The UNSC, a HALO mod! v4.0
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Wirdal
Joined: Sun Aug 19, 2012 1:12 am Posts: 3
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
On B27 its crashed after a while on osx. Im trying it now to see if it does the same thing
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Wed Oct 03, 2012 4:04 am |
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Didact04
Joined: Wed Oct 03, 2012 3:47 am Posts: 7
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
Pardon the double post, but while awaiting authorization for posting a thought hit me.
You know what would work incredibly well with this mod?
A Covenant faction. That'd be freaking amazing.
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Wed Oct 03, 2012 4:09 am |
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Beagle
Joined: Tue Oct 02, 2012 10:41 am Posts: 9
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
Didact04 wrote: However, I feel like the troopers - especially the ODST's and the Spartans - are a little too squishy. If there weren't plans to implement armor support to make them a little heavier, that's my recommendation. This is one of the things that really impressed me about the mod actually, that the troops were balanced and killable instead of being tanky murder machines. I'd love to see some extensions to the current lineup like a brain/commander unit and some kind of medic trooper/healing device.
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Wed Oct 03, 2012 8:29 am |
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Didact04
Joined: Wed Oct 03, 2012 3:47 am Posts: 7
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
Beagle wrote: Didact04 wrote: However, I feel like the troopers - especially the ODST's and the Spartans - are a little too squishy. If there weren't plans to implement armor support to make them a little heavier, that's my recommendation. This is one of the things that really impressed me about the mod actually, that the troops were balanced and killable instead of being tanky murder machines. I'd love to see some extensions to the current lineup like a brain/commander unit and some kind of medic trooper/healing device. After using it for a while, I realize you're right, the troops deal out serious hurt with even the most basic weapons. Adding armor would be too overpowered. Having something like Cortana on the battlefield, or an AI core in place of a brain, would be quite interesting.
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Wed Oct 03, 2012 9:37 am |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
Lol I have no idea what i'm going to do with Cortana. No idea. Thanks for the feedback however, the point of troopers and ODSTs is that they work best in groups. If you have 3 Troopers with ARs vs. 1 Jorge with an HMG, you'll find Jorge losing his weapon soon after his shields are down. Since they are squishy, they can't "one man army" as well as Spartans can, so they are a cheaper way to have great firepower, but only if they work in groups. My intention in this mod was also balance vs. the vanilla. No lonewolf, teamwork! Whats even better is when you have 1 or more Spartans with Trooper/ODST support, makes the fireteam very cool and fun to play with! I hope to include "brain" units sometime in the future, Generic Spartans come first, however it seems kindof necessary now, cause when I play campaign, I don't expect a brain robot to pop out I'm thinking of using Jacob Keyes, Halsey, or Cortana/AIs for Brains. Cortana/AIs would be in some container thingy like in Halo: Reach, and act as brain cases, while Halsey and Keyes would be "brain robots". idk about their traits, but it will come after the next update. Pelicans are a must have and im trying my best to include them since the only form of deployment by UNSC is with drop pods, and they can sometimes be untrustworthy (however with the 1.0 CC update, you can deploy them anywhere on the battlefield... just like actual ODSTs ). There have been some demand for a sister faction of the Covenant, so i'll try to start it. I'll note healing stuff, health packs or some kind of medic would be nice to add. Again, thanks for feedback! Its the best way for me to fix up this mod!
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Wed Oct 03, 2012 2:52 pm |
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burningsky25
Joined: Fri Jul 20, 2012 5:31 am Posts: 67 Location: petting Schrodingers cat.
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
Just something I'd like to say on the note about making custom brains: Brains shouldn't be as strong as regular troopers; it makes them overpowered. One complaint I have with UniTec (pretty much my only one, that's a great mod otherwise) is that their brains are WAY stronger than other brains, and even almost all other units. Brains shouldn't be one shot death, but they shouldn't be tanks either. Just a thought. If you used Keyes or Halsey that'd probably work well cause they're essentially civilian strength, but could still wield a pistol or AR for defense. I'm sure you'll do a great job though, figured I might as well offer my two cents.
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Wed Oct 03, 2012 7:36 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
I see what you mean, i'll make them civilian strength (Keyes will be stonger, hes gone through Ranger camp but hes 50 or something). Healable by medics and stuff.
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Wed Oct 03, 2012 10:32 pm |
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Merf Avenger
Joined: Mon Sep 24, 2012 8:47 pm Posts: 49
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
There's been a lot of good suggestions here, I sense. I especially like the idea for AI's. I wonder...would it be...-no...maybe different traits for different AI's. Say...Endless Summer would make your weapons do more damage, Cortana would make your AI controlled units more intelligent? Maybe you could make them seperate factions that you could change, with the generic spartans, in your Ini at the start of the game?
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Wed Oct 03, 2012 10:35 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
idk about the seperate factions and traits for AIs, great idea for troop stat boosts but I have no idea how to do that (maybe with lua??)
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Wed Oct 03, 2012 11:14 pm |
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Didact04
Joined: Wed Oct 03, 2012 3:47 am Posts: 7
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
If you're going to include Pelicans for dropships, I would also recommend looking into including either Falcons or Hornets as possible air support units, unless that would make the game too unbalanced. UNSC is packing a lot of heat as it is; they're great for infiltration, since if they get the first few rounds the battle's pretty much over. It's kind of weird as well, the missile launcher says in the description it's anti-vehicle, but it's basically useless at doing anything but ragdolling Dreadnoughts and AA/gattling drones. Very good against infantry, if you get shrapnel in, but anything but a direct hit seems largely ineffective in anything beyond an enclosed space. I'm assuming this was intentional as well? Also, I freaking love that Spartan Laser.
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Thu Oct 04, 2012 8:07 am |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
@Didact- Im going to try adding other air units too, i'll try asking for permission for use of some stuff from teh Gunship mod for hornets and Falcons I'll try to make the missile launcher more anti-stuff cause its supposed to be good enough to take out drop ships and crafts easily, and work well OUTdoors. I love the spartan laser too EDIT: I would like to mention why the AI in the campaign playing as the UNSC does not deploy spartans. The shielding does not work during the build phase, so that would kinda suck. Also, as an excuse, its also cause Spartans don't deploy on defensive missions >:P.
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Thu Oct 04, 2012 2:19 pm |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
They also don't deploy for the enemy on offensive missions. Seeing as how they are the toughest unit in the mod, don't you think that they should be added in, if only for attacks by the AI?
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Thu Oct 04, 2012 2:47 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
Once I make the Generic Spartan II, i'll add them as Mechs in the loadout, so if the AI ever buys more, it won't be weird like "hey, I just killed you a minute ago, Carter".
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Thu Oct 04, 2012 2:58 pm |
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BremusJacklancer
Joined: Fri Oct 05, 2012 11:35 pm Posts: 20
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
Just wanted to pass on my .2, and say how EPIC this mod is! CHECK THIS OUT: Attachment:
File comment: Check this out! True ODST fashion!
epicODSTwin1.png [ 53.39 KiB | Viewed 3700 times ]
pretty sweet! Keep it up! If I were you, I'd do Flood before Covenant, because flood seems easier. just have them spawn out of that tank node that the zombies get. But instead make it like a pulsating biomass or something.
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Sat Oct 06, 2012 10:50 pm |
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darkness110
Joined: Sun Oct 07, 2012 12:12 am Posts: 2
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Re: The UNSC, a HALO mod! (WIP) v3.1 (Updated 9/30/12)
looks awesome *going to try it out* it's pretty awesome just like what i said the only thing i had to fix was the heavy rifle sound but other than that it's perfect
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Sun Oct 07, 2012 12:50 am |
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