Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






I may need to revert it so you still have to hit him until he warps 4 times but I can tone down the reinforcements he gets.
SMG is better in short/medium engagements and the Assault Rifle in Medium-Long but they're very similar at the engagement ranges Halo 2 likes to throw at the player.
Really come's down to personal preference. Dual welding SMGs obviously have much higher DPS.
i also may of created a death loop on metropolis after the scorpion section cause i gave 2 marines rocket launchers
and forgetting about friendly fire
"The flashlight in Halo 2 lasts indefinitely when in very dark areas, such as during the power outage on High Charity, but it will turn off automatically after a few seconds if the area is considered "bright" by the game's logic, even in the original game."
Also the checkpoint issue thing is just Halo 2 being Halo 2. I never messed with checkpoint volumes or scripting so any issues with checkpoints goes back to Bungie's original code.