[Mod Package] Halo 2: Combat Evolved FINAL RC2

The best of the best for Halo 2 Xbox
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daggerx




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Post by daggerx »

Amazing..love it..
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dec1234





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Post by dec1234 »

Not to flame or anthing but this mod is well not skilled just bringing back those days when every game was about getting the pistiol :evil:

and i believe thats not skilled just bringing bak bad pointless memorias and bungie made halo 2 with less pistol power for a reaseon!

and i no i like this mod at the beginning but now the more i play it the more i hate it!!


but apart from that by the word skilled u should make the BR and PP combo less powerful and make the games weapons only goog for pure skill!
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Post by XD »

Wow, you know nothing of the skill factor between Halo 1 and Halo 2. In Halo 1 the pistol was MORE powerful then this. Thing is, in Halo 1 every weapon had a definite use. If you didn't play Halo 1 very much, you didn't know that very well. You could easily proceed with just your pistol for mid-range and assault rifle for close-range, which meant with skill aiming, you could still defend yourself. I ask you, how the hell can you do that with an SMG? That thing isn't used by anyone single-handed to kill anything. The game cheaply forces you to pick up a weapon. With the Battle Rifle in Halo 2 it's much MUCH easier to do this. There's massive auto--aim and magnetism, which means that even though you can defend yourself, it doesn't take that much skill at all to do it. That's why Bungie isn't putting BR starts on many maps I take it. Also, guess what? Halo 2 v1.1 had a 4 shot Battle Rifle, and that was much worse then the Halo 1 Pistol 3 shot, because you actually had to AIM with the Pistol. With the Battle Rifle you have so much auto--aim that it's extremely easy to rack up a bunch of headshots in one game easily.

Do you know what the word skill means? Skill is the way you handle your gun, if there's so much auto--aim and magnetism, the game is mostly doing everything for you. In Halo 1, there was much less auto--aim which meant you had to be accurate with your weapons to survive, aka SKILL. In Halo 2 with the game using so much auto--aim, you can survive without being accurate. Another thing 'every game was about getting the Pistol', EVERYBODY HAD THE PISTOL IN SLAYER PRO. If everyone had it, how could it be overpowered? If you could aim with it, you could get a 3SK, but not very likely, only the best players could do that consistantly. In normal Halo 2, a 4SK with the BR isn't a skill at all, it's EASY, everyone gets them constantly. On Halo 2, you don't even start out with the BR by default, which means you HAVE to pick up another weapon, that SMG won't do shit for you unless dual-wielded.

So, what would I rather use, the Halo 2 Battle Rifle, which is still 4-shot, or the Pistol/BR in Halo 2:CE which is STILL 4-shot without auto--aim and less magnetism? If you wanted a more skilled game, of course it would be Halo 1 or Halo 2:CE.

What is your definition of skill? Mine is using your skills aiming, dodging and using strategy to overcome of foe. With no auto--aim (less magnetism), a higher amount of strafing with faster movement and more balanced weapons, how ISN'T that more skilled? I'm going to post a little something right after this that I posted somewhere else about H2:CE to show you that it's balanced, and no weapon is overpowered.

One more thing, the PP/BR combo just isn't there in H2:CE. For one, you need to lead your PP shot and it tracks much MUCH less. And two, you need to actually have to aim your Pistol/BR. That's where the PP/BR combo came from man, the Plasma Pistol being able to track you at an 80 degree angle to the left or right of you, and it'll eventually hit you, there's no real way to strafe out of it unless you go behind a rock. With the BR aspect, there was so much auto-aim that you could get a headshot extremely easily. That's where the PP/BR combo comes from. H2:CE fixes it.

Thing is, it is more a skilled game, you just need to get better at aiming my friend.
Last edited by XD on Fri Aug 12, 2005 12:26 am, edited 1 time in total.
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Post by XD »

"Yeah, probably. We've had some awesome 4v4s on lockout, beaver creek, midship and foundation. If I could get another vid of that going in first-person all will be good. Let's just hope I don't suck that day, but I think the extra pistol acquire/magnetism distance in v1.5 was really the last thing I needed to add to make it a great mid-range weapon. Before it wasn't turning red until you were up close, and it wasn't magnetised for very far either, so it was extremely hard to do anything in mid range with the pistol and v1.5 changed that.

That third person video was made with v1.01, before I put in any magnetism at all. I assure you though I will never put auto--aim back into the game, but magnetism needs to be in. It's at a smaller amount then Halo 2 to prevent things like sweep sniping, but you can still aim easily.

So, this is really how it is going to be so far...

Weapons:

Short-Range
Assault Rifle: Fast, automatic, more accurate then SMG), takes around 20 or so bullets to kill.
(Brute)Plasma Rifle: These are the only two ways of dual wielding close range that are left in the game. They are inaccurate, but when dual wielded, they are stronger then an Assault Rifle. I'm working on getting plasma freeze back in, maybe take some statistics from the Banshee's plasma, does that freeze in Halo 2? I've gotta check that out.
Shotgun: One hit kill up close, the lessened amount of Spread allows it to be more effective from other players if they are not the host in online play.
Energy Sword: It is now much harder to kill with this weapon, it has been taken down from power weapon to as powerful as the Shotgun, where it should be, but it hasn't been neutered. You can not get a 1-hit kill unless you are REALLY close to the person like a Shotgun, most of the times you will get 2 hit kills. It took a while for people in H2:CE to see that it doesn't suck now, but it's still being used, albiet not as much. It's definitely not the same n00b weapon it used to be.

Mid-Range
Pistol/BR (it's the same weapon, depends on which skin you chose): This 1 shot burst weapon has the ability to get a 4-shot kill if you hit headshots while the shield is down. The decreased auto--aim/magnetism makes it a bit harder of a shot, but you can easily aim with it. The acquire target distance and zoom is a little larger then the original BR. There's also less spread then the BR, so you can be certain that there will be less of a host advantage. It's the great equalizer, but you can easily pick up weapon that are better then it. In H2:CE gameplay I've seen the Pistol/BR take down Swords, Rockets, Shotguns, you name it, but it was a rarity. It'll become less of a rarity once more people get used to finally having no auto--aim and little magnetism and become skilled Pistol/BR users once more. It seemed that the people coming to H2:CE from Halo 1 were constantly raping the people that came from Halo 2 with the Pistol/BR.
Covenant Carbine: A good rival to the Pistol/BR. It gets 5 shot kills, is a little more accurate and shoots a little faster. You spawn with one on Midship and Waterworks. You can now pick up more Carbines around levels, and Pistols in Carbine levels. In H2:CE, Pistol v. Carbine is always interesting, but it always comes down to skill, not the power of the weapon.
Needler: A surprising addition to the mid-range line-up. It's now not a nerfed weapon. It goes as slowly as Halo 2, and accelerates to double its speed as it gets to the mid-range level. It also homes in a little more, but with the extra strafing, they pretty much null each other out. It can be dual-wielded which makes it as good as a close-range weapon as the Plasma Rifle, but with them being spawned apart from each other, it doesn't happen much.
Rocket Launcher: It's still the same old power weapon. The use of the homing on the rockets is a lot less now, they don't follow quite as much. Any vehicle can strafe out of it except for one: the Banshee. With the Banshee having its boost taken off, it's easier to hit with the Rocket homing, and less whorable. You're better off taking out land weapons without the homing. Also, the second shot takes longer to shoot because of the increased trigger time.

Long Range:
Sniper/Beam Rifle: Has the least amount of magnetism in the game and of course, no auto--aim. It's harder to snipe with, but it's not impossible, you just have to EARN your headshots now. People have been adjusting easier then I thought to this.

Auxilery:
Sentinel Beam: This little beam can be useful in a bunch of situations. But it's not a killing weapon.
Plasma Pistol: Without the homing, it's useless, right? Wrong. You now have to extremely lead your Plasma Pistol charges, but there's another thing about this gun... it's the Plasma PISTOL, the charge shouldn't be the focus of the weapon. It's a 13 shot kill with extremely fast shots, a little accurate to. It's hard to kill with, but it's better then the 50 shots you need on Halo 2. It takes around 5 fast shots to get the shield down, but you have to be precise with them. Thus, the n00b combo is gone, but this is still a quite good auxilery weapon.

Seeing these changes, the Pistol is not the god Pistol everyone thinks it's going to be in H2:CE. I've thought things out pretty well to keep it all balanced.


Map changes:

Foundation: I really had a lot of fun changing this map for the better, the only bad thing was to keep it balanced, it needed to be all symetrical. What I really thought was - this map was dull and needed DEPTH, and that's exactly what I gave it. There's 4 vents on all sides going up to a third level, there's also beams and stuff you can walk out on in the third level, makes for an interesting element of gameplay, everyone has loved it. As far as weapon changes, the first thing that needed to be taken out was the rocket ammo and the second rocket launcher. I accomplished this by replacing the Rockets with Brute Shots, the Sword with the Rocket, the Shotgun with the Sniper, the AR next to the Rocket Ammo with the Shotgun, the Rocket Ammo replaced by active camo and etc and the Sword on the new third-level of the map. Therefore every side is balanced. There's two weapons in the middle, and all other sides are balanced. I also put a couple Carbines in rooms, and Brute Plasma Rifles around to level to make things a little bit interesting.

Lockout: This was an interesting one, nobody could agree where to put the powerups, but where I put it is more then adequate. There's an active camo going up the lift, which means that they're not as vulnerable to the Sniper, and can get him out of his zoom if they have good aim. The overshield is where the lower needler used to be. More Brute Plasmas and Carbines put in, as well as a Sentinel Beam near the overshield.

Midshp: Easy change here. The two needlers on the top were replaced by an active camo and an overshield. There's now Pistol/BR, Brute Plasma Rifles, scattered across the map.

Coagulation: It already had good weapon placement, the only thing it needed was a little something extra, I put some more Brute Plasmas in, but they only replace a couple of grenades around the map.

Beaver Creek: Another easy change here. Overshield replaced by Camo, Overshield between Red base. The needlers are also now seperated.

Colossus: The 2 Battle Rifles outlooking the platforms were replaced by Beam Rifles. This is a HUGE symetrical map, and you only want one sniper, wtf? There's 2 on either side. There's also an active camo where the Beam Rifle used to be.

Headlong: Brute Plasma Rifles added, most of the item placement on the map was fine already.

That's all I've done to the map's weapon/powerup spawns so far. They've certainly made H2:CE gameplay much better. All weapon/powerup spawn points you want to suggest are completely fine with me. Think a change I made to a map was wrong? Just tell map, I'll test a little more, see the problem myself, and easily fix it for a later version.

What do you guys think of these new specific details? I thought I would get a good list up."
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Post by Zigen »

damn long ass posts :D
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Post by XD »

I wouldn't have made this mod if I didn't know what I was doing. I knew exactly what I was doing and where this project is going. That's why I can talk about it so thoroughly, because I played both Halo 1 and Halo 2 so much that I can make objective statements about the games, just like any other gamer that's played both an extreme amount of times in the multiplayer aspect. It will definitely get better as time goes on, but I think once it got into 1.5, it really started to blossum as a solid modification to the game - and I will keep expanding on that.
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Post by BrooniE »

Can you upload it to some where other than RapidShare? I can't ever seem to download it from there. Other people I know have had the same problem.
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Post by XD »

If you give me somewhere else to upload/mirror it, sure.
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Post by dec1234 »

Dude i dont care, this mod just brongs bak bad memries and i dont no what u sed cos i cant be arsed reading all that crap

and if people like it then good for you well done!

but well for me and a a few people i no it brings back useless memories and the removing magnetism is a good idea but 4 shot pistol is just stipid..

and im puttin a full stop to this so i dont wanna have to read some mush useless stuff
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Post by XD »

Whatever. If you don't like it, you don't have to get it.

One more thing. Battle Rifle in Halo 2 v1.1 = 4 shot kill with headshots AND with auto-aim. Stupid? Hell no. It brings back bad memories of you sucking at Halo 1, I don't really care. As I said, you don't have to get it.
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Post by TJ213 »

wow, XD really does know what he's doing. Although I think halo1 did have a little more auto_aim than this, this mod does requrire more skill. Although, you wonder if we will come to a point where we basically blur the line between the 2 games.

oh, and if you type auto_aim, you'll get auto aim
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Post by XD »

Actually, Halo 1 has less magnetism and no AA I believe.
AA = expands the hitbox radius and curves bullets into that radius.
Magnetism = helps you aim by following the opponent

I haven't been able to see any AA in Halo 1... Magnetism is definitely there at a lower rate though, just like H2:CE.
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Post by BrooniE »

Upload it to

http://freespace.filefront.com/1

Just don't put a description of what it is.
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Post by XD »

Well, I finally figured out the respawning of power weapons, so 1.75 should be out later today.
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Post by AnIdeaCame2me »

why dont you make the vehicles more halo 2 CE like..

I would like to be able to get out of the warthog when its moving, get out of the turret and land on the windshield as someone drives me and go flying up.
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Post by dec1234 »

XD wrote:Whatever. If you don't like it, you don't have to get it.

One more thing. Battle Rifle in Halo 2 v1.1 = 4 shot kill with headshots AND with Please ban me. Stupid? Hell no. It brings back bad memories of you sucking at Halo 1, I don't really care. As I said, you don't have to get it.
dude i didnt suck at halo 1 i won a compotition on it!
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Post by XD »

I don't really care, if you don't like it, you don't have to get it, just get out of this thread.
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Post by dec1234 »

that dont make sense "get out of this thread"

anyways erm good luck with ya mod pack
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Post by Misterviet »

Can I get a picture here?
uh.
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Post by XD »

Err, I already said, this is not a visual mod, if you want to see what it looks like, boot up Halo 2.
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