Halo: The Master Chief Collection

Halo: The Master Chief Collection

H2 With Sprinkles
Sgt Stacker  [developer] 3 Jul @ 9:05pm
Upcoming Update Details
(Special thanks to Rogue Janissarry for an in-depth critique on the mod, which provided a well-balanced take and plenty of constructive feedback as well as other players!)

Hello all, to those of you who have subscribed and played this over the time it's been out, thank you for playing! As you all know, this mod is far from flawless so I've been pleasantly surprised at the overall reception it's been getting. I am in the early process of working on an update to this mod to iron out the main issues a lot of players have pointed out with it so I'll quickly go over the list of problems I wanna address:

1. Enemy Vehicle Health: When I raised all the characters' health and shield values to match the ones in CE, I didn't realize it would make vehicles harder to destroy as a side effect. This is most noticeable on Metropolis with banshees being way harder to take out than they normally are. I think a good way to fix this would be for me to make separate AI with standard H2 health stats to offset this. Allied vehicles in any given situation prolly won't be effected by this.

2. TERRIBLE Brute Shotgun Encounter on Gravemind: This was a horrible idea lmao - Fact is I put that weapon in to test it and forgot to take it out before releasing. I will also look into making some of the schism encounters show up when the player enters some areas without having to take a few enemies out first, this should make the level feel more consistently like a 3-way fight.

3. Underused Brute Stalkers: Wellll let's see, I went through the trouble of recreating H3's stealth brutes only to use them in the Metropolis tunnel and Arbiter mission. This is more to do with them being a late addition than anything, and I will give them more of a presence in some select spots

4. Marines Popping Outta Nowhere on Uprising: I want to give the Marines a more organic introduction on Uprising even if their presence ultimately makes zero sense (please refer to my rebuttal in the original mod description). Right now my plan is for a couple of Pelicans to swoop in and drop them off around the same time the Zealot appears and for the scene to utilize cut Great Journey dialogue where the Elites discuss fighting alongside the marines.

5. Assault Rifle's Blinding Muzzle Flash: Yeah that sucks, I'm gonna shrink it.

6. Scarab Passengers Not Engaging: On the Great Journey, I added a whole crew of Marines and Elite forces that are supposed to fight from the Scarab. UNFORTUNATELY, they all hide on the ramp unless the player parks their banshee on top of it and rides it as well. This is going to be fixed and the Scarab's crew will finally work as intended.


If anybody has any suggestions for further improvements, don't hesitate to let me know.
Last edited by Sgt Stacker; 3 Jul @ 9:12pm
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Showing 1-10 of 10 comments
Sgt Stacker  [developer] 28 Jul @ 10:32pm 
7. The GPMG's still using the sniper rifle view model as a placeholder when the Arbiter uses it, this'll be fixed in the update
From what I remember that might need to be fixed prior to the MCC update, was that the mission thumbnails are missing and it's blank.
Thanks for working on the CE Assault Rifle's muzzle flash! That was the one thing I'd critique about the previous state of the mod, the flash was simply blinding!

If I could suggest anything, I'd love if a few human allies appeared in those holding cells in The Great Journey alongside the Hunters and Elite Ultras you save.
Sgt Stacker  [developer] 28 Sep @ 11:13am 
Originally posted by Kyle Phantom:
From what I remember that might need to be fixed prior to the MCC update, was that the mission thumbnails are missing and it's blank.
The missing thumbnails are actually the result of me never making any, that bug's totally normal

Originally posted by Tank Evans:
Thanks for working on the CE Assault Rifle's muzzle flash! That was the one thing I'd critique about the previous state of the mod, the flash was simply blinding!

If I could suggest anything, I'd love if a few human allies appeared in those holding cells in The Great Journey alongside the Hunters and Elite Ultras you save.
Adding a couple humans to the holding cells sounds like a good idea, I think I'll do that
Hello!
Just downloaded the Mod for MCC, and it seems like the current update leaves the Mod by the wayside. It doesn't show up in my que for Halo2 Anniversary, and I was wondering why that is occurring.
mod is not showing up in campaigns
Hey Sgt Stacker, I love this mod! I know it isn't supposed to be a rebalance, but do you think you could make plasma weapons better against flood, and make the plasma pistol a viable weapon? I'd appreciate this very much! Anyways, I really appreciate your work on the mod, and I can't wait to see it updated!
I like the setup for the fight at the end of the tank section on Metropolis in the tunnel where the marine normally gives you the shotgun, but all of the humans always end up dead before I actually make it to the fight to participate, or even really see more than just what's left after it's over. Idk how difficult it would be to fix, but on Regret when you make it to the elevators that go underwater most of the marines won't follow you in, so you have to force them in which takes some time and is a little annoying. I also really liked the amount of allies given on Uprising, they make the vehicle section through the woodlands feel a lot more like a proper rebellion, however I find a lot of the allies will fail to actually follow. This issue also occurs on Outskirts to a lesser degree, but with how many reinforcements you continually come across, it's not really a bother at all. Favorite Halo mod, excited to play again soon
Looking forward to the updates! I was just about to start the Sacred Icon level before the MCC update killed this mod.
when will the mod be re-released?
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