Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo 3 Cardboard Edition
   
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Engine: Halo3
Game Content: Campaign
Dateigröße
Veröffentlicht
Aktualisiert
6.057 GB
11. Juni um 20:22
22. Juni um 17:49
3 Änderungshinweise (anzeigen)

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Halo 3 Cardboard Edition

Beschreibung
What started as a simple mod inspired by EBR’s “What Went Wrong With Halo 3's Brutes?” became a lot more. This mod sets out to overhaul brutes and tweak many small things across Halo 3. As well as fix some inconsistencies between Halo 2 and 3.

Brute overhaul:
Brutes are now in 3 main ranks, blue Minor, red Major, and gold Zealot. Their health values remain unchanged but they now have larger shields that recharge. Due to their higher health to shield ratio, headshotting now requires you to shoot off their helmet first which takes a few hits depending on the rank. They will also use their Halo 2 charge animation that is much faster and more deadly, they may even charge with their shields still up. Some brutes can even be seen dual wielding and the jumppack Major is present.

Larger changes:
Dual wielding now makes weapons less accurate but deal full damage.
Cortana and Gravemind scenes are now less intrusive and will not interrupt gameplay except for a few exceptions.
Elite hud is now purple like Halo 2 and uses the Halo 2 shield sounds.
Brutes now use the red plasma rifle, ODST’s can be found using the suppressed SMG, and pilots have automags.
Shield border now represents health.

Smaller additions:
Added the gold hunters from ODST,.
Replaced the ODST model with the high quality models from ODST. Civilian and ODST food as well as flood elite majors being red.
AA wrath is drivable with tracking projectiles.
Added 2 green banshees on The Covenant first hornet section as optional vehicles.
Banshee bombs now have tracking for players and hornet missiles got a slight nerf.
New cortana model by Shreddy117.
Jackal major shields are now orange.
A golden Zealot now appears on Floodgate.
First person on warthog passenger, hornet passenger, and prowler passenger seats.
Legendary damage modifier is now 1.5, previously 1.6.
Some smaller things I probably forgot about.
Replaced flare with cut vortex equipemnt. (Thanks to Digsite team)
Invincibility now gives 3x over shield instead.
Lowered regenerator health so it can be shot.

Fixes:
Fixed marine pathing issue on Floodgate.
Fixed brute minor not being a cheftion in cutscene when Jonshon is captured.
Fixed Arbiter missing shield flair and missing death sounds on coop.

Thanks to:
Calantorn’s “H3 Colorable DualWielding Flying Brutes Tags”[www.nexusmods.com] which I used the animations and helmet garbage form.
VKMT’s “Improved Brute Shaders”[www.nexusmods.com] which I used the shandes form.
Shreddy117’s "Cortana as The Forerunners Intended”[www.nexusmods.com] which I used the Cortana model from.
Echo482’s “Fixed female civilian”[www.nexusmods.com] for the female civilian BIPED.
Kashiiera for the Arbiter fixes.
The Digsite team for Vortex equipment.[github.com]
23 Kommentare
Jokroast 16. Sep. um 17:31 
Hey, I'm so proud of you.
RememberReach6 6. Sep. um 8:19 
Hey uh,I was wondering if you could add in a few more changes? First off could you add ODST Sargents which would just be regular ODST's but with yellow colors on their shoulder pads like the Majors have red and normal ones have white. Second would be if you could add in a few more Elite allies into levels with some extra armor and regarding the Zealot on Floodgate could you give him some of the new MCC armor? Also could you add in a few rare Spartan ally's in missions like the Ark and whatnot? plus maybe a few Spartan III's in SPI armor,however they shouldn't be the CAT-2's which have Mjolnir like Noble team does.
sleepy 31. Juli um 1:56 
I like the mod, except for the brute chieftains. As far as the first three encounters go, they are either massive damage sponges or one-tap back slaps, and I find it easier and more fun to do the latter through save-scumming. Idk if its possible to make these guys fun to fight normally, but this ain't it chief.

Regular brutes are fun tho
Cat 23. Juli um 20:02 
My favorite mod. Dual wielding is actually fun. Thank you! :MCCHALO:
PasteyPickle 19. Juli um 22:55 
This is my favorite halo 3 mod honestly. I usually hate halo 3 mods but this is just great, I've always wanted the halo 3 brutes armor to stay on after their shield breaking. Aswell as shooting it off when the shield is down, and the halo 2 brute berserk with them is absolute perfection. The brutes feel tough and different from elites now in this, I also always dislike how most halo 3 or ODST mods change the halo 3 artstyle and brute design. Halo 3 art design was peak halo design, the elites and brutes are gorgeous aswell as the marines and odsts. Thank you for real. Dismemberment would be cool though lol.
j3dijb13 27. Juni um 0:29 
are you gonna do an odst mod for halo 3 like your marine mod?
DaMasterChef117 19. Juni um 20:38 
Ah yes, my favorite halo 3 level... The Convenient.
Cardboardboxo  [Autor] 19. Juni um 19:54 
Yea I forgot about damage modifiers, either way my goal was to get Halo 3 closer to Halo 2 and CE so I don't want to re-balance too much or remove damage difficulty. The big things that I thought H3 was missing was brutes being way to easy and flood getting one punched. The game flows fine on Heroic witch I use as a base due to the x1 damage. I don't play Legendary much so I'm not sure how the difficulty compares to CE or H2, but if Legendary does not flow to well I could see lowing the damage modifier more.
glowaru 19. Juni um 11:25 
(3/3)
Lastly I'll also mention that I think it's a bad idea to stick to Bungie's way of having difficulties massively affect how much damage enemies do via difficulty based damage multipliers. It's much better to edit the difficulty globals values to pretty much all be x1 in order to create visual consistency in how dangerous each element of the game world is, from weapons to enemy variants; and basically have difficulties revolve around how many enemies spawn and what ranks they are. This also makes it much more doable to perfect the combat design for all difficulties so that in every difficulty enemies are engaging and balanced to fight against.

There's a lot more things to consider of course in honing Classic Halo combat; this is really just scratching the surface, but I try to focus on what's relevant for the moment. Regardless, I hope I was able to help you form a better frame of reference. You have some good things going on here and I'm curious to see where this project goes.
glowaru 19. Juni um 11:25 
(2/3)
Also, in Halo CE the shield recharge speed varies by difficulty and is the fastest on Legendary. This is because of the globals tag's "[difficulty] friend recharge" variables, which also affect the player. The Legendary value is x2, so on Legendary your shield recharges twice as quickly compared to what the plain recharge time numbers say.

Now about the Plasma Pistol. You cited the raw damage numbers yes, but you also need to take into account the damage multipliers to each damage material. For example, in Halo CE the PP bolts do x0.6 damage to the player's shields, whereas in the other Classic Halo games the PP bolts do x1.5 damage to the player's shields. So in reality in CE the PP does 6-12 damage to the player's shields, and in the other Classic Halo games the PP does 6-10.5 damage to the player's shields.