In the game, the missions focus on tactical combat more prominently than previous halos and you play as an ODST, and they are not considered super soldiers
The elites arent present because they were betrayed by the brutes around this time, although here in halo 3 odst it was noticed to be particularly earlier than halo 2.
I loved replaying ODST on Legendary but there was always a point where I'd die 20-30 times just to get to a checkpoint because I was forced into a fight I didn't have the ammo for or, most commonly, the friendly AI being complete cancer, especially in Buck's driving section
After playing through your rebalance twice on legendary along with a playthrough of the original. These are my thoughts on everything I noticed through gameplay. Positives -All weapons feel impactful -Hunters actually feel like a mini boss now -The Assault rifle is actually useful on legendary -Jackal shields can be melted with plasma weapons without the emp from the plasma pistol -Plasma rifle feels more useful because of the above change -Flood feel more engaging to fight with the addition of the Elite versions having shields (I also have this as a negative but I really like the concept) -Enemy plasma weaponry actually poses a threat to the player now, while also not being overly strong -Friendly AI's are more useful on legendary which is always a plus for me. -The new vehicle splatter physics are really nice and actually feel more satisfying to pull off funnily enough. -Vehicle improvements make the vehicles feel better to control and also feel like more of a threat. Negatives -(Needler spec ops Grunts) are really annoying. I'll list some examples below on why I think this change isn't exactly healthy and how it impacts gameplay. (A) The Grunt is on it's own in an open field and is a cakewalk (like it should be), (B) The Grunt is in a tight corridor or is rushing you down, there is no room to dodge all the shots and with how many it shoots you have a very high chance to just flat out die. You have no idea how many times I died from a grunt just barrel stuffing me in like a second (granted it is legendary, but no other enemy can kill me nearly as fast). (C) The Grunt is in a group (I hope you don't like being aggressive) your options for combat now boils down to hiding like a coward and pelting the enemies from a distance. Since it's impossible to dodge the enemy fire along with the needler shots since they will start pre-firing towards your movement location, which will always be a left or right straf since your getting pelted by a barrage of needler shots. (C and A) Might as well be playing a railgun shooter with a cover mechanic at this point. (C and B) Replace the tediousness with the chance to die just peeking a corner. That was my experience with this change in particular, I think the change seems reasonable until you consider other enemy firing patterns or situations where there is no room to straff. I also dislike this change since I'm legitimately more worried about grunts than elites. In a nutshell the change discourages aggressive play and encourages a more tedious playstyle of sitting back and picking off the grunts from a far distance if possible, over all hurting the pacing of the fight. I would like to see you maybe give them a more unique change but as they are now they definitely hurt the pacing of the gameplay more than it helps. -(Flood Elites having shields) I really like this change but as it is right now it really could use some tweaking. (A) Elite Flood feel like they have more shield health than they should when it comes to bullet based weapons. I think you should half the amount of shields they have or increase bullet type damage. You could also lower the amount of shielded units. This leads into the biggest problem this change created. (B) I still use the best weapons, all that happened was that the best weapons changed. It was the shotgun and pistol before, now it's the plasma rifle and plasma pistol. Simply because of the amount of shielded Flood and their shield strength compared to a Marine Floods health. Essentially there is no reason for me to use a bullet based weapon unless I want to, since it’s just more inefficient which kinda sucks since the shotgun only appears halfway through the game. -(Stealth Elites) They just feel really weak even on legendary, they will die in like 6 hits from a plasma rifle or half a clip of an assault rifle. Well that’s all I can really think of that comes from the top of my mind. Overall I consider this a vastly improved version of CE. I think you did some incredible work on this Rebalance and I appreciate you taking the time to make this as I do think a lot of the changes improve the gameplay for the better without a doubt. At the end of the day all of what I put is my own opinion but I felt I should leave some feedback since you put all this effort into making this mod. Sincerely Thank You
Very much agree with the issues with the Elite Flood having shields ruining the balance, they made the game on Heroic a horrible nightmare. The Library had me pounding my desk in frustration, it was so awful.
@Kayoshie Flametail I second this. Very nice seeing a decently thorough review for someone who worked really hard on this mod. A respectable review for a respectable contribution to the mod community. Cheers to good sportsmanship 😎👌
Oh what they built a game in a year? with tons of glitches and missing features that were in the original whilst maintaining glitches that were added to previous anniversary editions? Totally worth it though the fact they still haven't fixed these things leads be to believe they'll hopefully tackle it when all the games are released but I am worried about Halo 2 and 3's respective launches because of the lack of care so far seen. Although hey it really doesnt matter and the argument could be made if you really want to experience the game with all its features enabled that will come down to consumers. ptfo
The game is a mess, period! Can't wait till someone makes an SPV like mod of it though. Better AI, cutting off the linear level design, all new art-direction, new sound, ammo and weapon rebalancing, replacing almost all gun models, making shots projectiles based again... The more I think about it, creating a new Halo from scratch should be faster! 😂
@@MacBamboocha SPV3 is a result of Halo Custom Edition n associated mod tools... Unless and until sophisticated mod tools are developed... Campaign and multiplayer overhauls will not be possible...
@@LinoshTheHaloGamer Well, two things: my comment was meant to be taken lightly, so don't overthink it please! Also those tools are bound to come if 343i keeps their promises. I doubt we'll get them before all Halo titles in the MCC will be released though, so it's going to take years before we see mods at that level, I know! :)
@@MacBamboocha Don't misunderstand me either... You as well as I do know 343i is trying to get games out then fix the minor bugs then go for official modding tools. Unfortunately Halo MCC on the PC has minor experience breaking bugs such as audio issues, broken Classic graphics in CE, Reach's broken postprocessing and other minor bugs I am a programmer and I know the pain of understanding large codes. So I understand 343i taking time to fix bugs because it takes painstaking amount of effort to find what section of code causes it even more in fixing it. So what I am trying to say is, 343i will only make mod tools only after fixing most (if not all) of these bugs. And it will take a while...
I think the movement adjustments fit the game very well and the physics for driving feel way better. My only problems are that the assault rifle is so overpowered that you don't even have to do anything and the marines will mop everyone up. My guy was riding in the warthog and blew up a banshee in like 5 seconds with an assault rifle and it didn't feel like a threat at all. Also with all the extra AI added, on the second mission when the pelicans pick up everybody there is still so many people that they can't fly everybody out and it kind of kills that immersion factor of saving everybody if like 10 people get left behind.
@@vomErsten Heroic but the problems with AI are still present in Legendary as well. I don't know how much work it takes to go into this but I really enjoyed it and hope theres another patch that could make those few minor tweaks.
@@messierultra I was referring more to the AR being OP and such. Honestly, having played the Reach version of the mod (I won't touch this one, CE is perfection as-is), I don't think Ruby actually fully grasps the balance of the game. Since RU-vid comments are hardly the best format for a detailed break-down, the only "balance" he's actually achieved is making the game swing wildly between being overly easy and overly difficult. It turns playing into more of a stale RNG grind than a test of coordination and timing skills, and it isn't fun. TL;DR: Ruby's mods are making spot adjustments that don't fully integrate into a coherent gameplay experience. I made the same observations to CMT's team when I was testing SPv3 for them in its early days, and they didn't listen so it has a similar variance for similar reasons.
@@vomErsten so you were a tester of spv3 back then? I always felt that spv3 combat was fatiguing And not super fun. Sometimes encounters are fun but usually they just deal so much damage (on heroic) it makes me wonder what the heck were they thinking. Risks vs reward but most of the times the risks far outweighs any fun youll get.
@@TheMasterofComment Yes, I was, from its earliest days up through when they were getting to Truth & Reconciliation. I agree with you, the encounters were too much and caused wild swings in difficulty. The sandbox was also too big with too many redundant weapons, most of which weren't worth using anyway because the way the encounters were structured heavily favored and even required just sitting back with a DMR/Carbine/BR and poking things to death. And man, you should be glad you didn't play it when the Jackals were zapping you with hit-scan Focus Rifles in the drop-ships from miles away. That was infuriating. I see a lot of the same things happening in Ruby's mods. It's not that he's increased the sandbox size, but he's making changes to single items and not fully observing how they work together (or don't) in a collection. Increasing the engagement distance, for example, has several knock-on effects beyond allowing the enemies to respond to marksman weapons. Beyond invalidating the existence of marksman weapons in the first place, it now creates issues where the player has to deal with more enemies from more angles that the level was not designed to accommodate, creating horrendous grinders for the player when he's alone and not cheesing with green beams or ranged shots. When he's not alone, the game practically plays itself for similar reasons, compounded by the buffs to UNSC NPCs and gear. Just like with SPv3, things like that all add up to making these mods not that fun. Granted, I think Halo 2 and Reach were already not that fun compared to CE and 4 for the same reasons, so not much is lost with those.
Hey, i had a chance to play through several levels and for the most part i loved it. Having the Assault Rifle actually be a viable choice as well as the extra marines made some sections more enjoyable. Truth and reconciliation felt like a full on invasion of the ship by the UNSC rather than a one man infiltration it turned into after 1 wave inside. Silent Cartographer felt like D-day as we the marines and chief are rained downed on from afar. Hunters are an actual threat instead of a complete laughing stock. And the sniper being able to combat vehicles is a great change. I do have some criticism but i hope i can be constructive with it. Note: please don't feel obligated to change everything just to suit me, these are just my opinions after playing through on legendary The extra range on the enemy AI can be quite troublesome, yeah when you had a sniper and could just sit safely at long range and take everything out it was kinda ridiculous but now if you don’t have a sniper or magnum at longer range it can feel impossible to close the gap because you’re being sniped by needlers and plasma rifles. The change to hunters was good overall but some missions just have WAY too many sets of hunters. It becomes incredibly tedious having to fight 3,4,5 or even more sets of hunters. This wasn’t really a problem in vanilla as they died in 1 shot to a magnum or sniper. The sheer amount of them in certain levels feels more like a chore and gives me Warden Eternal levels of monotony at times. I’m not saying revert the hunter change but perhaps remove some of the hunters in AOTCR and to a lesser extent TnR and SC. I mean just imagine how much more tedious Regret or Gravemind would be in Halo 2 or The Covenant in Halo 3 would be if there were 5-6 sets of hunters on those levels. Edit: after playing some further levels I have some extra thoughts; 343 guilty spark i thought was perfectly fine you had enough room to move around and evade the flood and the change to Elite flood having shields was a scary change but it was manageable. Although a slight problem with Anniversary Graphics is they don't visually display them having shields, you just kinda shoot at them and wonder why you're doing no damage. Definitely play in classic graphics until this is fixed (assuming it's possible to fix). The Library: Dear lord i did not enjoy my experience on here. The flood having shields really feels like a massive "Fuck you" and for me completely kills the experience of the library. The whole idea of the library at least for me was to make you feel overwhelmed, you can't just stay and defend in one spot as the enemies constantly respawn around you forcing you to sort of run and gun to get through the level. This was fine until flood with shields get introduced, requiring 2-3 point blank shotgun blasts and even more past 2 feet to kill them it becomes very apparent how fucked you are when there are several of them clumped up. I legit got stuck on 1 section for 30+ minutes because i had 2 bars of health and it was almost nothing but elite flood swarming me and due to the enemy range increase you get completely mapped by assault rifles. I eventually just said screw this and skipped to the next level. I recently ran through Halo CE: on LASO and even that felt more fair than the swarms of shielded flood. I get the idea is to use a plasma weapon to drain their shields and then quickly switch to the shotgun to finish them off but when there is like 10 elite flood with assault rifles ripping you apart it's not realistically possible to that. Halo 2 had shielded flood and it was just as frustrating as it is here, the only reason it's less frustrating here is you actually know which enemies have shields and which don't whereas in Halo 2 it was random which flood had shields.
The Assault Rifle was always a viable choice; there's nothing in Halo: Combat Evolved that you can't handle with an AR, plasma grenades, and a pistol or sniper rifle. Even on Legendary.
@@vomErsten That's just not true. Assault Rifle is terrible for anything other than Grunts and Infection forms at super close range in vanilla. It even has a huge damage debuff against Combat and Carrier forms.
Ruby of Blue Yes it is true. I have been playing the game for almost 20 years now, and my preferred way to play it is still Pistol and AR. Yes, there are more efficient combos, but that is not synonymous with the AR being unviable. If you can't figure out how to do a Legendary run with an AR, that's a gitgud problem. The gun being deliberately set by Bungie to not be an ez-mode buzz-saw against the Flood is intentional and part of what makes it so satisfying to use.
vomErsten unviable might have been a poor choice of words but what i meant was it actually felt like a solid weapon. Yes you can kill stuff with the halo ce AR but you can also kill stuff with the halo 2 magnum. Doesn’t make the halo 2 magnum any less garbage than it is.
I really wish that vanilla mcc has an integrated workshop for the consoles. This seems fun, and with waiting next week for my doom eternal pre-order to be delivered, I could come back to halo with a balanced version for a masterpiece.
*Halo 1 Flood Carrier Forms made me;* -Scared of the dark -Scared of turning around corners -Scared of playing any games with Jumpscares -Watching Horror Movies
I wish there was a way to make the flamethrower, fuel rod gun and the energy sword usable. Just as an option. I remember at least two of those being usable in custom edition back in the day.
While a lot of other comments are giving you a hard time for changing Halo CE's balance, I personally love the changes you made for the most part and very much look forward to playing it. Lots of people love to nostalgically claim that CE's balance was "perfect" by default, but the second half of the game pretty much makes only 3 or 4 guns viable. Also a lot of them are not considering that these changes to the weapon's values also affect enemies who wield them against you. You've replied to a lot of the negative comments well, but it seems to be getting frustrating for you. I'll just say they aren't worth your time. You have very little chance of changing their mind. The people writing those comments have been playing Halo the same exact way for nearly two decades and hate the idea of it playing differently. You've done really cool work making the games feel fresh and dynamic in ways that Bungie wasn't able to. Halo 1 and 2 both had extremely hectic development cycles and these people talking like Bungie had some kind of grand vision or even a precise idea of how to balance a game are pulling things out of their asses. Thank you so much for making these mods. -Amber
I love Halo CE so much, my second favourite Halo but this Mod looks awesome. If nothing else I don't have to install it?? Would be good if people used their brains and remembered that instead of going WAAAAAAH.
agreed. Making a game difficult is easy. But making it nuanced takes time. These changes make for nuance. I recall how pretty much the only weapons worth anything were the power weapons, plasma pistol and human pistol, and shotgun with the flood. I think the changes will be great, and I especially am happy my favorite weapon, the needler, has a lot of more interesting applications. It should be fun to try out. And if it is easier, I don't think that matters, because again, hard games are easy to make. I have played many hard games, they often happen by accident, and in ways that aren't fun.
im gonna take this opportunity to say this guy is cool as fuck. ive just recently downloaded his recommended mods for Sonic Adventure 1 and 2, aswell as these mods for both Reach and CE. Halo and Sonic are some of my most favorite game series and seeing someone revamp both of them like this is special to me. cant wait to see how he handles 3 and onward, assuming he does. wish him the best of luck and fun doing what he does.
My fav tweaks are the marine ones, as i take care of them like my sons, its really tough to look after them when they do so much stupid stuff and dont kill shit. So this makes my life easy.
Wow love this changes but I would like to make some suggestions. Add the engineer using the original model and a simple AI that provides shields for Covenant units. Add the possibility of using the fuel rod cannon and the flamethrower (This will be difficult to implement in MCC due to the Anniversary graphics) Add Zealot Elites with fuel rod cannons. Add the possibility of driving wraiths in the campaign, this could be added somewhere that is repetitive to improve variability. Add a section to the game where marines can drive vehicles, both ghosts and warthogs Add the warthog with missile launcher, (This will be difficult to implement in MCC due to the Anniversary graphics) but to make it interesting, allow missiles to chase their target (like in Lumoria campaign)
The OG assault rifle was caseless (didnt eject any brass) and could fit 60 rounds of compact 7.62 in that bullpup mag. Im pretty sure it was electronically fired since the rounds are caseless and would be propellant based, this also means you dont need to have a firing pin to be reset or extractor. You could route gas to a recoil counterweight which makes the gun as bulky as it is, but does away with a recoil spring and allows you to fire the gun as fast as you can without receiving any recoil whatsoever. It needs no ironsights or scope since it is most likely smoothbore due to being caseless, and instead displays an ammo counter, compass, and onboard electronic optics to directly interface with its user's Heads Up Display which all spartans and Autumn Marines have in their helmets. You point and shoot and it hoses whatever you are aiming at in hot copper coated lead. Truely ahead of its time. The Halo 2 and 3 SMG is a representation of regression by comparison. What wouldve been even more creamy is treating the controller Trigger like the proper Axis it is, and allowing the Assault Rifle to have a throttle based firerate where full squeeze is full hose, and light hold is a slower more accurate drumming beat of ownage.
You're doing god's work, buddy. Taking the time to make something better for all of us to enjoy, with no real prospect of financial gain for yourself. Thank you, my dude.
with the increased jump height you cant get on top of the map in the silent cartographer (without sputnik). not much to do there, but its cool being on top of the island cause you can skip the 2 hunters and some more enemies on your way to the control room security as well as being able to get to the top of all the structures and sus
Love the mod, but I've noticed a significant problem with the balance change. Now that carrier forms burst on death, the final warthog run is MUCH more difficult/annoying since they are essentially walking mines, which makes certain paths previously very fun, now completely unuseable lest your warthog be flipped over and you be killed in the explosion.
the ability to togged on and off the changes you made to the game would be nice so if their one change you made someone doesn't like they can revert it
Just played thru your rebalance mods for 1 and 2 recently, 1 specifically today. Pretty much most of the changes you made in both of them really spiced up the game to the point of feeling nearly as fresh and well tuned as I felt the games were when I was a kid. However I would like to bring attention to some issues I had with 1's mod: 1. Needler Grunts even when firing by themselves, specifically spec ops, are wonderfully more dangerous than the plasma pistol and even the plasma rifle which I kinda approve of. However when you have no cover and room to dodge (namely TnR and The Maw), the rof and bursts are completely devestating to the point of making them nearly on par if not above hunters in dps. 2. Shielded elites definately help make the flood encounters involve more weapon sandbox but have 2 problems that make them annoying as hell half the time and laughably easy other times. First their plasma and assault rifles have much more accuracy and damage than normal elites, making the library's airlock holdout and the final foot sections to the index and later the maw's reactor rooms hellishly hard. While the maw was fixed by bobbing between the 2 sides of the room gives some safety but the library airlock kept me in a checkpoint loop for nearly half a hour due to the volume of fire from multiples of them. On the other side, after the library, they are so lop sided in shields that they usually drop dead from any shot that takes out their shields (making usage of AR useless and the shotgun and pistol not worth switching at all to against elite flood), a rebalancing of shield and health values would help make plasma weapons favorable but not the only prefered options against them (I do like how the SR manages to have a role against them and carriers but not human flood) 3. Graphic errors that im not sure is due to your mod or the refined team's work. Firstly, Hunters, noticably on assault on control room, at times bleed both orange and flood blood. Secondly, Cortana's color changing control room model's textures likes to have fragments of it dither in and out of visability (issue not seen on them autumn but sometimes extends to the light decals of the control room map varient's walls). Finally there are parts of levels, starting on silent cartographer's locked security door hallway, where complete map textures dont load unless a flashlight or night vision scope active (unlike base gearbox port where the issue is limited to bumpmaping) and visuals cascade in the void. Other than those issues, Im glad you put in the work to make halo 1 and 2 more dynamic and polished than bungie could back then. Cant wait to see what updates and further work you do for your mods!
I like the idea of the rocket launcher one-hit kill melee... It helps emphasize how the Spartans are super soldiers with more strength and resilience than any normal human bcuz drugs, training and cyborg enhancements. Where a marine would struggle to even be stationary with a GIANT one-ton rocket launcher, the Chief can run AND punch people with it. It should be like hitting someone with a car.
Turn the shotgun into fully auto. And make the pistol shoot homing plasma grenades. Oh and turn all spores into walking flood to increase enemy count on flood levels. Have fun
I've noticed a big flaw in how the flood carrier forms were rebalanced, it's now impossible to drive through them in the warthog run, since they instantly go off like landmines and make certain routes completely impassible.
@@RubyofBlue It is possible to drive around them, but doing so causes other problems, I've given up using the upper ramps in the first half since the carrier forms make it impossible to make the jump into the tunnels properly, and even the initial tunnel right out of the gate is extremely dangerous now with the carrier forms not visible until the last second. As you say, these routes aren't impossible, just less viable and much less fun, forcing me to take the longer routes just to avoid the walking bombs. I've commented on this twice without realising purely because this is the ONLY aspect of the mod I don't love, the rest of it solidly makes halo a MUCH more enjoyable experience for me, and I am eternally grateful for it breathing new life into the old game. But whenever I get to that final warthog run I can't help but miss being able to use the same routes I used to without either driving off the side of bridges or being blown upside down.
By putting this on Halo MCC on PC, this mod just became the ONLY real contender to the legendary CMT SPV3 campaign. There are now just TWO top seeds for the ultimate Halo experience - this mod as Vanilla +, and SPV3 as the "spicy" mode. I can't wait to see someone do an SPV3 like experience on the new port, and take advantage of its power.
When version 3 comes out I would really love it if the shotgun appeared earlier in the game since you don't get to use it against the covenant that much
Some constructive criticism love what you done to marines and the range slash accuracy adjustments to ai but i think this can have a adverse effect on combat i.e your shields are almost always down by the time you get to the enemy slowing down combat due to increased attrition due to the constant suppressive fire i would love if you improved shield recharge times to speed up combat could i feel like they are always down having covering in fear isnt very fitting of the badass super soldier that is basically the grim reaper on the battlefield also by the time you do get into cqc with enemy ai your shields are done leading to instant death aggressive play styles are punished i suggest a melee damage buff to one hit grunts and maybe jackals and lastly jackals are now incredibly difficult due to their constant fire at range which you can do almost nothing against until you get in range even with a plasma rifle they demand serious attention making them as big a threat as elites if you could reduce their accuracy that would really improve otherwise fantastic mod love the better ai and challenge thanks again
Between the needlers, shade turrets, instantly exploding carrier forms and increased engagement range, beating this on Normal had me dying way too much and getting sent back way too far for this to have been fun to play through. Some people are into that kind of thing but dear god that was frustrating
Are you going to rebalance Halo 3 ODST? If so maybe you could add some encounters where the Elite, Brutes and the squads they command killing each other like what was happening on High Charity. Also, you could have some areas where the Brutes are using human weapons like that one level in Halo 2 and add a way to save the engineers to gain overshields.
Me: *continues to play Halo: Custom Edition with bump map shading fixed for original xbox experience with mods while waiting patently for a good xbox emulator to arrive for splitscreen purposes*
giving combat forms a shield is deal breaker for me loved everything else you talked about except that looks like I'm stuck with vanilla for the time being
Ignoring an elite with a sword can be dangerous if they are coming from a door that you must go through, especially on higer difficulties when they have more health... I tend to kill all enemies before leaving an area, so that i have a safe area behind me if i need to retreat. So leaving an elite with a sword behind me is something i do not want to do!
@@RubyofBlue I feel like low caliber weaponry should do less damage to vehicles anyway so that side effect seems ok. I'm not sure what you meant by the player shields.
Happy to see the assault rifle got some love. Always seemed weird halo assault rifle was almost the worst weapon in the game. At least the newer ones anyway
I know this is about Halo CE, but... you literally just said it in this video. The game is at its best when you're encouraged to swap your weapons constantly. If someone can figure out a way to allow you to swap dual wield weapons for Halo 2, perhaps buffing them to ridiculous levels, like you did in your H2 mod, wouldn't be necessary. They could just fulfill their close range niche, allowing to change dynamically between close and mid range combat. Depending on the situation. Rebind drop left hand weapon to grenade swap! And let us melee without dropping our weapon.
I played this, and I get what you were going for, but I feel like the changes are so minuscule, when you play, it feels no different. Like, I might as well just play the original then.
ruby theirs a big problem when you run over the carrier form with a worthog it will instantly explode and it will flip the worthog in the maw its basically impossible to play on legendary i hope you fix this...
That's intentional; you have to avoid them, think of em as obstacles. And I specifically despawned a couple of them so that avoiding them is actually possible.
can this mod be played together with the halo ce refined one? How can I play the campaign with both mods? PS: I'm using google translator I don't speak English
The only problem i had with version one was your change to enemy plasma pistol damage, i get that it was really low in vanilla, but that because youve got like 100 fuckin plasma pistols shooting at you on the regular lol. Otherwise it was all perfect
So many people angry about changes. Do you guys not realize that not only do you not have to watch the video but you also don't have to play the mod if you think the game is already perfect? I know it's a hard concept to grasp but people are allowed to enjoy things differently than you die hard default fans.
@@RubyofBlue The screen shake when you fire, especially in full auto. I might just be used to Reach having this, so it looks weird to me now seeing a game without it
It's the same old CE with an optional graphics engine on top. My GPD Win 2 can run it at 60 frames in classic mode. And about 35 in anniversary graphics. This thing has an Intel m3 (dual core) with Intel UHD 615.
will you make a halo anniversary sound edition for custom edition because the weapons sounds in anniversary are so good and meaty and there are no cutom edition campaigns that has the anniversary weapon sounds and melee so I am still wishing for some one to do a halo custom edition mod with the anniversary weapons sounds for ages now and i would really like if you do it with your rebalanced mod
Just a question: why arent you changing the shotgun pellet spread?? Half of the pellets never stay inside the reticle even at point-blank range, something that was fixed in Halo 2. Is there a reason or is just your choice??