Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo Reach: Slipspace Beta
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Aggiornamento: 13 set, 17:01

New Content
-Halberd-class Light Destroyer added to UNSC roster (not yet available in Forge).
-Fastest ship in the mod with a max speed of 70 (Paris-class is 65 for comparison), with fastyest acceleration, but turn rates closer to a cruiser.
-Same overall HP as the Paris-class, but a greater portion is invested in its Armour rather than Hull.
-Dual MAC setup that allows a sub-caliber MAC to be fired. This round does not overpenetrate and cannot cause Reactor Kills. 15 Second cooldown compared to Light MAC's 18 and cannot zoom.
-18-missile Archer salvo, but does not carry nuclear Harpoon missiles.
-Average point defences.

Bug fixes
-Set Paris-class engine plumes to 'essential' in render priority in line with other ships, this will help ensure they are always visible to the pilot.
-Point Blank now correctly fires its stealth variant of the Harpoon.
-Adjusted maximum turning rate angles for Plasma Torpedo and Harpoon missile projectiles in an attempt to alleviate the sudden orientation snap that occurs when they re-acquire lock at the end of a vehicle trick.


Balance Changes
-Eion turn rate reduced from 70 to 65.


General Changes
-Screen shake on ship main explosion effects reduced.

Aggiornamento: 10 set, 20:15

Bug fixes
-Removed the old evade functionality from Paris-class point defences weapon.

Balance Changes
-Covenant slipspace jumps are now vehicle tricks in the same vein as UNSC evasion. They retain the original 60 second cooldown across all ships for now.
-Slipspace portal collapse projectile death radius increased from 100 world units to 400.
-Seraph strike craft collision radius reduced from 20 to 5 (radius of 20 was a change made to make Eion fighters guaranteed to intercept them, but has made them far too easy to shoot down in general).
-Halcyon and Valiant (pilot & gunner) now additionally sport naval coilguns - short range cannons that pack more punch than point defences. Firing in four-round salvos, each round inflicts 400 damage (point defence rounds inflict 80 each.)
-Eion Defensive Fighters max speed raised from 80 to 100.

General Changes
-Added dynamic self-illumination to UNSC thrusters that becomes more intense as engine power rises (thanks to AkJackHd for pointing out the self ilum in the shaders).
-Condensed the Harpoon nuclear missile into the Archer missile weapon now that the secondary trigger is no longer needed to operate evasion.
-Greatly reduced the physics model complexity of both CCS-class ships.
-Added Covenant/UNSC infantry turret and Kill Ball to map file to allow for full Anvil editing.

Aggiornamento: 7 set, 18:14

Bug fixes
-Fixed an issue with the Paris, Halcyon and Marathon not being able to be damaged by most weapons.

Aggiornamento: 7 set, 17:28

Bug fixes
-Fixed ship HUD from displaying incorrect action prompt for locking heading/motion when using controller.
-Fixed an issue where the crate object duplicates of Longsword and Tarasques (spawned when those projectiles properly activate) from causing massive collision damage.
-Re-categorized UNSC scenery so that only Covenant weapons will lock on to them (they will likely still cause UNSC reticles to turn red and provide auto-aim for Point Defence weapons).

Balance Changes
-Evasive thrusters are now a vehicle trick activated in the same way as Banshee tricks in regular Reach. The Paris, Halcyon and Marathon can activate evasion in either direction once every six seconds.
Projectiles will lose tracking for the duration of tyhe trick, which is half a second.
-Reduced Very Small/Small/Medium asteroid explosion damage from 400 to 100.
-Reduced Large/Very Large/Huge asteroid explosion damage from 1200 to 200.
-Reduced Very Huge/Gigantic asteroid explosion damage from 1600 to 300.

General Changes
-Greatly optimized the physics model of the Paris-class. This is the first in a series of physics optimizations that will help prevent any possible overloads from occurring.

Aggiornamento: 2 set, 18:31

Balance Changes
-Increased overall health of CCS cruisers (both types) from 16,000 to 19,000
-Increased overall health of DCV destroyer from 10,000 to 14,000
-Increased range of Plasma Lance from 3000 (equal of MAC) to 3100

Aggiornamento: 2 set, 17:10

Bug Fixes
-Reduced collision radius of Tarasques from 10 world units to 2 to prevent them exploding on each other in flight. They are now also slightly harder to shoot down.
-Properly adjusted heat generated per round on Tarasques, will now actually launch four at a time.
-Overwhelming screen flash when shot by point defences of both factions should now be disabled.

Balance Changes
-Increased the time between launches for Covenant Seraphs from 0.2 seconds to 0.33 (reload time not affected).
-Increased the time between launches for Covenant Tarasques from 0.4 seconds to 0.5 (reload time not affected).
-Added a tracing laser to MAC weapons that is activated while charging the weapon, allowing players to better judge if their barrel is aligned to the target enough for projectile guidance to deliver the round effectively.
(THIS DOES NOT REPRESENT THE PATH THE PROJECTILE WILL FOLLOW)
-Potentially changed freelook to not activate when zooming MAC/Plasma Lance weapons. If working, this will only work for clients, not hosts.

Aggiornamento: 1 set, 21:26

Bug Fixes
-Set the trail effect for heavy MAC rounds to Essential (managed to escape the hotfix sweep). They should now always render.
-Reverted a change to guidance angle on MAC rounds introduced in the previous hotfix that seemed to restrict them too aggressively. Pre-hotfix reliability should be restored.

Balance Changes
-Reduced the time between launches for Covenant Seraphs from 1 second to 0.2 (reload time not affected).
-Reduced the time between launches for Covenant Tarasques from 1 second to 0.4 (reload time not affected).
-Slightly reduced the radius of Nuke detonation damage, from 220 world units to 190.

Aggiornamento: 1 set, 19:46

Bug Fixes
-set render priority for MAC and Plasma Lance projectile effects to 'essential', this should ensure they always render.

Balance Changes
-Tarasques are now launched as a squadron of four.

Aggiornamento: 1 set, 17:11

Bug Fixes
-Added tracking to MAC projectiles to ensure consistent hits. Tracking is mild, meaning improper positioning of the firing ship will still result in misses.
-Overheating no longer damages hulls on Covenant ships, only shield damage is intended.
-Point Blank can no longer be exited, in line with all other ships.
-Potentially fixed a bug where the Plasma Lance charging effect was not rendering.

Balance Changes
-Archer missile shield damage was not actually reduced last patch, and is being reduced to 75 pending further tests, given continued Covenant dominance in Slayer matches. With reliable MACs this will likely require nerfing.
-Heavy MAC velocity increased from 1600 world units/second to 3500 wu/s.
-Light MAC velocity increased from 1600 world units/second to 3000 wu/s.
-Stealth MAC velocity increased from 1600 world units/second to 2500 wu/s.
-Increased Plasma Lance magnetism angle from 1 to 5. The original angle was proving too difficult to reliably acquire lock.
-Increased Plasma Cannons magnetism angle from 2 to 5. The original angle was proving too difficult to reliably acquire lock.

General Changes
-Removed 'thruster heat' related UI elements for all ship passenger seats.
-Added shield pop sound to Covenant ship shields when they are broken.

Aggiornamento: 31 ago, 17:19

-Revoked the change to UNSC scenery as crates were not targetable at all. UNSC scenery will once again be targetable by both sides when used as generators in Invasion.