same-time with Rocket Launcher. Third, we decide to leave Scorpion to the marines. The ally marine was driving Scorpion shooting a ghost. Then crash to the menu again. All crash to the menu on level Delta Halo with Scorpion.
OOOOF Jan 18, 2023 @ 4:24am 
Hey i love the mod, as for balance changes, please please increase the BR realod animation speed, it's waaay too slow... can't wait for the last two missions btw

I dislike the knockback effect on the carbine, it's too strong, you could tone it down or eliminate it

Also, i'd buff the allied AI, buffed allied AI is one of the better changes in Ruby's mod. in many encounters there are more enemies than in the original game, the old allied AI isn't enough to support you properly imo
Last edited by OOOOF; Jan 18, 2023 @ 4:38am
The Shark Dude Jan 27, 2024 @ 3:23pm 
What about brute health and jackal sniper accuracy?
The Shark Dude Jan 27, 2024 @ 3:33pm 
Originally posted by The Vengeful 'Vadam:
Originally posted by ghosterino:
The only weapon that I think is an afterthought is the needler, because if the developers already knew it was a barely usable dual-wield weapon, they wouldn't have given you one at the beginning of the High Charity level.
H2's Needler is actually very underrated in the Campaign. It's particularly good vs Brutes and Elites due to their larger than average sizes, and ammo is always plentiful. With the Uncut changes, it's borderline OP.
I don't get why people think it's bad in Halo 2 when the Halo 2 needler is literally one of or even THE best needlers in the series. Out of the dual-weldable weapons (weak plasma rifles that overheat, an SMG with only 3 spare magazines max, the plasma pistol, and a peashooter magnum) it's a WMD. I love using it in the vanilla game just because of how infuriating it is to fight brutes with any other weapon.
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