Halo 2 Campaign Rebalance

Mar 20, 2016
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#1
Hey guys, so I'm going to start a project where I'm going to do a rebalancing of the campaign.

As you all might know, H2 began the trend of the weapon sandbox primarily being balanced toward the multiplayer instead of the campaign. This leads to a lot of...redundancy in the campaign sandbox, what with a plethora of almost completely useless and massively overpowered weapons. Much of the campaign can really just be solved via PP+BR/Carbine with little room for actual creativity, unlike in H1 where each weapon was highlighted and useful in a select role. The biggest culprit of this imbalance is dual wielding, which forces some weapons to be weaker so that they can be mediocre while dual wielding, which in itself is cumbersome (especially on KB/M), annoying, and generally not even that effective.

So, as you might have guessed, the main focus of this mod is the complete and utter removal of dual wielding in all capacities while rebalancing every weapon in the game to compliment this change. The finer details of this are under wrap since they are subject to change and testing, but the general idea of this mod is to legitimately improve the campaign while keeping the same general gameplay; this isn't going to be a mod that lets you fly Phantoms and dual wield rocket launchers, its just going to improve and provide a new vanilla experience of playing Halo 2 on PC.

Some other small but significant changes to maps and enemies will also occur. Some areas might have a few more AI to not only counterbalance more effective weapons, but also fix a sense of scale that H2 sometimes lacked. Jackal Snipers and their introduction will change. Flood areas will be more intimidating, but for the right reasons. Brutes will have their role as damage sponges shifted a bit. There will be a more...significant difference between playing as MC and Arby.

I keep most of my projects under wrap completely (like, all my H1 projects), but I made this thread since everyone here clearly has at least a few strong opinions about Halo 2's campaign, and I want them. What changes to Halo 2's campaign do you want done? I have a pretty clear vision about how the weapon sandbox will be balanced, but I definitely need some help with some of the small changes I'm going to make per level. For example, I've always found it annoying that certain Phantom turrets are invincible when they have no purpose being so (basically non-escort Phantoms) , so that's something I would change. If you have any suggestions or ideas, PLEASE share them.

Oh, and before anyone asks, the ****ing SMG recoil is getting removed. Violently.
 
May 29, 2015
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Teddyland
unitedfalconclan.roflforum.net
Gamertag
UF ShadowTeddy
#2
The campaign mod hype is real lol, Sod's making one now you are. Really interested to see your re-imagined campaigns!
Just gonna say it, SMG Recoil is easy to control, regardless of control scheme (imo easier on keyboard unless your on a high enough sens on controller)

If you can make it where the Energy Sword can be both Dual Wield-able + usable then this would be awesome (maybe reserve the feature for the Arbiter, and limit it to some weapons like Sword + Plasma Rifle/Needler for the sake of argument)
If you want some suggestions, buff up the Magnum + Plasma Rifle Or make the Brute Plasma spawn with Red Elites (but don't make it identical to Combat Evolved) so players can use it more (also make the magnum exist on maps like Gravemind for example)

Try nerf-ing the rifles. You could probably attempt this by limiting the Max. Ammo in a clip or total ammo that can be carried (Total may be a better idea.). This will make players change tactics often as they simply don't have the ammo to continue using these weapons, which could add to the gameplay.

If you also want a tester, I will be more than happy to help out.
 
Mar 20, 2016
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#3
UF ShadowTeddy said:
The campaign mod hype is real lol, Sod's making one now you are. Really interested to see your re-imagined campaigns!
Just gonna say it, SMG Recoil is easy to control, regardless of control scheme (imo easier on keyboard unless your on a high enough sens on controller)

If you can make it where the Energy Sword can be both Dual Wield-able + usable then this would be awesome (maybe reserve the feature for the Arbiter, and limit it to some weapons like Sword + Plasma Rifle/Needler for the sake of argument)
If you want some suggestions, buff up the Magnum + Plasma Rifle Or make the Brute Plasma spawn with Red Elites (but don't make it identical to Combat Evolved) so players can use it more (also make the magnum exist on maps like Gravemind for example)

Try nerf-ing the rifles. You could probably attempt this by limiting the Max. Ammo in a clip or total ammo that can be carried (Total may be a better idea.). This will make players change tactics often as they simply don't have the ammo to continue using these weapons, which could add to the gameplay.

If you also want a tester, I will be more than happy to help out.
Thanks for the feedback!

Well, the recoil is manageable, but its still annoying and unfitting for both gameplay and canon.

The thing is, I'm COMPLETELY removing dual-wielding. Its drastic, I know, but I really want people to experience this mod without even having a DW bind. Nearly all weapons are getting some type of buff or change, some more drastic than others. And as for your Brute Plasma suggestion, I think I'm going to stick to the established lore concerning weapons, although I'm definitely concerned with managing weapon populations and making certain weapons more common.

The current plan is to slightly nerf the rifles overall (and the PP via ammo consumption), make them slightly rarer too, but mostly nerf them by making everything else just as viable. I don't want to nerf the BR and simply have the SMG take its place, I want players to really have to think about what weapons they take with them and what they leave behind like they did in Halo 1.

Good, you'll be the first person I contact for testing. I'm going to be out of town these next few days, but after that I'm probably going to be free to just work on this project. Its going to be a different style than most mods around here, but I think you'll enjoy it.
 
Mar 20, 2016
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#6
fkncontraband said:
Ling Ling said:
****ing SMG recoil is getting removed. Violently.
why would you not type FUCKING
What the duck are you talking about?




Anyway, I've worked on this quite a bit so far. Right now I've edited Cairo and Outskirts to my liking (well, I'll get to that), and I'm in the middle of Metro. I'm getting the stuff that will change per level out of the way first so I can apply the universal changes all at once, although I still have a test level just to make sure everything in the weapon changes works out in practice, and those changes are pretty well established now. The only thing up in the air is changing melee lunge.

Cairo is pretty set right now, and I'm honestly pretty happy with it.

Outskirts is just barely acceptable atm. Outskirts' scenario tag is a fucking mess. The character palette references the marine char twice, there's an insane amount of script orphan squads to sift through, squad names are only marginally helpful in identification, slight changes are causing big behavior changes in AI, ect. I still have some exciting changes in place, so hopefully the end product ends up pretty well.
 
Mar 20, 2016
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#7
I haven't been able to get on much lately, but I'm almost done developing Outskirts, and Metropolis is still being tweaked and tested. I have extensive experience modding Arbiter/04a, so I expect my work on that level to be done fast, especially since most of the changes it'll undergo will occur during the weapon balance wave. Overall, the project is progressing along well overall, especially since Metropolis has been much easier to edit than Outskirts, and Arbiter is even easier since it only has a few orphan squads and they're easy to spot.

I know I keep complaining about Outskirts, but just look at this shit.

I also think I just discovered a new physics glitch. Like, really weird shit. It's probably a bit too slow and clunky to work in speedruns, but its still very strange.
 
Mar 20, 2016
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#9
UF ShadowTeddy said:
Interesting, tell us more about the Physics glitch (Maybe we might know it haha)

And take as long as you need! With time comes perfection!
I'd honestly be surprised if someone hadn't run into the glitch, it seems like something someone would easily run into, however I can't find any documentation on it via Google.

Basically, well timed jumping allows you to double jump. All you really have to do is jump in place, and then keep jumping as soon as or right after Chief's landing animation plays (its pretty lenient as far as I can tell). Eventually Chief will "land" and play his landing animation in the air, and then stop. This allows you to jump again while he's in the air, and you can aim, fire, throw grenades, ect as long as you maintain a velocity of 0, thus not allowing the "gravity" or playerclipping to update.

And yes, that's the hope. Any new ideas btw? I've got a butch of cool easter egg ideas lined up for both city levels, I could always use more.


EDIT: For those who care, its called a Tantrum.

http://www.343industries.org/forum/topi ... ssion-q-a/
 
Mar 20, 2016
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#11
supersniper said:
Hope you didn't give up on this?
I did take a break from the project for a while, I've been much busier than I could have imagined since its inception. However, I have been working on it these past few weeks, mainly working on weapons, fixing some Metropolis bugs, and mapping changes that might take place in 05a_deltaapproach.

What I said still applies btw; if anyone has any questions, comments, suggestions, ect. feel free to list them.
 
Aug 17, 2015
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SoddyBoi
#12
If you want to send a couple maps my way, I'll be happy to test and give feedback.
 
Mar 20, 2016
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#14
Hambo161 said:
So...how's it going?
Its going well. I'm more focused now on rebalancing weapons and making each one viable within a select role. Whenever I make a tag change I write it down in a spreadsheet so that the change can be made universally across all levels. Many weapons are only receiving minor changes while others are receiving overhauls.

In terms of "problems" I'm having, it's mostly technical. Once I get things to how I envision, they usually operate pretty well, but getting there with basic meta editing, without reallocation abilities, has been quite challenging on occasion. Editing a few base player traits has been tricky as well, as sometimes its unclear whether the "real" value of something is in the globals, in a biped dependency, or just something that Assembly can't manipulate.

I'm finding the way this game handles damage to be incredibly obnoxious. Instead of mapping a projectile's damage to an individual enemy type (which I think CE supports)/vehicle material, every projectile has a damage type alongside raw damage per projectile. This damage type is mapped to every material type with a specific damage modifier. So, if I want to accurately change the amount of damage, say, a plasma pistol does to a grunt, I have to:


-Find the plasma pistol projectile.
-Find the plasma pistol jpt.
-Find out how much base damage the projectile does.
-Find out what damage types (or subtypes) the plasma pistol bolt has.
-Open the grunt biped and find out what material type it is.
-Open the grunt's char to find out how much health it has.
-Open the globals.
-Find the damage table inside the globals, find exactly how the plasma pistol's bolt's damage types multiplies with the grunt's damage type.
-Modify everything to how I want.
-Pray to the Forerunners that grunt's don't share a material type with something else important.
-Pray to the Forerunners that the plasma pistol's damage type isn't shared with something else important.

The game really doesn't have enough variety in enemies, weapons, and vehicles to warrant needing so much damn abstraction. The game could have raw damage map to every biped and/or even material type and it would be just fine.