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like this is a fantastic mod and i love it
but why are the elites enemies?
Mind Control?
Ignorance to the truth?
GIVE US SOME LORE REASON
I LOVE THE ENEMY ELITES - they give loads more variety to the classic Halo 3 loop and they play just like Halo CE/2 elites and make you rethink approaches to classic Halo 3 scenarios.
The sandbox is wicked. The Halo Infinite weapons mostly feel right and fit into the mix really well - especially the Bulldog and Pulse Carbine (except the lack of auto fire).
Plenty of pathfinding issues, especially for the Drones. Combat can get a little too frantic and sometimes Mythic is just throwing masses of enemies at you to the point it feels like a chore to take them out.
Also each to their own - but I think this mod confuses the visual language of the game too much and makes for some confusing moments like not knowing if a Brute's shield is down.
Overall though gotta recommend this one for a well thought out, fresh and punchy take on a classic.
If you're up to it, throw in some more human weapons during Cortana's rescue.
Radiation carbines are either extremely effective or do next to nothing.
Infected Arbiters don't friggin die man, I'm running out of weapons after I rescue Cortana
We welcome mod makers who wish to test WIP mods and people from all time-zones
{LINK REMOVED}https://discord.gg/ra8X8cHF
If this link fails, check my profile!
can we get the cut missions for this mod
2.
the Ai seems to be even more broken when it comes to vehicle sections
Overall, I like it. The inclusion of Elites and the Reach skirmishers is very very nice. The back-porting of the explosive-fuel-cell tossing from Infinite is a nice touch.
What I'm a lot more ambivalent about is the stuffing of so many different weapons into the sandbox. It's not terrible, but it feels redundant. Generally speaking, good game weapon design has each weapon fulfil different roles with little overlap. Do we really need both the Covenant Carbine and Needle Rifle in the game? Do we need like 3-5 different DMR-ish weapons? Do we need multiple Magnum-adjacent weapons? And so on.
I stress that I like what I've played overall, it does the job of freshening up the campaign for a new playthrough. I just think the weapon sandbox could do with some pruning.
(Also the Needle Rifle feels underpowered compared to what it was in Reach. If we're going to include that, I'd like it to supercombine more easily.)