Halo: The Master Chief Collection

Halo: The Master Chief Collection

Purps Halo Reach Campaign Overhaul Teaser
40 kommentarer
Boongo77 For 23 timer siden 
I understand, then me and my friend look forward to this mods full release! :steamthumbsup:
Purple Sauce  [ophavsmand] 22. okt. kl. 15:05 
Also this is obviously NOT the final version of the mod. What are you even complaining about the encounters for? I'm not even a third of the way done modifying the encounters mate. I'm actually getting F'in annoyed with you.
Purple Sauce  [ophavsmand] 22. okt. kl. 15:02 
Bro, you don't have enough ammo to spam the DMRs secondary feature. I LITERALLY balanced the mod on legendary, specifically so that using it was inefficient compared to just shooting and hitting your shots normally. It's just good for burst damage. If you use it, you are accepting the fact that you will run out of ammo. All I hear are just straight up lies mate. If what you said was true, plenty of others would have said the same thing already. I've literally debunked everything you said with solid numbers and facts. I'm almost certain at this point that you are a troll.
Purple Sauce  [ophavsmand] 22. okt. kl. 14:59 
let me get this straight, you claim that I need to practice modding more, but you can't even tell at just a glance that I've already pushed the engine to it's limits? Mate, please, as I said, just stop digging this hole more.
Boongo77 22. okt. kl. 11:42 
(3) Also responding to critism with claims that I actually never played it is really weird.
Boongo77 22. okt. kl. 11:39 
(2) I'll admit that co-op makes the game easier, but I can also admit that when I'm clearly given so much more than the base game the only thing to counteract that is a couple of Stat changes and 4-5 extra Elites or Brutes, maybe there's a balancing issue.
Boongo77 22. okt. kl. 11:35 
I dislike the fact that this mod makes changes to most of the weapons and disregards how it effects encounters. I'm not complaining that this mod is too easy. While I understand you made changes to the encounters, the changes you made to the encounters are barely noticeable when you're giving me a DMR that's also a rail gun. So yes, I did play coop on legendary
Purple Sauce  [ophavsmand] 22. okt. kl. 10:05 
That was pretty much one of the only exceptions where I gave too much ammo and it was intentional. Other than that weapons have enough base ammo to be used before they eventually run out. I have never played through a level where a single weapon lasted even close to half of it. While I can understand this would be less of an issue in co-op (after all, you have two players being able to carry the ammo now) I cannot and will not change that for co-op play. If you want more of a challenge then play solo instead of complaining a friggin Halo game is easier when you play co-op (literally a no s*** moment).
Purple Sauce  [ophavsmand] 22. okt. kl. 10:05 
I think you are having a complete disconnect with the concussion rifle even though it's heavily nerfed because in the original Halo Reach you would never use it due to not being allowed to by the enemy which would flat out kill you as fast as you can blink making it a worthless weapon to use. Now that you don't die immediately because something looks at you, the weapon "seems" or "feels" more powerful even though it's nerfed because you can actually afford to use it as a weapon now. The same can be said about multiple other weapons in the game which I gave more ammo because you will run out on legendary mode except for a select few circumstances like the start of the beach on the long night of solace. How much fun would it be if you ran out of ammo there? I can't view "I keep running out of ammo" as a fun experience at all. I gave enough ammo there so you would be able to kill all of the enemies.
Purple Sauce  [ophavsmand] 22. okt. kl. 9:43 
How does the magnum even remotely feel like the plasma pistol? The plasma pistol has bullet velocity, the magnum is hit scan. The plasma pistol is mostly only good versus shields but the charged shot is AOE. The magnum is good all around, designed to mag dump, has a much higher fire rate, can headshot, is much better at range, has a good close range secondary fire for shield stripping,that is not AOE etc. etc. etc. What are you talking about bro?!?!?
Purple Sauce  [ophavsmand] 22. okt. kl. 9:41 
Dude you don't know what you are talking about, just stop digging the hole deeper, that was not the mod, that was the lag from playing co-op. You literally have no clue what you are talking about, at all. Are you trolling?
Purple Sauce  [ophavsmand] 22. okt. kl. 9:40 
Mate, I literally just played through the mod with a friend as well and both of us have hundreds of hours playing FPSs and are quite skilled. We constantly ran out of ammo (yes we were hitting most of our shots), there are a hell of a lot more enemy spawns on legendary (this is how I know you are lying FYI when you said it was the same as heroic right off the bat), enemies have at least twice the shielding and HP that they do on heroic as well as doing far more damage with you having even slower shield recharge rates etc.etc. etc. There is no need to lie mate.
Boongo77 22. okt. kl. 9:38 
I felt I was too nit-picky in my previous response so I wanted to make one of actual value. Me phrasing the pistol as having a delay was wrong, I just didn't enjoy using it because firing it felt off since it felt more like a plasma pistol than a magnum.
Purple Sauce  [ophavsmand] 22. okt. kl. 9:35 
Bro, you don't even understand that your "weapon lag" came from playing in co-op and it didn't have jack to do with the mod. Just stop digging the hole deeper mate.
Purple Sauce  [ophavsmand] 22. okt. kl. 9:34 
Also this mod is balanced for SINGLE PLAYER MODE! "I played co-op and it was easy because I played co-op!" No s*** the game is easier when you have more competent people playing. Duh?!?!? Now go play solo and get back to me.
Purple Sauce  [ophavsmand] 22. okt. kl. 9:33 
You did not play this on legendary, if you did, you wouldn't be making this statement at all. The enemies are not the same either, stop lying mate.
Purple Sauce  [ophavsmand] 22. okt. kl. 9:31 
I even just cranked out the DPS numbers which are:

OG concussion rifle

(1/0.3333) x (21.5+21.5) (fire rate x (explosion damage + impact damage))
3 shots per second
6 bullets per chamber
2 seconds a clip
129 - DPS


(1/(0.7877/5)) x (12 + 80)
0.5 + 0.2877 - fire rate + intraclip wait
6.35 shots per second
15 bullets per chamber
2.3631 per clip
584 - Max DPS
350 - Realistic DPS

Yea, I increased the HP of everything by a multiple of over 4. That's a flat out, and objectively, a nerf. You aren't hitting all 5 shots even if you were point blank, you'll hit 2-3 per fire on average putting your realistic DPS somewhere around 250-350 at the MAXIMUM because there is damage falloff. With everything having far more than 4x the original health, the concussion rifle was straight up nerfed. If you are going to flap your gums, at least make sure that you have your ducks lined up in a row.
Boongo77 22. okt. kl. 9:31 
For future reference I played this mod with my friend, We started on heroic and after we got used to the changes we switched to legendary. Most encounters are pretty much the same as the base game besides the noticeable increase with higher ranks like BOBs or Cheiftains. This becomes a issue when weapons are given +100% times the ammo. Now these encounters become drastically easier because of the surplus of utility we are given. The mod making the player so abundantly overpowered even on higher difficulties just made the mod boring. The new weapon changes could work if the rest of the game was balanced in order to fit the new weapons.
Purple Sauce  [ophavsmand] 22. okt. kl. 8:24 
If you mean the secondary fire, of course there is going to be a delay for that. Why would there not be a delay for that? I'm not letting you spam that secondary fire.
Purple Sauce  [ophavsmand] 22. okt. kl. 8:07 
What delay are you even talking about bro?

https://youtu.be/k4UIaLZNItw
Purple Sauce  [ophavsmand] 22. okt. kl. 7:56 
Do I need to take screenshots of the original to show you how much I nerfed the concussion rifle before you get it?!?!?
Purple Sauce  [ophavsmand] 22. okt. kl. 7:53 
The pistol does not have a delay between clicking the mouse and firing it, what are you even talking about? It has a fire rate of zero mate, that means it can be fired as fast as you can pull the trigger. The only delay is the soft cap being 0.08 or in other words about 12.5 times a second. Pretty much no one is clicking 12+ times a second mate. There is no delay and I BUFFED this far over what the original fire rate was. What are you even complaining about?!?!?


I gave weapons ammo so you wouldn't run out and this mod is balanced for legendary mode. Did you even play legendary yet? If you have, you'll understand quickly why you get so much ammo.

Also the concussion rifle is nerfed, what do you mean buffed? As I already said, I heavily NERFED the weapon because it was blatantly broken. It's just that it does more damage in your hands now instead of being a wet noodle, but the weapon is actually nerfed.
Boongo77 21. okt. kl. 22:56 
The issue isn't the fact Elites with Concussion Rifles are too strong, it's how dramatic the actual weapon was buffed. I think Concussion Rifle is a solid weapon but I'm also open to mods re-balancing stuff like it (Stuff like Ultimate Firefight or Mythic Overhaul does an alright job at re-balancing old stuff). What this mod does for 50% of the weapons including the Concussion Rifle is say "Fuck it, give it 50% more ammo" and some of the actual changes made to existing weapons are absurd (Why does the pistol have a delay between me clicking the mouse and it firing????). I still think mods like this are cool to see, I just think you just need more practice mate.
Purple Sauce  [ophavsmand] 21. okt. kl. 20:45 
Blame bungie for linking things together. After Halo 2 they constantly did this so changing files can break things. As for the concussion rifle I lowered the bullet speed so you can physically see and dodge the projectiles. I can 100% dodge 80%+ of the concussion round projectiles (I am not being sarcastic here) and I'm not going to change anything about the weapon. While I may rebalance some things, the concussion rifle was one of the very first weapons I balanced due to the difficulty of doing so. I even drastically lowered the fire rate and it is no where NEAR as bad as it was in the original where it would just one shot you with impunity. The best the concussion rifle can do is 2 shot you if you were dumb enough to stand out in the open and not dodge the shots. If you want a hint, ALL explosive weapons were given back the impact damage (direct hit damage) that was removed to add a skill factor into the game.
Boongo77 21. okt. kl. 17:15 
"make battles feel like an actual war" The naked elites and Concussion Rifle with 100+ rounds is making me feel very immersed.
Purple Sauce  [ophavsmand] 20. okt. kl. 0:17 
I am not interested in making an authentic campaign, I find it boring, uninspiring, and unbalanced as well. With everything being powerful, nothing is weak being you, the enemy, etc.
24kFramesofToast 19. okt. kl. 23:57 
i personally prefer a more authentic campaign, and honestly this is just not it if you are like me. It def can be fun but it just feels like "oh yeah everything is super powerful now but you also are god"
Purple Sauce  [ophavsmand] 17. okt. kl. 9:38 
Yea, I'm not interested in comments that say everything that is a shotgun, just a heads up. Also driving the wraith is not hard, learn how to drive mate. It's heavy equipment that one shots pretty much anything in the game. The same rules apply to the AI, do you see the AI struggling? No. It's not hard to understand to not go full tilt and just smash down the throttle like some knob.
Neo Kaiser 16. okt. kl. 1:36 
"I have never liked that mechanic in any halo tbh"

Oh no! Don't let the professional gamers find out!
Purple Sauce  [ophavsmand] 10. okt. kl. 9:38 
@Redips

No, I did not change anything about their AI but I made the section much more doable instead of playing a game of hide and seek. In the full version of the mod, I will probably remove the entirety of the first section of the space battle because it is boring and doesn't really have a place in the game.
Purple Sauce  [ophavsmand] 10. okt. kl. 9:36 
I'm not going to add that until the mod is fully done. I was not trying to spend hundreds of hours on this mod yet.
[CFr] Nightmare Lord 10. okt. kl. 7:40 
i've only played 2 missions for the moment but what could make the gameplay more lively would be renforcements , the missions i did all the friendly troops were already on the battlefield maybe the arrival of a pelican or falcon to drop some troops or even odst drop pods would be a nice addition to give life to battles , same for the covenants , if you have time and think it's a good idea it's maybe a thing to think about
Redips 10. okt. kl. 7:17 
Did you fix the enemy AI in the Sabre sections in Long Night of Solace?
Purple Sauce  [ophavsmand] 9. okt. kl. 13:01 
It's something I will look into doing. I have never liked that mechanic in any halo tbh
[CFr] Nightmare Lord 9. okt. kl. 11:49 
with the augmentation of projectiles fired and the speed of the ennemie fire could you maybe disable the auto unzoom when we get hit ? it's not unplayable but not "fun" to play with some weapons because you alway get dezoomed
Purple Sauce  [ophavsmand] 9. okt. kl. 11:07 
Yes, some weapons are NPC only, most are not. These weapons are buffed versions of the original to compensate for this and being able to swap their weapons would trivialize the difficulty of certain sections of the game which was the purpose of such a choice. Some weapons, however, will be available for use later, however, such as the red assault rifle. If you see a marine with a red weapon just assume it is AI only unless you originally swapped weapons with them.
[CFr] Nightmare Lord 9. okt. kl. 11:01 
there's some weapons we are unable to get ? a marine with a red machine gun died and i can't get it
Purple Sauce  [ophavsmand] 9. okt. kl. 9:08 
Just uploaded a fix for Sword base. There were 2 issues. 1 being a game breaking bug that could somehow spawn the enemies near the main gate at the start of the level as allies on legendary, breaking the mission entirely forcing a restart. There is now a failsafe so after they are spawned the door will automatically be opened on any difficulty. The 2nd issue was I forgot to put a legendary check to not spawn the extra enemies which has been fixed as well. If I find any more game breaking bugs I will fix those as well with more failsafes but I doubt that would be required since this is the first time after dozens of playthroughs that this has ever happened.
Purple Sauce  [ophavsmand] 8. okt. kl. 9:53 
They should be, this is for if it doesn't work.
lil carmine 8. okt. kl. 9:39 
arent sounds now just included with mods?