Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo CE: REBALANCE
Augustd7 Oct 11, 2023 @ 3:41pm
Two Betrayals special teleporter scenario (spoilers)
first let me just say how ♥♥♥♥♥♥♥ cool this was, did not expect it. i really appreciated how when the doors opened, there were marines that i thought were just sent to the master chief, but then you see they actually set up an HQ complete with command crew, supply caches, and heavy gun emplacements. it makes sense, just like how the covenant first set up their base there in AOTCR.

its little details like this that make the USMC feel alive, instead of disposable marines which they are in the original game. its too bad bungie couldn't make cool design choices like this and that it takes players to do it for them. the modder could do this, so it really wouldn't have cost bungie much work to do either. disappointing on them, congratulations to the modder.

i thought it was a cool touch but that it was only for player flavor. but once you activate the secret portal, you hear a transmission about the base under attack, and when you use the portal it takes you straight back to the start of the level, where the flood are now swarming up the mountain base. talk about making the level feel alive. its like the marines there had their own story and objective while master chief is doing his, both happening at the same time.

my only question is, are you realistically supposed to survive the attack? it doesn't seem just hard, it seems almost impossible. im playing on legendary, and the marines would naturally die and get pushed back up to the tower, and i feel like the game was pushing for an endless fight where nobody survives and you have to escape through the portal without the marines. it fits in with the theme of how bad the flood are getting in the mod.

so i cheesed it. i went to the far right, kicked johnson off the warthog turret, and camped on it, i held down the fire button for almost 15 mins straight. eventually the waves stopped, and echo 419 came down to swoop the survivors, but breaks off leaving a couple people (and MC) behind when flood drops all around them, and thats when you have to run back up to the portal and it seals behind you.

but i don't think you can win without cheesing the game? are you meant to lose the battle? its similar to if MC refuses to jump in the pool of coolant, you can't survive the endless flood
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Showing 1-6 of 6 comments
Hyoumaru Oct 17, 2023 @ 3:32am 
While I think the added scenario is very cool, I find it just a little too easy to get blown up by the Marine operating the Rocket-Hog turret unless you stay in the area just to the right of him. Maybe that's a compromise just to be able to have that level of support at all, but still.

I'm also unclear if the Flood spawn that happens following the Marines successfully evacuating is supposed to be infinite or not, like is it supposed to say "you can't survive this, just go back through the teleporter already" or if there's supposidely something more after it. Since there's no commentary from your allies clarifying it or not (which there was probably no recycleable lines to use) the most you can seemingly do is guess.
Soulreaper2219 Oct 23, 2023 @ 10:35pm 
how do you start the special teleporter scenario
olympian Dec 10, 2023 @ 1:07am 
Yeah it was really hard. I used a shotgun and plasma pistol. I used the snot out of the plasma pistol and rifle on legendary as there are so many flood with shields you cant use the ar or pistol, and if you spam the plasma pistol really fast it can take enemies down pretty quick. I focused on defending the machine gun warthog turret, once he was dead I joined the rocket turret, once he was dead I fell back to the top level.
Boom Jan 31, 2024 @ 7:24pm 
it was probably the hardest encounter in the mod but yeah I fended them off no cheese on legendary with shotgun and AR. I think i had to abuse backpack reloading. A true fight for veteran halo1 enjoyers. it really had me sweating like nothing else.

the two marines were on the nromal and rocket warthog, those two were goated in supporting me between reloads and covering the side i had moved away from. if you dont have those two yeah you are in for a bad time.

but yeah idk why yall thought it was endless, the dialogue mentioned something about evac on the way yeah?

all and all i loved it. so rewarding on its own and having them drop a [redacted] at final run for you was just so heartwarming
Last edited by Boom; Jan 31, 2024 @ 7:25pm
Vennobennu Feb 4, 2024 @ 3:26pm 
I barely made it myself on my first run, and only like three guys lived to reach the Pelican by the end of it, but it is very doable without cheese strats.

And about the Flood on Keyes before jumping into the coolant - unless Ruby changed it in an update, those Flood are not infinite! On Legendary surviving them is extremely difficult, harder than the Two Betrayals scenario for sure, but AFAIK there's no reward besides the satisfaction of having overcome the challenge
bubbajoe118 Feb 11, 2024 @ 8:47pm 
Honestly all the additions Ruby made to Two Betrayals sold me on the mod alone, so much good stuff and it gives a proper send-off to the UNSC marines that the main game lacked, I don't hold it against Bungie for not including it as these sequences were born from 20+ years of hindsight and retrospect but I appreciate the mod author for having the foresight to encapsulate the potential that could have been. Halo CE is already my favorite campaign to my favorite franchise and the fact I consider this mod to be the definitive Halo CE experience now is a compliment that shouldn't be taken lightly.

Like that fight on the top of the control room making a desperate last stand with some of the last marine survivors on the ring is one of the gameplay experiences i'd been craving that I didn't even know that I had, i'd never been so well equipped yet fought on such a back foot as I had in that entire segment, not to mention the desperation at trying to keep the infection forms from latching onto my (ACTUALLY VERY USEFUL) marines, i've noticed the line quickly devolves into a panicked mess of friendly fire and you're screwed if that happens.

One thing i'm curious about though is how the event is coded, as i've noticed on repeat playthroughs (I replay this mission and event alot) that the duration of the hold out can vary drastically, sometimes it feels like it's over in 5 minutes, sometimes 15, and I feel like the timespan to hold out shortens the further back you have to retreat but I just can't know for sure due to the chaos of it all. I know Ruby incorporates a lot of dynamic elements depending on the difficulty you're playing on (infected zealots are cracked on Legendary with skulls btw) so maybe there's a bit of RNG dictating how much time you have to hold out as well?
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