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#Halo

3/4/2012 3:13:08 AM
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Halo SkillMod |OT2| (Now With a Dedicated Server!)

[quote][b]This mod is currently being developed for Halo: Combat Evolved PC, not Custom Edition. When I've finished it, I will develop it for Custom Edition as well if people want me to.[/b][/quote] [quote][i][b][u]IP for ProMod Server hosted by JacobGRocks[/b][/u][/i]: 208.102.217.75:6969 [u][b][i]Server Name[/u][/b][/i]: SmGClan.net promod[/quote] [quote]Yes, I already made this thread a while back. It was locked due to inactivity. I thought since I got JacobGRocks to host a dedicated server for me that I'd make a new thread to inform everyone.[/quote] With how wonderful Halo: Combat Evolved is in the Halo franchise, we've all felt some flaws here and there. Things that we didn't like and gave less skilled players a leg up on higher skilled players. Even though, as most of you will agree, Halo: Combat Evolved is the best in this series at preventing that, there are still times where this occurs. While there might not be a way to eliminate this completely, I believe there are ways to stop it from happening as much as we can. The way being through simple modding. I've decided to go ahead and start work on a simple mod that aims to do that. Simple things such as editing weapons, grenades, vehicles, etc. Seeing as though I am, by no means, all knowing on what could help make this a great competitive mod, I'm asking all of you for suggestions. I know that some of you will probably say that Halo: Combat Evolved was perfect and my changes will only hurt it. While I respect that, I urge you to hear me out. I know this mod might not be for all, but I'm making it for anyone who may feel the same way I do. [quote][u][i]SparkEdit Changes[/u][/i]: -These vary from map to map. For non-vehicular maps I removed Rocket Launchers/Fuel Rods. I remove flamethrowers every time. -Removed half the grenades from all maps -Removed Overshields and Active Camo from non-vehicular maps. [u][i]HHT/HMT Changes[/u][/i]: -Shortened the blast radius of the frag grenade slightly and decreased the damage of the frag grenades. This was to ensure that if you recharge your shields another grenade won't kill you. -Rocket Launcher only has two rockets instead of four. -Flag/Ball kill in one hit instead of two. I decided that its already hard enough to melee someone on Halo PC due to netcode. There is no reason to leave the flag carrier that defenseless. -Max grenades that can be carried are 2. You also start with only 1 frag grenade. This is to avoid grenade spam which is often found in this game. In large part this is due to less skilled players giving up on trying to shoot. Instead they spam grenades hoping to win. - Switched Pistol to primary weapon and the Assault Rifle to secondary. This is to encourage people to use the pistol more instead of the Assault Rifle.[/quote] Everything here is open to debate. I trust you all to be fair with your input and I hope that we can all work together to make this as best as we can. Do keep in mind that all the changes have to be in a way that doesn't matter if you have the mod or not. Meaning that if a server is running the mod it will all work perfectly fine if the person joining is using the default maps. (P.S. I'm really looking for some input right now for vehicles specifically. ) [quote][u][i]List of maps being included:[/u][/i] Damnation* Rat Race* Chill Out* Blood Gulch Sidewinder Derelict* Danger Canyon Hang 'Em High* [b][i]* Playable on the server[/b][/i][/quote] [Edited on 03.05.2012 10:21 PM PST]
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  • [quote]Don't really mind the change to the blast radius as long as it's not too drastic* but I'd rather see the damage levels stay as they are. Health packs are there primarily to deal with grenade damage so just make sure they're available on all gametypes (they aren't by default) instead.[/quote]The problem is that someone can chuck a grenade at you, you finish them off with a 3sk, then it hurts you. After that battle, which you won, you recover all your shields. While you're on the way to the health pack, some guy throws a grenade at your feet. Bam. You're dead and that guy got a kill for throwing 1 grenade. Seems quite undeserved of a kill if you ask me. [quote]*I'm thinking of vehicle play here. I'm guessing it's not really possible with the editors but if it is, it'd be nice to see the damage drop off with distance (your primary reason for the change) but for the 'push back' effect to stay the same for the sake of not messing up vehicle balance. Halo 2 decreased the potency of frag grenades and ended up with the worst vehicle play in the series.[/quote]Damage already does drop off with distance by default and the push back is the same on the vehicles. The main focus of decreasing the grenade's potency is to stop it from permanently (Without a health pack) leaving you with just enough health to be killed by another grenade after fully recovering. [quote]Plasma grenades are pretty bad in HPC and the net code certainly plays a part in that. Nobody uses them unless they're just spamming.[/quote]Meh, forgot about even doing this. It looks like I can't really do it anyways, so it doesn't matter. I agree with you, though. [quote]Is there any kind of tracking option that'd allow you to make getting a stick slightly less hit and miss? Perhaps increasing their initial velocity would help slightly.[/quote]I think that changing the velocity won't sync correctly for people who have the vanilla maps so it wouldn't work. :/ [quote]Remove the Ghost's stun effect (not sure how well it'd sync) and increase the accuracy of the rocket's hogs rockets but greatly reduce their splash radius. Gearbox had planned to make both of these changes (minus the splash radius bit) in a CE patch but never got around to it.[/quote]Sadly enough, both of those things would not sync properly. I tried it out a while back when trying to make the Plasma Rifle act more like the "Plasma Gun" from Quake III Arena. Both the stun effect and accuracy did not sync properly to my friend who had vanilla maps. [quote]Fair enough. I don't think this will make much difference to play either way.[/quote]It has, actually. I've been playing a lot of CTF with it and it changes it a lot. For the better, mind you. You have to be tactical to actually land a kill with it, but with this you [i]can[/i] actually do it. The melee was absolutely useless before due to the netcode. [quote]Other thoughts: I'm aware that some of the changes I've proposed appear contradictory in some respects; using overshields to give the underdog a boost yet not allowing for them to have an advantage with grenades when they're dying frequently. My argument to this is that the places where I've recommended giving the underdog a leg up are the places where they're probably the underdog because of poor luck or bad map design.[/quote]I feel that giving the underdog a leg up in any situation isn't really all that great. The entire idea of overshields/power weapons goes towards rewarding you for doing well by making it easier to kill opponents. If you take that idea and evolve it further you get things like killstreaks from Call of Duty. While most will argue with me on this point, I'm convinced that this is the truth. Everyone should always be on a balanced playing field. [i]If[/i] there are problems with spawn placements, I [i]could[/i] change them to make for better gameplay instead, though. [quote]Anyway, apologies for the poorly written stream of consciousness. ;)[/quote]It was very helpful! Thank you!

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