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Other than that, this mod feels quite satisfying and I very much enjoy it.
Is there a way to manually reload the AR's underbarrel other than dumping the rest of the mag?
I won't say the balance is bad, but at least for a lower level like normal difficulty, the way the enemy health is balanced (noticed it most in solo fights or CQC like Truth and Rec) the combat feels significantly less like a challenge and more like a slog (yes including the fact that the health and shield effectiveness per weapon was modified).
If you want some examples, stealth elites have way too big of a health bar for how many are placed throughout every level (please either remove half of them or reduce their health by at least 30% or so), meanwhile it seems like hunters get shredded in half the time like their resistances weren't changed at all. I can't tell if the weapons were balanced around the resistances of enemies, the resistance was balanced around the weapons, or they were both balanced around AI counts and that throws me off on power weapon usage in intense scenarios like when I hope a handheld chaingun can just shred through a hallway but then gets met by certain enemies that feel like fleshy bullet sponges but it shreds through a wraith in less than half a magazine. If I were to make changes to the elites for example, I'd reduce the stealth health by 50% and just give all that resistance to the minors, and then ramp it up for the more rare ranks like spec ops or zealots as those should feel like real mini boss battles.
Don't get me wrong, I love the concept and I should've started with the fact your mod is a really fun experience and embodies a lot of the combat scenarios I wish CE had, but it is pretty rough around the edges and needs more tuning.
That's my biggest complaint so far in a nutshell, the balance just makes certain combat scenarios feel like a slog to go through (most noticeable when fighting by yourself). I feel like if you wanted to go for the large UNSC vs Cov battles with this balance then there might need to be a few extra areas in the first half that supports them. On Halo for example everything seemed ok until the tunnels where it's 1 troop hog vs all those shadows and groups of enemies. I feel like there should've been a battle going on in there, like some of the forces from the exit to the tunnel should've come in and been trying to fight the Covenant from across the bridge as if they were trying to link up with the marines you saved on the other side, it makes me sad to see that really cool battle at the exit with hogs, kestrals, and scorpion but they just stay there the whole time like they didn't have a purpose (why not have them all pushing up with you and after saving a squad or two you see them all set up around the downed escape pod in the center with barricades and supplies like you did with the silent cartographer?).
I noticed many areas in the first half where just more events or scenery should have happened like above and even more content that would've fleshed out the battles more (like ODSTs on Pillar of Autumn, Truth and Rec, and Control Room with the capability to use grenades and use more weapons, or more triggers where allies and ones in vehicles should follow) but that's neither here nor there. I feel like the balance just needs to be worked on more and after that we can suggest more events to fill in holes in levels or extra content to spice things up. It's just best to test a foundational change like that first before suggesting anything else.
Again, the concept is great. It is LEAGUES ahead of what the Massive Mod was in terms of presentations and that should make you feel proud and happy, you really evolved to showcase the battle of Alpha Halo in new and creative ways that make me look in awe!
Edit: Meant to say that yes, when I get time I'll be trying out the second half, you haven't lost me, the concept of bigger battles or more lore accurate scales of things is just too good to stop now!
They explain my mindset with the balance and enemy spongeyness perfectly (slog is great to explain it as, even on heroic was still too slow paced for this scale).
Thank you for better and more in depth wording my TL;DR ADHD brain lol.
Difficuly: Normal
You need to nerf Shadows. My Spartan shot 2 missiles directly at one of those and it wasn't destroyed until 3 more were shot. Also, they have an absurd firerate which, accompanied by all the tanky infantry, killed the 4 marines in the back of the warthog in about 10 seconds.
As the others have said, your marines shred the enemies faster than the player can; I assume it's because of their numbers, and while I love the fact that they are actually being useful in CE, it would really help if you nerfed both allies and enemies, even slightly, so that the player can feel more like the turning factor in the battle. Also, buffing some power weapons is a must: the chaingun should be used to shred every infantry you find in your way, except Hunters and some vehicles, yet a lot of the elites tank half a magazine and the fact that most of them can be found in groups makes the experience harder than my Legendary playthrough.
Overall, 8.5/10, very fun.
Edit:
Played through some of the other missions. Truth and Reconciliation seemed more balanced, although it presented a bug where the Halo Reach drums continuously play for the rest of the mission once you board the ship. Also, Linda and the other Spartan stay in the first room and don't follow you in the rescue of Captain Keyes.
Silent Cartographer and Assault to the Control Room were fine, but the Scorpion is the most useless vehicle in the mod: it doesn't matter where you want to shoot, 8/10 times you are going to miss and that counts for the machine gun mounted on it as well.
343 Guilty Spark starts with a handful of marines but they won't follow you, so I don't get why putting them in the first place, though it looks cool. The Flood reveal is nice, but I'd say to lower the music that starts after the flashback, it's too loud and you can't hear the combat forms jumping towards you until they hit you. I'm not a huge fan of the new Sentinel design that came from Infinite, so I suggest to use the vanilla one.
Either way, I enjoyed the mod a lot more after the tunnel section on Halo, so 9.4/10. Gonna review again after I complete the last missions.
Additional note, the scorpion reticle, at least on Halo, seems to be very broken. The scorpion will point its barrel and fire at least 6 feet above or below the center of the reticle
You did a pitch perfect job on the horror. The only thing I wish is that you didn't have some of the external music tracks turned up to maximum volume when they were implemented. I love DOOM as much as the next guy but that Maw hallway music man, had to turn it down a lot lol.
Anyways, enough about complaints. This is still a good mod which I might replay again a few times to try out some other things. Anyways I have a few suggestions, which aren't as necessary to implement but I think would be nice:
I ramble too much, sorry.
I know its not a rant triade. I like honest comments. But i just dont know how to answer you correctly and fully in the big comment lol.
thx for supporting this mod. you're welcome. if i get the tags i could.
Im glad you like my mod. Yeah i know. ill have to see to fix the script when i have time. but for now just flip the vehicle. have fun and enjoy