Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo Reach: Slipspace Beta
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Uppdatering: 28 sep @ 16:48

Bug fixes
-Potentially fixed an issue where UNSC ships were not being pre-tagged for defensive fighters on spawn.
-Correctly assigned the updated Seraph launching values to Elefen-pattern CCS pilot.

Balance Changes
-DCV-class total health pool reduced from 13000 to 12000
-Enhanced plasma torpedo firing damage against owner's shield increased from 400 to 1000. Covenant players are now encouraged to carefully consider using enhanced torpedoes, and are punished more harshly for overusing them.
-Plasma Cannon projectile speed increased from 800 world units per second to 900.
-Light MAC detonation damage against shields increased from 2500 to 2800.
-Heavy MAC detonation damage against shields increased from 3200 to 3600.
-Valiant Archer salvo reduced from 18 to 16 (per player).
-Marathon Archer salvo reduced from 16 to 14 (per player).
-All UNSC evasion now recharges after 4.8 seconds instead of 6.
-Halcyon-class hull repair threshold is now 50%. It will always repair to this amount no matter how low hull is reduced to. Time before hull repair begins reduced from 12 seconds to 10.
-Halberd-class hull now repairs to 40%. Repair begins if no damage is received for 10 seconds.
-Paris-class hull now repairs to 40%. Repair begins if no damage is received for 10 seconds.
-Eion-class hull now repairs to 30%. Repair begins if no damage is received for 12 seconds.
-Marathon-class hull now repairs to 40%. Repair begins if no damage is received for 12 seconds.
-Valiant-class hull now repairs to 40%. Repair begins if no damage is received for 10 seconds.

General Changes
-Archer, Harpoon and Longsword projectile effect intensity is now tied to the health percentage of the projectile. It should stop rendering entirely when health is 0, preventing destroyed missiles from appearing
to still be active threats.
-Archer missile weapons now include a leading reticule, to help identify to players where they should be aiming to achieve a lock on an enemy ship that is in close range.
-UNSC Shipboard AI dialog now triggers when MAC weapons are charging, when ship armour is broken, and at 50% and 25% hull.

Uppdatering: 27 sep @ 17:23

Balance Changes
-Marathon-class total health pool increased from 13000 to 16000
-Valiant-class total health pool increased from 20000 to 22000
-Marathon-class archer missiles now fire a salvo of 16 missiles (per player).
-Valiant-class archer missiles now fire a salvo of 18 missiles (per player).
-Heavy MAC shield damage increased from 3000 to 3200

Uppdatering: 27 sep @ 16:16

Balance Changes
-Beam Emitter projectile speed increased from 30000 to 200000 for exact consistency.
-Slipspace jump exit point is now an array of five possible locations, all within 5 world units of the original singular point. This will help reduce the frequency of 'telefragging' enemies and allies who are caught in your jump.
-Increased radius of slipspace jump entry point from 50 world units to 60.
-Increased projectile speed of plasma cannons from 700 world units per second to 800.

-Archer missile lock-on range increased from 2800 world units to 3000.
-UNSC ships now spawn pre-tagged for Eion defensive fighters. This tag lasts 1200 seconds (20 minutes). Eions can still tag objects to send defensive fighters to friendly objectives, for example.
-Time between shots of Eion defensive fighter pings increased from 0.2 seconds to 0.5 seconds.
-Eion defensive fighter ping attach duration decreased from 900 seconds to 60 seconds.
-UNSC Satellites no longer targetable by plasma torpedoes.


General Changes
-Adjusted Beam Emitter projectile to ensure it begins rendering its contrail effect from the point of firing, instead of beginning hundreds of world units along its path.

Uppdatering: 20 sep @ 15:56

Fully applied previous update to both maps.

Uppdatering: 20 sep @ 15:28

Bug fixes
-Made a variety of adjustments to Archer and Harpoon effects to hopefully prevent destroyed missiles from still appearing to be active.
-Made a variety of adjustments to projectiles to hopefully prevent rare instances of instant kills being inflicted by impacts.
-Made a change to the DCV-class that will hopefully solve an issue where the passenger's death is not being allocated correctly when the ship is destroyed.
-Reduced radius of Tick damage effect, as it was capable of intersecting with the reactor of Halberd- and Paris-class ships in certain areas, destroying the ship instantly.



Balance Changes
-Beam Emitter projectile speed increased from 9000 to 30000 for better targetting consistency. Unguided projectiles that must lead a target at long range do not track correctly
unless the lead indicator intersects the target's actual position. This should result in far more consistent shots.
-SDV-class defence lasers can now fire 14 shots before overheating, previously 12.
-All other Covenant defence lasers can now fire 10 shots before overheating, previously 8.
-SDV-class and ADR-class shield regeneration now takes 16 seconds after starting to get from 0 to100%, previously 14.
-DCV-class and CCS-class (both types) shield regeneration now takes 18 seconds after starting to get from 0 to 100%, previously 16.


General Changes
-Adjusted Harpoon detonation effect to be less blinding when created close to the player's camera. Unchanged beyond very close distances.

Uppdatering: 17 sep @ 11:32

-Updated for latest MCC version

Uppdatering: 15 sep @ 16:44

Bug fixes
-Set Harpoon projectile lens flare to 'essential' to help prevent it disappearing.
-Double-checked Point Defence and strike craft damage effects to remove overwhelming screen effects.


Balance Changes
-Plasma Torpedo maximum distance reduced from 5000 world units to 3800. Lock on distance remains 3000.
-Enhanced Plasma Torpedo maximum distance reduced from 5000 world units to 4000. Lock on distance remains 3000.
-Light MAC impact damage increased from 2000 to 2200. Extra detonation damage against shields remains 2500.
-Heavy MAC impact damage increased from 2000 to 2300. Extra detonation damage against shields remains 3000.
-Sub MAC impact damage increased from 1200 to 1300. Extra detonation damage against shields remains absent.
-Halcyon Archer salvo increased from 12 missiles to 16.
-Adjusted many projectile damage effects to no longer hurt players, which should help prevent strange instances of damage being applied to the player differently from their ship.


General Changes
-Changed Archer missile drive effect to no longer include a light volume (physical shaped engine plume) so that it does not compete for ship engine plumes in render priority.
Replaced with muzzle flash particle that is present for the first 2 seconds of missile flight.

Uppdatering: 13 sep @ 17:03

Uppdatering: 13 sep @ 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.

Uppdatering: 10 sep @ 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.