The UNSC, a HALO mod! v4.0
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Cravitus
Joined: Sat Oct 20, 2012 8:48 am Posts: 8 Location: Derelict Dropship on LV-426
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
Droppod needs to murder the terrain less; I called it in on Dummy Assault, and it happened to plow through my brainbunker and a bit more. Also, BR55 still needs to be updated to BR85HB. EDIT: May have been the amount of units I packed into it.
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Sun Nov 11, 2012 2:10 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) v3.9 (Updated 11/7/12)
@burningsky thats the view range of the actors you have. I thought it was useful cause you can see farther while moving and without scoping. If you really don't like it I could direct you to the numbers to change them, and if a lot of people dislike it, please do tell me, its an easy fix. When I first made the flamethrower, my friends complained about its OPness while indoors, but i've been nerfing it and I might have gotten the numbers wrong it did feel a bit underpowered, especially verses things made of metal, so it could explain your bad experience with Silver men. I'll try to increase range a tad bit. @Cravitus i'm taking off the long prefixes of some of the weapons cause when you see the pick-up prompt in Halo games, you don't see them, you just see the common name. I do need to check the full names of weapons more often. I just realized that the speed of the drop pod looks perfect... on my slow computer. So its probably unnecessarily fast. I changed the velocity and will update soon. Thanks for feedback guys. Find anything that annoys you, there is chance that I will change them.
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Sun Nov 11, 2012 3:38 pm |
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Binkyberkowitz
Joined: Sun Nov 11, 2012 9:37 pm Posts: 6
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
Well, my thoughts are that the DMR is fine as it is, with good range and good damage at a not too outrageously cheap price.
The SRS sniper rifle is severely underpowered. I scored a direct hit from point blank range on an Imperatus robot, which did cause 90 points of damage, but if this was halo is shuld have taken his head off and sent his body flying.
The Battle rifle with 3 round burst fire is excellent, with no recognizable flaws (at least to me)
The MA37 is weak, its' bullets spread too far apart which makes it completely useless, and only has minor usefulness in close-combat situations.
The Shotgun is also weak unless in extremely close combat situations, and at that range you would need a spartan to come out with only minor damages. Reload is also rather lengthy.
The flamethrower is underpowered and too expensive.
The Spartans are great in every way except for the fact that they a lot of times get hit by bullets even when their shields are up. If this cannot be fixed, so be it, but I was just pointing that out.
Finally, and I cannot stress this enough, the weapons do practically NO damage to the terrain. I could empty 3 mags from the assault rifle into the remains of a dropship (Which should be completely torn apart and blown away into dust) and it'll only shave off the bits of metal on it. The next update should fix this soon, because if an enemy actor hides behind even minor cover like a 5 pixel wide pile of dirt, nothing short of sniper rifles will break through it.
Overall, this mod gets a 8/10, excellent work, just with a few flaws.
P.S. The Spartan II appears to have no advantage whatsoever when compared tot he spartan IIIs. The next update should make the IIs be able to carry more items, or take more bullets, have better shields, something.
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Sun Nov 11, 2012 9:48 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) v3.9 (Updated 11/7/12)
Email hasnt been sending me updates again -.- will go try out the new update!
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Sun Nov 11, 2012 11:37 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) v3.9 (Updated 11/7/12)
thanks for downloading! I hope I did the BR justice, its not getting much love in halo 4 :C
Most of the improvements in this update are in new numbers, the recoil script, and the Spartan II. Sorry if it doesn't seem like much, the arsenal will be expanded quickly!
@BlinkyBerkowitz- my internet skipped your response or something, anyways, thanks for your feedback! I will keep in mind all of that stuff! The Spartan IIs are more well rounded and can take more damage, but you mentioned something that I forgot to do, which was better shields. I might add some more benifits too while i'm at it.
EDIT: ALSO, the anti-terrain rape is completely intentional, I intend to keep it too. Sniper rifle rounds will no longer penetrate bunkers and wallbang, same for other weapons. I might increase some of the numbers so that dirt will be effected slightly more.
Last edited by AndyChanglee on Wed Nov 14, 2012 3:58 pm, edited 2 times in total.
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Mon Nov 12, 2012 1:41 am |
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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) v3.9 (Updated 11/7/12)
AndyChanglee wrote: @burningsky thats the view range of the actors you have. I thought it was useful cause you can see farther while moving and without scoping. If you really don't like it I could direct you to the numbers to change them, and if a lot of people dislike it, please do tell me, its an easy fix. When I first made the flamethrower, my friends complained about its OPness while indoors, but i've been nerfing it and I might have gotten the numbers wrong it did feel a bit underpowered, especially verses things made of metal, so it could explain your bad experience with Silver men. I'll try to increase range a tad bit. Yeah, if you'd give me directions to do that I'd probably give it a try. I can definitely understand your intentions behind it, and it is handy when your not moving much and outdoors, but when indoors and navigating passages it just seems deathly jerky sometimes, and I just don't miss it on other units. Gotcha. Yeah, I tried it against other fleshier units and it was a much better experience. Still, against dummies and techion and imperatus it is definitely weaker. Dunno if that can be changed, maybe it doesn't need to be. After all, robots would be much more resilient to flames than bodies. One thing I noticed while playing Halo 4 is that the assault rifle has a slower rof, and has a different, beefier sound. Is the AR here going to be updated to match that or are you not going to worry about it? One weapon that reminded me of the AR from Halo 4 actually was the Assault Rifle Mark II from the MDC Corp. mod. And one last thing. I just had to say the Spartan Laser is . . simply awesome. Nothing else. It really seems to be straight from the game, and is very powerful. Not op I don't think though - it has a large charge time after all, almost similar to a gatling gun. With that in mind I thought the sound may have not been lining up to the shot in this update, with it being a little bit off. If no one else notices that it could just be my computer for some reason, but it seemed consistent. Nice work with the mod, can't wait for Pelicans! (and pretty much everything else)
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Tue Nov 13, 2012 5:49 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) v3.9 (Updated 11/7/12)
@BurningSky Im trying to go for everything Halo 4 offers, so I will change up some stuff. I still haven't received my copy of it, so i'm pretty UPSet, so I can't really get the feel of the weapons except by playing with friends, so it may or may not come with the quick update.
Every actor has an AimDistance. Go into the Actors folder, and for whichever guys you want to change, open up their respective .ini, ctrl + f to find AimDistance, and reduce them to something like 100 or less.
@Blinkyberkowitz, I hope you noticed the recoil script for the AR, controlled bursts actually make the weapon more efficient, though if the problem of recoil is still just off, i'll be changing numbers so don't worry.
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Tue Nov 13, 2012 3:03 pm |
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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) v3.9 (Updated 11/7/12)
Cravitus wrote: Also, BR55 still needs to be updated to BR85HB. I know from at least my perspective I appreciate the names being shorter, trying to read the preset/weapons list fast in the buy menu with a bunch of unnecessarily long names is rather impractical
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Tue Nov 13, 2012 5:41 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) v3.9 (Updated 11/7/12)
Yeah, I recently shortened the names. I'll update the numbers and official names in the first post.
btw, The SAW has been created! Fine tuning has already begun and the Railgun has been sprited! EDIT: The SAW has made my friends happy. Railgun .ini has started! EDIT2: I like the SAW. Resprited things, changed a lot of numbers. Railgun has been beta tested! Now undergoing balancing and fine tuning.
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Tue Nov 13, 2012 11:16 pm |
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Greenclone
Joined: Tue Oct 30, 2012 12:31 pm Posts: 69
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
is it just me, or does the spartan II have the old heavy brain robot body?
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Mon Nov 19, 2012 11:34 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) v3.9 (Updated 11/7/12)
No, you can hear the metal thumps when bullets hit he guy's helmet though. You're not allowed to see his face, so his helmet is his face.
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Mon Nov 19, 2012 11:40 pm |
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Jonrambo12
Joined: Wed Nov 21, 2012 3:42 am Posts: 2
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
when r u going to add a pelican?? https://encrypted-tbn0.gstatic.com/imag ... RuJvZR9W4zthey r so coool!!! nice mod btw!
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Wed Nov 21, 2012 4:12 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) v3.9 (Updated 11/7/12)
I plan to have them ASAP, unsc needs a different mode of transportation!
Thanks!
Edit: Just curious, how many of you guys hate on low terrain damage? I implemented it because there were some complaints about it earlier, and it does make sense in the game world and prevents annoying "wall-banging", regardless of what the wall is made of.
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Thu Nov 22, 2012 12:29 am |
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Binkyberkowitz
Joined: Sun Nov 11, 2012 9:37 pm Posts: 6
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
I hate the low terrain damage, because the guns don't need to be able to cut down steel walls in seconds, but for me, whenever an enemy hides behind as much as 4 pixel wide rubble, he's pretty much invulnerable unless he comes out of cover, whereas before I would have to unload about 2 mags to kill him.
So, the terrain damage needs to be far more, but it doesn't need to be ridiculously high. I mean, maybe the SRS can have ridiculous terrain damage, but everything else should at least be able to tear apart the terrain with relative ease.
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Fri Nov 23, 2012 5:39 am |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
When i see the sniper rifle, i kinda expected it to be as high powered as it is in the game, a headshot should kill a spartan with one hit and it has problems taking of browncoats with less than 3 shots to the head.
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Fri Nov 23, 2012 3:34 pm |
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