Halo 3 mod tools are out, but it'll still be a little bit before I get around to remaking and updating this mod! I want to complete my current project of a big video brainstorming ideas for a Sonic Adventure remake. Then, I want to remake and update CE Rebalanced using its new tools. After that, then I'll get to 3~ :3 You can follow my progress on whatever project I'm working on over on my Twitter, link in the description!
I know its probably not going to be soon but I'd really like to know how off you are I'm super excited to play this as I missed out before the patch to prep for mod tools
"The elites had a lack of sense of self preservation behaviors and would charge in and get themselves killed. I made them more like in halo 2." *Me, has flashbacks to elites dying by the dozens agaisnt Tartarus, as they charged in.*
To be fair, I think they were coded to do just that in that level. 'cause those elites needed to be there as cannon fodder for him, so that you'd always have energy swords to use against him.
@@writershard5065 yet using them against him was suicide. If you didn't use the Banshee glitch, and especially on Legendary, I found the Brute Brute Plasma rifles helpful to do continuous damage on an unshielded Tartarus while keeping a Carbine for backup against the other Brutes who jumped in the fight. Any short range weapon or melee attack would get you was a quick death from his hammer and trip to the last checkpoint. Any delayed damage or projectile weapon ran too much of a risk of not connecting in time to do damage while his shield was off.
Surprisingly, high end PCs have trouble with stuff like isometric 2D RTS’s, I’ve even heard of people dipping to 10 or even lower frames on C&C2 when they can get 60 on ultra high graphics on new titles
It sucks that this mod isn't working right now due to 343's updates. By the looks of things it's taken what was already a great game and elevated it to new heights. I'm happy to see you're hard at work with the previous games rebalance mods and I look forward when you eventually get around to this one. I appreciate your hard work.
I won't lie, seeing grunts fight alongside Chief in the same way they did in the later Halo 2 stages with Arby put the dumbest fucking smile on my face. Also love the detail of adding green ghosts, banshee's and wraiths to go with the phantoms (kinda weird that wasn't a thing in vanilla). And I especially love that you added the multiplayer armour too for elites, goes a long way in bringing the game full circle and even giving extra immersion as most if not all of them are canon.
@@Seriona1 They're right, though it's not a case of stupidity. One of the big issues people have with the mod is that they tend to shoot friendly ghosts, wraiths and grunts on reflex. It's a case of conditioning because throughout the game you're encouraged to identify those shapes as hostile, and the human brain identifies shapes and silhouettes more quickly and easily than colour. Stop being so dishonest about Bungie's intentions when they knew how we would react.
@@physical_insanity it's stupidity. The game makes it well aware who your allies are by radar and by target turning green. So either I am a genius or you all are dumber than a bag of rocks.
Hey man! I really like the balance changes you made to the Assault Rifle, and I love the fact that you took it upon yourself to get a custom firing sound for the Halo 3 AR. I work as a professional audio engineer, and write soundtracks for movies/tv/games. If you want, I can make you a custom sound for the AR that fit directly to your specs. You obviously have put a LOT of work into this mod, and its just a little thing that we could work on to add a little bit more polish to the already quite extensive mod.
While it's possible to take sounds from other maps of Halo 3 and sticking them into others, for example Dialogue that isn't included in maps normally, injecting NEW sounds isn't yet possible because Halo 3/BLAM engine uses tagcontainers like Halo CE/Custom Edition, that of which we don't have the tools to sign anything that'll work with the Halo 3 build of the BLAM engine. This is probably why he had to use the Chaingun Turret sound taken down a few pitches and slowed for the AR
@@ChickenJesus338 all good bro, now you know. We’ll probably get it in a few months. And yeah with mcc modding tools the halo community is more alive than it’s ever been
@@randomguy-randomness No its not sad, the brute ranks in Halo 3 were extremely difficult to tell apart because of most ranks having some form of blue armor. I made an entire video going over all the problems that plagued Halo 3s brutes. Its on my channel if you want to check out :)
@@BIZaGoten yeah maybe he should because you can tell he was trying to go with that CE sound but something happened and he failed to make it sound like a CE AR so it sounded like fart I guess lol.
"Elite Floods' health and shields are lessened!" YAAAAAAY! "Only the Brute Combat Forms can be headshot." AAAAAAAH! "However, the Ranged Forms can also be headshot now." YAAAAAAY! "And the Tanks now resist everything that *isn't* a headshot." *AAAAAAAAAAAAAAAAAAAAHHHH!*
Hey just a recommendation for halo 3 odst, make it so that you can find marine/odst survivors hiding and would tag along with you if you were to find em. (make sure that when entering a new level they would still be there after going back into New Mombasa Streets btw)
I think ODST has the best balancing so I have no idea what he will do. Maybe copy and paste the mauler, shotgun, brute shot and fuel rod from this. Other than that, the brutes, grunt etc are all well balanced too. Like plasma good for shields and ballistics for health. No doubt he will do something, I can't wait to see what.
Mr HBN I agree and I think if he does rebalance odst he should put a time limit on the visor night vision as it does take away the stellar environment of Mombasa streets
At the very least you should be able to find some stragglers holding out. Keeping them alive would give you a safe area to fall to while walking the streets.
that seems a bit hard as the mombasa streets are heavily scripted on loading and what areas are loaded yes the whole LEVEL GEOMETRY is loaded but only some sections load some enimies at a time or other entities and after exiting and reentering an area all nearby enimies and such would be reloaded as if the player just walked there granted there are certain triggers for certain one time heavy encounters but not much else
Alright, gave it a little go, first impressions are it's pretty fun! Very nice to see the Assault rifle get some love with it being my fav weapon. Have some feedback/critisisms/complaints for you Drones are awful. Already hard to hit, with the mod as is it's best to change level when they appear because of how they operate. they either need less heatlh, less accuracy or less numbers. 6-9 bullets with an automatic is far far too many bullets when there's fifty of them auto-firing plasma guns. Bullets and plasma damage is a bit too weighted. It's very, very noticably weighted. If the intent of the mod was to enlarge the sandbox to accomodate using all weapons in some fashion, it's constricting this by making you always want a plasma and bullet weapon. Bit too close to the old Plasma pistol and Battle rifle meta. I know plasma does more shield damage in the later halo's, but plasma was always supposed to hit harder against everything because it's plasma! It's downside is overheating, projectile speed and spread. Plasma for Shields and Bullets for flesh is a bit of a noose around creativity with the weapon carry limit. I don't know if there is some hidden modifier in place regarding damage but sometimes when my shields drop I'm dead in seconds to an orange grunt team and sometimes I wade through plasma fire like it's water. Again, no idea if this was an intentional choice or a possible bug, just thought I'd bring it up. A personal gripe is hunters appearing on the level "Crow's nest." With all the enemy waves being depleted, ammo low, all the marines dead and Hunters suddenly there, the combat kinda became doomed to endlessy running around doing no damage until one of them strafed me and I had to start the whole thing again. Maybe add in some power weapons to even the odds? I got by spamming sticky and spike grenades which kinda cheapened the encounter. Again, I love this mod and the Anniversary one too, just thought I'd leave some feedback on the early impressions of the mod.
how did you feel about the scarab boss fight on the ark? I would roll in on my gauss hog only to be killed by a kill barrier when jumping off of a ramp. I don't remember whether that was in vanilla or not, but it would be nice for him to remove it.
Umm.... have you ever played legendary? Like thats kinda of the meta. On vanilia halo games its usually some sort of plasma weapon or a power weapon, and a headshot capable weapon. Like plasma rifle and pistol in ce or plasma pistol and br in 2. What halo 3 did was weaken the enemy shields so you could use any bullet weapon against the enemy. Its got its pros and cons, like a major pro is that alot more weapons such as the smg are more usuble, but its got some cons as well like getting rid of the strategic choices you have like '' i know in the next encounter im going to be facing a ton of elites so i better get some plasma weapons'. Or '' I know drones are around the corner i need some automatics.'' I do think he might have gone too far in a few places ( like the ar being useless against shields like in the og game that was kinda the point of the are ) but overall i think he did a pretty good job.
@@dessertfox5995 his point is to shift the "Meta" to give every weapon a use. Which kinda fails because of the 2 weapon limit hard locking your choice. Shields resist bullets, better carry plasma, flesh resists plasma (lol what the fuck) better carry bullets. Enemies fire faster, and are more accurate- better get distance. Optimal choice to not die constantly = BR and plasma rifle/pistol/carbine. Nothing has changed here. How about: Bullets have impact and weight, so flinch and stun on enemies is higher chance and more frequent. Plasma has low flinch chance but higher damage and slower projectiles. So your bullet guns can keep a dangerous group at bay by flinching and shredding them over time but plasma is good for burst damage against a charging brute ignoring flinch and raging madly. Or dual wielding smgs to get stuns to retreat from hammer brutes or dual wielding Plasma Rifles to try and burst him down before he taps you dead. Oh and remove headshots. That mechanic is broken as hell. Maybe restrict it to Sniper Rifles.
@@tehwalrus6605 I would like to see a version of that that would be interesting but removing headshot? Like ruby of blue said, headshot capable meapons are part of the weapon triangle between plasma and bullet. That would ruin combat. A better way is to give bonus damage to headshots with automatics. That way, you wil maintain the triangle, but now having autos be more viable. I dont really like 343, and i havent played 5 but i remember 343 did automatics pretty well in halo 4. They were actually viable in multiplayer and if you were good, you could get an insane amount of kills. Unfortunately the skill gap in 4 wasnt the highest so most halo fan from what i have heard didnt really like it.
I am unreasonable excited for this. Of all the Halo Games given new life by the MCC on PC, halo 3 was by far the most immediately enjoyable. but your re balances have always breathed new life into their respective titles.
@Melissa Waterman I definitely agree the original halo 3 is awesome and my favorite but the rebalanced halo 3 is so epic and inte but sadly I don't play halo on PC. Hokiebird428 should make a new video with ruby when he's playing the rebalanced halo 3.👍 Hokiebird is amazing!👌
@Melissa Waterman 😞No it can't be Hokie can't be dead I'm sure he's still should be alive. He was an awesome UA-camr that makes halo walkthroughs and live stream and I looked up to him and as far as I know he did posted comments on Twitter about a week ago.
@Melissa Waterman Oh I see I'm really sorry about what I said earlier but I still really appreciate and enjoyed watching Hokiebird's video. But if Hokie's channel restores then I hope that he'll be making new videos like when he plays ruby's rebalanced halo 3 campaign or hokie school of halo 2 of the covenant species even though that Hokiebird told most of the people to stop asking him to make new videos but I understand.👍
IMPORTANT FOR DOWNLOADING! If you are downloading AFTER Halo 3 ODST released, you must ALSO back up your campaign.map and shared.map files before installing the mod, as this mod needs the previous versions of those files to run. Additionally, you will have to place back in your shared.map file any time you want to play Mutliplayer while the mod is installed.
Hey Ruby are you gonna try to ask hokiebird428 to see if he can play the rebalanced halo 3 campaign on legendary soon? It's going to be awesome and fun since hokiebird loves halo 3 the most!👍
Secret weapons so far Sierra 117 : blind skull has been replaced by the CE magnum and iron skull has been replaced by the H2 beta battle rifle Crow's nest : black eye skull has been replaced by the CE assault rifle and grunt birthday party skull has been replaced by the classic H2 brute plasma rifle Tsavo highway : tough luck skull has been replaced by CE sniper rifle The storm : catch skull has been replaced by CE fuel rod cannon Floodgate : fog skull replaced by H2 shotgun (obtained the same way as the fog skull) The ark : cowbell skull replaced by the CE assault rifle again, scarab gun on top on pillar where famine skull should be
@@cracka276 You got it right there. It's on the top ledge of where the famine skull normally would be, but juuust out of reach if you try walking to it. Instead, get the acro skull like you said, find the PR on top, launch yourself towards it, hold RB and hope for the best. The next section will guarantee glooooorious firepower. If only it had infinite ammo. =(
More secrets Covenant : H2 BR, IWHBYD skull with cheeky tooltip Cortana : H2 Shotgun, CE Fuel Rod Cannon (Power core Spartan Laser skull) Halo : M6D, a ghost and a Banshee
Sniper Rifles shouldn't "blow the hell out of combat forms". Keep in mind in Halo CE's sandbox, the Sniper Rifle was effective versus near everything from range, except and specifically combat forms, which has a sensical basis in Halo Lore, the flood combat forms internal organs being jelly and the sniper round simply passing through their insides. Combat Forms should only be taken down from consistent fire from a ballistic weapon, or a short burst from a plasma weapon like a plasma rifle, or a small brush from a flamethrower basically, the Sniper should be effective versus everything except Hunters and the Flood pure and Combat forms. Other than that, I really like what's here, I like how you managed to fix dual wielding while keeping weapon versatility, the sandbox and buff focus on the weapons in Halo 3. Can't wait for what you do with ODST and Halo 4 if you're covering them in the future!
To fix that issue he could have made the sniper you spawn with on Halo a special High Explosive round firing version, while the snipers in the other flood levels being the same as vanilla. Perhaps even hiding a special HE sniper in some of the flood levels for that desired effect of "big rifle with big bullets make soft squishy alien zombie explode."
Except realistically the sniper rifle should absolutely decimated the flood and Covenant alike. It might enter your chest with a small hole, but when it leaves the other end, it's taking your backside with it. A good enough comparison the halo sniper rifle would have is the .50 bfg. With a near miss, the .50 is taking a limb (something that has to do with shock waves.) And if you're gonna bring up the book, from what I understand, the effectiveness the sniper has against the flood was an oversight.
@@Mark-zp5ev "It takes your back side with it" You are forgetting something called "Over Penetration" The shock wave you see from a 50 taking a limb has a lot to do with how a material reacts to shock and kinetic forces. For example, if it hits bone But clearly some materials don't react the same way to others. A human is a meta-material filled with bone, spongy tissues, and water. All of which combined make it very weak to shock wave which if it's bone, transfers more energy into the body more effectively causing the removal of the entire limb. These shock waves damage vital organs which the flood lack and being a more homogeneous material, all you get is a slightly bigger hole on the exit with less internal damage that would stop it. Less rigid bodies means less intense rippling that tears the body apart and less organs means less internal trauma.
@@Mark-zp5ev It’s always bothered me the way people act like the flood being immune to snipers makes sense. Even if their logic was correct that would mean that none of the bullet weapons work.
Oh my god thank you for fixing dual wielding. I'm so glad you were able to bring over the changes you did to 2. They really didn't need to get rid of it, infinite should bring it back and this is how how it's done.
Big same, I downloaded this thinking the changes made you way too op and nope. Had to scale difficulty back down to heroic else I got shredded, amd even then...
The only thing I miss here would be the ODST hunter variant and Schism Hunters. Blue and Gold for Covenant enemies, and Green for Alies, with a Specialized Red version that could have a Flamethrower, fit to handle the Flood. Also, Drones with multiple classes, like ODST. Them shielded red drones with Plasma Rifles were cool to fight.
Always wished bungie allowed you to fight alongside hunters, grunts and members of the other lower species of the Covenant who'd sided with the elites, make it feel more like a civil war
Same. Have the friendly Hunters be green, any friendly Jackal has a Green Shield and is as strong as a Major, and have friendly Huragok assist you in certain parts. Grunts though, it would be fair to keep them as Spec Ops.
The EMP ball killing the infection forms fits so well. I remember in the books when MC was almost killed by an infection form only to be saved by cortana when she overloaded his shields to kill it. Its fitting that the equipment that also overloads things can now pop those little popcorns.
If there was ever one thing that would have made Corotona fun for me, it would be the addition of Covenant enemies. Some of my favourite missions in Halo 1 and 2 were the feeling of being a 1 man army stuck between two opposing armies that both want to kill you (Two betrayals, Gravemind etc). This is the one aspect of the Halo sandbox sorely missing from Halo 3. You can justify it as the scattered remnants of Truths fleet flocking to their holy city in a desperate attempt to save it, losing their religious leader would make them pretty desperate. The enemy and combat variety would make the level way more interesting IMO.
I agree, though it would require a good justification to why the covenant would try to save a city that was a crashed wreckage completely unsalvagable from the flood.
@@leesfille975 Maybe simply the scattered remnants of forces who've somehow managed to survive. This could even be the only section with hostile elites
Amazing! I have a suggestion for Halo 3 ODST. It always bothered me that you never encountered enemy elites. The elites weren't allied with humanity yet, so they were still technically an enemy (see Halo 2.) It would also be cool to see occasional battles between elites and brutes in Mombasa Streets that you could come across, where you could either choose to join in, or use it as an opportunity to slip by. So basically, what I'm asking is: Can we fight some elites in ODST?
I agree, it doesn't make sense for the brutes to kill the elites when Regret wasn't even dead during the events of ODST, nevermind the changing of the guard order by Truth. I guess it was an insight to the brewing of the schism in a behind the scenes sort of way? That elites and brutes have been getting into conflicts even before the events of H2?
@@retroicdescent so I Googled this question months ago because I had the same quandary, I read that this was because the Elites were under Regret, while Brutes were under Truth, so naturally the Elites went with Regret while the Brutes stayed behind to finish the job. I'm not 100% since I'm not as much a lore junkie as most but it made the most sense to me.
@@Nefnoj that makes sense, it's just odd that seemingly every single elite went with Regret and none were left behind. Could've been cool to see tensions between stranded elites and brutes that lead to a skirmish or you could overhear a dialogue between elites about the impending schism before a battle breaks out.
@@Nefnoj Actually by lore. All prophet fleets are required to use Elites. The way the Brutes worked before the Civil War is that they were basically a self defense force for the Covenant. However they would also be used on secondary fronts that were deemed not important for the Elites or unworthy. This is why in Reach for example you encounter Brutes killing civilians because Elites refuse to waste the ground forces doing that. The issue is simply Bungie and 343 are loose as fuck with the lore and won't tighten that shit up. All Elite fleets carry Brute forces, even some Brute ships, but once again are used for secondary roles. This means that you shouldn't see Brutes hostile to Elites because Truth has not done the change of government. All this started because Regret was killed.
The problem with reducing the prowler turret's effective range and making it shoot fire is that you inevitably drive over small amounts of flame, which despite causing very little damage to you makes all your passengers release horrific screams every two seconds
This looks incredible. I especially love the extra elites you added, and the green vehicles. That alliance was one of my favourite things in the franchise, and I'm sad we didn't see more of it.
Honestly I always thought that halo 3 was the most balanced and enjoyable but this mod just makes it better! It even fixes all of my problems with elites, too bad I don't have a computer, because this is definitely something that would make me get mcc for pc.
Halo 3 wasn't that hard on legendary. This makes it exponentially easier which is shit. Yeah there is some quality of life changes but the balancing isn't actually that good
How can you say that without having played it? All of the changes sound great if you have a slick video hyping you up to all of the changes. Whether it's worth the sum of it's parts is impossible to tell without sinking serious game time into testing everything.
@@4R8YnTH3CH33F I have played it and it's really good. Every weapon is useful on legendary and heroic. Enemies still beat your ass on these difficulty modes. I will say it's easier but only if you constantly change up weapons, grenades/equipment and playstyle (aggressive/defensive). So it's only very slightly easier than legendary and way too easy on normal/easy. Overall though the game is way more fun to the point I played through the game like 7-8 times the past few days and never got bored and had way more fun playing than I did with the vanilla game.
@@wallamazoo01 I dont think so. Just check his twitter and his thoughs about 343 and people eho were hyped for Infinite....lets just say you may look at him in a different light
This rebalance actually reminds me alot of how Doom Eternal was balanced. That in the sense of instead of one weapon ruling the sandbox (vanilla H3: BR, Doom 2016: Super shotgun) very weapon serves a role and there is a constant encouragement to weapon swap. Which doom eternal I find a God tier shooter so I'm excited to try this mod eventually
Agreed. I really wish the main games were balanced like this and Doom Eternal instead of revolving around precision weapons. The Commando in halo infinite gives me hope.
The very first thing I thought of was doom eternal. Before he even showed the weapons I knew that’s what he meant by rebalancing them. And I mean honestly, at this point, doom eternal should be the gold standard of FPS shooters. I mean there is no better shooter I’ve played before. Literally 10/10 I paid $30 for the game and I would pay $60 now to be able to experience it for the first time again. Eternal is the only game I know I’m, without a doubt, going to buy the DLC for.
I like this rebalance but for fucks sake guys, not everything is like Doom: Eternal. Not everything needs to be like Doom: Eternal. It is merely one way to design an FPS, not the only way. Also, for the record, Shadow Warrior had a lot of Doom: Eternal's mechanics before D:E was ever a thing. Next thing I'm probably gonna hear is how Ruby's Rebalanced Halo is like the "Dark Souls" of Halo.
@@javierititin there's a section where they just bum rush you with like 5 odst's and marines it it caught me off guard and had to slow my roll through that level. And also a section where 5 sentinel alphas come out and eat you
If Sargent Johnson was given a sniper rifle and a stick and was ordered to blow up the ring, he'd have in done in 20 minutes flat. He's so proficient his bullets load themselves.
Ruby of Blue I don’t really know how modding works but I’m just curious would it be possible to replace all of the assets in halo 4 with assets from other games in mcc? Basically just replace the enemies and Chief with bungie models
Quick idea that maybe you've already thought of, in odst maybe give the different characters buffed attributes? Maybe Romeo had less recoil with precision weapons? Things like that would be kinda cool. It would keep the consistency a little bit with the odsts you put in Halo 3
Great work! all of your reblances have close to the changes I'd make myself, but I think this is my favorite set of changes yet. The Sentinel Beam variant and modified prowler turret in particular are really creative.... I also hope one of those easter eggs is allied Hunters, because that's something I'd love to see! There's only 3 things that give me pause: firstly that I'm not sure the Spike Grenade has been modified enough to make it feel truly distinct, it still sounds like it'll pretty similar to the Plasama Nade. I'd also increase the amount of spikes it fires plus the damage they do, but narrow the cone, so that way you can do stuff like throw it at walls next to enemies and have the spikes kill things. Secondly is that with the accuracy/firing cone changes to some of the guns, that the reticules may not be super intuitive, namely for the SMG and AR. I'd modify them so that there's both inner crosshairs indicating the minium spread when bursting, and an outer ring showing the maximum cone when spraying. Lastly, is that i'm a little worried that the magnum will still be made obselete, since now the SMG and AR are more useful and more veratile, and the BR and Carbine are still gonna be solid guns as well. I think simply having the magnum be scoped rather then the AR would help this. Regardless, this looks fantastic, absolutely an improvement over the base game. Let's hope my 3 main concerns here aren't actually issues too!
Trust me, its not.. Its a headshot machine due to the increased magnetism when duel wielding a plasma weapon. You wanna run plasma on legendary cause brutes take forever to cut the armor down with an smg.. Major jackals don't flinch either. Few plasma shots from a pistol or rifle, followed by a straight dome to the face. On Tsavo's highway, I decked out all of my marines in the troop hog with magnums and one plasma rifle and they absolutely shredded brutes, turrets, and choppers during the run. It has its place in the sandbox.. Im happy for it :)
LOVE this mod, the only part I dislike is the inability to ninja brutes from behind, since it makes stealth kills impossibly and removes a whole aspect of the game I actually liked
I've played halo 3 for many years. It's my favourite game. I thought I knew everything about it's campaign. Every nook and cranny. Every secret. But you've just taught me that there are more than two types of brute.
I know this is a late reply, but I always felt that part of ODST to be weird. I feel like there still should have been elites to fight. Even if it was only in the first couple levels.
I think you should swap the sniper/beam rifles' effectiveness against the flood. Canonically the sniper rifle is nigh useless against the flood. I believe this change would keep it more in-line with the halo CE sniper rifle's dynamic with the flood.
Could you explain that part about ineffectiveness against Flood? I was always angry about how Snipers did *nothing* against Flood in CE, a huge hole of inconsistent, illogical crap IMO. I'm really interested in knowing how a "14.5×114mm round" does nothing in the videogame world against them but you are free to use small arms to put them down.
@@mokibomo From what I remember, in Halo: The Flood (the book), since the sniper rifle's damage was so concentrated that all it ever did to the flood was poke holes through it. The shotgun on the other hand dispersed its damage, allowing for the flood to be ripped apart with each shot. The same goes for the assault rifle, a bunch of bullets in a short time was great for tearing combat forms apart. It should also be noted that Halo CE was not 100% accurate to the canon in terms of weapon effectiveness. The best example being the plasma weapons; a huge bolt of superheated plasma should, in theory, be great for melting these horrible mounds of flesh but in the game, the plasma pistol and rifle are from the best weapons to use against the flood. Forerunner weapons also had the same quirk behind them in Halo 2 and 3. Superheated plasma but strangely not the best against the flood.
@@schoze9630 Thank you, that's quite interesting. It does explain why there's VERY few if any at all Sniper Rifles in Halo after CE. I was pointing out in another comment here that I think lore is important to organic gameplay, but that gameplay mechanics for a shooter need to make sense on a "game level" too. A player expects a gun to be remotely usable in all encounters. Thankfully this is something nobody touches on and this mod makes me never want to use a rifle on flood anymore c:
@@mokibomo the flood are masses of dead tissue with a single nerve centre. Unless you hit that nerve centre with the sniper shot it just punches through them and does nothing, theres a whole paragraph in one of the books about it
There's a few bugs and possible tweaks that i've found in this last weeks: There's a great chance of characters not moving their mouths during cutscenes. The marines AI is bugged in some levels, specially at Tsavo Highway, where they won't follow you properly, even killing themselves by jumping at the void. At the start of Tsavo Highway there's too many enemies, that ain't a problem for the player itself, but it's impossible for the second warthong (the one the marines drive) to follow you and survive all the enemy fire. At The Storm, The Arc and The Covenant, the scarabs will not use its main canon, and even it will stay in middle of the map, doing nothing. Since brute guns are more effective, the player will take their weapons every time he can. Since long/medium range weapons (the battle rifle and the carabine) have been debuffed the player will almost never use them, since other weapons are more effective, even the new magnum being a better choice. There's a chance of Guilty Spark not opening the door to the instalation (the big one before the scarab battle), while just floating around in circles. The anti-air wraith shots wil sometimes not properly follow air units. It's normal to increase enemy level with the increase of the difficulty, but that forces the player to play in higher difficulties just to see the new content, making the new marine-rebels-covenant battles invisible since all allies die incredibly easy. It would be cool if point blank shotgun shots instakill every enemy and ally, excluding some of them, like vehicles or hunters. This are just the ones i've found, thank you for making this awesome mod and good luck working on new ones!!
I actuslly discovered why Guilty Spark sometimes gets stuck on Arc; it appears that there's a Grunt stuck in the floor on the platform in front of the door. It's possible to kill it through the wall and continue the level
@@sirpuffball6366 I think that glitch can be skipped if you destroy last covenant troop ship carrying wraith, before he drops it. He can drop wraith, but don't let him get away. When he goes down and explode he probably kill's that grunt.
When you do ODST, can you please add some ODST troopers in the flash back campaign missions, I find it so hard to believe all the other ODSTs drowned when dropping into the city. Plus we know there were other ODSTs in the city due to secret day at the beach cinematic.
I just keep playing it, and wow is it an amazing feeling to hand my ODST friend a sniper and have him do nearly as much work if not MORE than the marine in the warthog turret
What about giving the spec-ops grunts SMGs and Magnums (rarely) just to show off the sharing of resources? Also, spec-ops Jackals (white shield?) with the same equipment? This mod looks fantastic, can't wait to play.
@@Viperspider1 The Ark, above where the famine skull should be. I haven’t managed to find a way get it without acrophobia but there’s probably a way. Hope this helps.
At the beginning of The Ark, i always thought it would be cool if you started with ODST's AND Elites, ODST's with carbines and plasma, and Elites with BR's and AR's to coincide with the cinematic of weapon swapping that just occurred seconds prior.
This is a very neat rebalance. But the purist fan in me kinda disagrees with changing certain functions on your changes, like giving the assault rifle a scope, or changing other functions. But I was pretty onboard with everything else that changes numbers and values. Especially the plasma and projectile weapons being more unique on effectiveness on shield and unshielded enemies.
So I played this for a good 4-5 hrs yesterday after playing ODST and some vanilla H3. First off, I love the majority of ideas and changes you made! If I could offer some constructive criticism: The Great: - You nailed giving the brutes back a distinctive feel and fair challenge (shielding, lack of assassinations, stronger melee, better color schemes, behavior etc..) - Improving and better defining the weapons. I use so many more combinations now and love ones I didn't enjoy before like the mauler and spiker - Improving the power-ups - Adding elite allies in more. This really added to immersion and "epicness" of the finale of the story to me What Needs Refining: - Shade turrets are way OP. Both in hp and damage. A single shade turret is now harder than a hunter and will kill you in a fraction of a second. Seriously. It ruins vehicle sections involving them. - Warthog driving speed increase causes weird and incorrect driving patterns by the AI - Not sure what you did but I've noticed Sgt. Johnson will spawn empty handed and invincible (often an extra copy of him) on maps he is like Sierra 117 at the end. Other AI like Jackal snipers will do the same sometimes. This is weird - AR sound. Love the idea ... needs better execution. Use the Reach or CE audio file or create a higher quality version of what you are currently using. The audio sounds janky is noticeably low quality compared to the rest. - Arbiter and to some extend all allies go a little too hard - it's cool seeing him/them take on enemies and fight hard but I've had several occasions where Arbiter especially has charged ahead and killed chieftains and other groups of enemies before I could, there by taking the fun and enjoyment away from the player. Consider toning him/them down a bit in aggression or maybe their damage output and accuracy. I love this mod and this is my definitive way to experience Halo 3 now. I couldn't imagine going back to the vanilla version. You've created a diamond but it needs to be smoothed out now. Kust work on the balancing and some of these weird bugs for future updates.
Very good input. I haven't played much yet, I'm only on my first ride on The Ark but I can see what you mean with the aggression of companions. The thing is, I think these are very hard to calculate given how random their damn movements and decisions can be in Halo. If there's a lot of feedback on it, I'd suggest them to respect the distance - they aren't Brutes!
Lore-wise it's quite the opposite. Out of everything here, this is the one thing I don't like. Plasma and fire are supposed to be *the* most effective thing against the Flood, and conventional weaponry using normal bullets being much less effective.
Meanwhile, Combat Evolved shotgun...though come to think of it, that would have been an interesting way for the shotgun to reclaim it's old niche. The majority of ballistic equipment fails to be effective against the Flood, apart from the sword of the UNSC.
Fun fact about the Brutes' plasma rifle design: It's projectiles aren't as hot (you can tell from the color) but it did more impact (ballistic) damage.
This is awesome. Have you ever checked out Jaime Griesemer's two GDC talks about the fine tuning balance? I ask because you bring up a ViDoc. Seeing the Bungie folks' actual design philosophy and notes was a really cool experience for me.
I always kinda wished there would be brutes on cortana. To add some variety and also have more 3-way fights, something I loved in previous games but was weirdly almost absent in halo 3
These changes are amazing. Though I would say, if you're going to change the sound for the AR, my suggestion is to simply increase the bass on the original sound, or take a sample of a full auto SCAR-H in .308. My one and only suggestion. Other than that, this is wonderful
I really like that you added some friendly grunts. It never made sense that the grunts and hunters sided with the elites in the civil war in 2, but then were completely loyal to the covenant in Halo 3, with the Elites being their own faction.
Just a little PSA in case anyone didn't bother to read the nexus page. Yes, the latest MCC update broke Halo 3 Rebalanced, how do I know this? Because UE4 fatal errors pop up and crash the game when trying to load a mission. RIP H3 Rebalanced, for now. Rebalances that doesn't work/work [✖/✓] after the latest patch: [✓] Halo: Reach [X] Halo: CEA [✓] Halo 2A [X] Halo 3
So, after playing for a bit, I am not sure what I am missing, but just not for me I guess? I like the changes don't get me wrong, but some things just feel like they punish you more now. I don't understand the removal of hard pings from assassinations. It makes melee fighting brutes feel just bad. Flat out bad, I love the buffs to the shotgun. It is great to have the gun back as a weapon and the plasma pistol is a ton of fun. Ar and regular plamsa rifle feel great, but the decrease to melee really just turned me off. I get that it shouldn't trump other things, but with brutes being able to enrage and charge you more, the melee was a good answer to that. Break their shields, hit with some bullets they get close and a good punch to the face ends them. Now, I break their shields with a shotgun, and follow up with a punch and he just laughs. Idk but that just doesn't feel good to me. I think after playing against the flood, I don't like how some of the brutes play now. I think you have done a great job making their tactics really different and really more invovled, but the melee fighting being so much weaker now, outside of the brute weapons, just doesn't feel as good to fight to brutes. All the covies still feel about the same to fight, but og halo 3 had my favorite iteration of the brutes and this has made them kinda... less fun. Now, all that being said, thanks for the mod! I can really tell you did a lot of hard work into making these things work out. Hopefully this is more constructive feedback than "game broke plz fix."
I'm surprised and also not surprised you didn't do anything for Usze 'Taham and N'tho 'Sraom. For those who don't know about These two they are the co-op characters for player 3 and player 4.
I played this when you could and my god was it the most fun I’ve ever had playing halo. Thanks for adding everything I ever wanted and didn’t know I wanted you’re a g man. Keep up the good work and hopefully 343 or who ever can stop making your godly work unplayable. You’re the most underrated UA-cam I’ve ever seen you’ll be huge one day brother
The only thing I don’t like about this mod is the bruteshot. I’m a big fan of the Halo 3 vanilla bruteshot. The bouncing projectiles just to away the idea that bruteshot was brutal and focused on literally tipping apart the enemy with explosives and a blade. That being said, this mod makes me very happy and freshens up the sandbox. Halo 3 is one of my two most favorite games and I’m happy to see someone give it the love it needs.
Me: Using AR to kill Brutes in Base at mid range Ruby: Your not supposed to do that *Buffs AR* Everyone whos Played 3: Why? Mod: There was no reason to use the AR over the SMG
You went all out on this one. Wow. This has to be the definite way to play Halo 3's campaign now. Kinda wish there was protagonist swap between MC and Arbiter tho. Kinda like Halo 2 and creates the idea that this is both their stories, not just Chief's. I have a mod that does this, but it isn't the best and mods can't usually overlap. :(
I love how the brutes feel almost like another faction with this. Really fits in with how their weapons already differed in style, that they now match in gameplay mechanics. I love the touch that they're designed to be easy to unthinkingly use in that way that the brutes do, while retaining capability for strategic use.
Your rebalance of damage types against materials reminds me of Doom 2016 & Eternal. I really like the emphasis on specializing the role of each weapon even further than vanilla.
Just finished up your updated CE rebalance and it was amazing…I haven’t been so excited for a game in a very long time than to play 3 again with your changes implemented.
Man I fucking love what you do. It’s always so well thought out and exactly what I would envision as meaningful change to an already fantastic game. I watch all of your mod videos as they give me a tremendous sense of justice to my favorite franchise. It just breaks my heart so much that I don’t have a PC and can’t play the game with your mods. I cry every time.
Absolutely love it. I am SO happy the spiker was buffed, it always seemed weird that a weapon that shoots SPIKES was so weak! but by far my favorite thing about this mod is the fact that YOU CAN MOVE AT FULL SPEED DURING THE CORTANA PARTS, THANK YOU!
Reducing plasma damage to flood was dumb, it's immense heat and they are putrid rotting flesh. Plasma would make work of all the flood. Also the sniper rifle would just punch straight through them doing little damage as they don't need any of the organs being punctured by anti material rounds. Other than that hella impressive
Plasma would splash on the surface whereas metal bullets would tear through the flesh. We could imagine Flood hide to be a lot tougher than the original being's skin.
@@jebalitabb8228 Exepct it doesnt. A .50 can out a hole in your chest, sure, but a Anti Material Round would do the same. The Sniper in Halo is a Armour Piercing, Fin Stabilizing, Discarding Sabot rounds. Sabot rounds are VERY thin, and is meant for accuracy over anything else. Sabot rounds used today are in Artillery and Tanks, meant for maximum penetration and maximum accuracy. With the Flood being rotting flesh, that 14.5x114mm round is gonna go clean through them with little to no impact on their lethality. This was established since CE, amd was given a explaination in the book The Flood. So no, even the games said it didnt till Ruby said "It does" while having no understanding of how this works
Another fine addition to the collection! I look forward to ODST and hopefully Halo 4 in due time. Watching these series of videos and playing the mods have been a blast!
I love the fact that the spec ops grunts use frag grenades, that just gells the idea that the covenant and the UNSC have been working together so well! I definitely need to try this mod! It's got me hyped!
"So, what did you do to make the legendary more difficult and challenging?" "Oh haha, ya no I made it easier" "... you *_what?_* " Everything was cool except the awful assault rifle sound lol
did he really make it easier though? He reduced the damage each shot does to you, but they fire much more agressively. Also you dont get blapped by jackal beam rifle snipers instantly anymore
@@CrazyDutchguys The easier part isn't just them doing less damage, the easier part is how the entire sandox was incredibly favourable to a player... Assault rifle has range now? Dual wield only has an accuracy nerd when using both guns? The plasma pistol is spammable? Almost every gun has been buffed, weapons with melee do way more melee, and you move _way_ faster in general and even move full speed with demounted turrets which is incredibly powerful
I've beaten legendary a few times myself and also thought this sounded like it was going to make it easier. I tried it last night and it did not. The accuracy, fire rate, and range buffs on enemies are much more dangerous than the vanilla damage buff ever was.
@@mr_pie_5 I can definitely remember getting past a few sections by exploiting the limited range/passivity of enemy units. And the lack of which was what made Halo 2 so challenging. It sounds like an interesting change.
This is amazing! I've myself thought about making a Halo 3 mod (despite no knowledge or experience in modding so it'll probably never happen lmao), and I'm surprised in how much we think alike! This mod review has given me a lot of inspiration to make something that still stands out and isn't a carbon copy of this masterpiece! Your work is awesome dude, keep it up! 🤘
Halo 3 mod tools are out, but it'll still be a little bit before I get around to remaking and updating this mod! I want to complete my current project of a big video brainstorming ideas for a Sonic Adventure remake. Then, I want to remake and update CE Rebalanced using its new tools. After that, then I'll get to 3~ :3 You can follow my progress on whatever project I'm working on over on my Twitter, link in the description!
We understand, but what about some campaign modding tutorials?
So excited to finally get to play this mod again
Oh by the way you missed one of the equipment. It’s similar to the flare as it does nothing to AI it’s the jammer. Just thought I’d point that out.
I know its probably not going to be soon but I'd really like to know how off you are
I'm super excited to play this as I missed out before the patch to prep for mod tools
Very excited to see what you can do with the new mod tools!
"The elites had a lack of sense of self preservation behaviors and would charge in and get themselves killed. I made them more like in halo 2."
*Me, has flashbacks to elites dying by the dozens agaisnt Tartarus, as they charged in.*
Your heresy will stay your feet - ahem.... .- we do what must be done - for our honour and for our Arbiter!
Some of them straight up just walked off the ledge to their deaths 😂😂😂
To be fair, I think they were coded to do just that in that level. 'cause those elites needed to be there as cannon fodder for him, so that you'd always have energy swords to use against him.
@@writershard5065 yet using them against him was suicide. If you didn't use the Banshee glitch, and especially on Legendary, I found the Brute Brute Plasma rifles helpful to do continuous damage on an unshielded Tartarus while keeping a Carbine for backup against the other Brutes who jumped in the fight. Any short range weapon or melee attack would get you was a quick death from his hammer and trip to the last checkpoint. Any delayed damage or projectile weapon ran too much of a risk of not connecting in time to do damage while his shield was off.
@@RPGGunman not if you only play easy
Honestly the friendly A.I fixes are the most exciting. Having elites fight and the marines properly following is amazing
“Halo games are known for their interesting and varied AI”
Displays a Jackal shooting the ground
Time stamp?
That’s a covenant religious ritual
He was test firing it to make sure it was still working
thats the joke lol
@@thataberranthalo8032 28:53
Average PCs: Becomes more laggy in more graphically challenging games
Ruby’s PC: Becomes more laggy in old af games
That looks like some issues with recording more than the game
My pc: can’t even open google without waiting 6 minutes
Surprisingly, high end PCs have trouble with stuff like isometric 2D RTS’s, I’ve even heard of people dipping to 10 or even lower frames on C&C2 when they can get 60 on ultra high graphics on new titles
@@africancouscous found ya
Halo 3 is old af....withers away
It sucks that this mod isn't working right now due to 343's updates. By the looks of things it's taken what was already a great game and elevated it to new heights.
I'm happy to see you're hard at work with the previous games rebalance mods and I look forward when you eventually get around to this one. I appreciate your hard work.
I believe you can revert to an ealier build and play it
I won't lie, seeing grunts fight alongside Chief in the same way they did in the later Halo 2 stages with Arby put the dumbest fucking smile on my face. Also love the detail of adding green ghosts, banshee's and wraiths to go with the phantoms (kinda weird that wasn't a thing in vanilla). And I especially love that you added the multiplayer armour too for elites, goes a long way in bringing the game full circle and even giving extra immersion as most if not all of them are canon.
@Alex Luca They literally thought we would be too stupid to tell the difference which is absurd.
@@Seriona1 I mean, have you SEEN people playing The Arbiter and Oracle for the first time? I have, and it's never pretty.
@@themindfulmoron3790 I've heard stories and I have no idea how dumb one has to be to not get it.
@@Seriona1 They're right, though it's not a case of stupidity. One of the big issues people have with the mod is that they tend to shoot friendly ghosts, wraiths and grunts on reflex. It's a case of conditioning because throughout the game you're encouraged to identify those shapes as hostile, and the human brain identifies shapes and silhouettes more quickly and easily than colour. Stop being so dishonest about Bungie's intentions when they knew how we would react.
@@physical_insanity it's stupidity. The game makes it well aware who your allies are by radar and by target turning green. So either I am a genius or you all are dumber than a bag of rocks.
Sniper actually hurts flood?! What madness is this....
Take care Ruby, what you change is heresy! -Jacob Faro Keyes
Doesnt the sniper just... pass through the flood without damaging them in vanilla?
@t rr I still hate it
@t rr What is a shock wave from a high caliber rifle shot?
You guys clearly don't understand what high cali rounds do to flesh targets it's a 50 cent in one side and a 70 pound exploded sirloin out the other
Hey man! I really like the balance changes you made to the Assault Rifle, and I love the fact that you took it upon yourself to get a custom firing sound for the Halo 3 AR. I work as a professional audio engineer, and write soundtracks for movies/tv/games. If you want, I can make you a custom sound for the AR that fit directly to your specs. You obviously have put a LOT of work into this mod, and its just a little thing that we could work on to add a little bit more polish to the already quite extensive mod.
That's generous of you. Awesome.
Please do. That new AR sound is ass
While it's possible to take sounds from other maps of Halo 3 and sticking them into others, for example Dialogue that isn't included in maps normally, injecting NEW sounds isn't yet possible because Halo 3/BLAM engine uses tagcontainers like Halo CE/Custom Edition, that of which we don't have the tools to sign anything that'll work with the Halo 3 build of the BLAM engine.
This is probably why he had to use the Chaingun Turret sound taken down a few pitches and slowed for the AR
@@kit76149 that’s not how modding works, there is a code inside the file that must be checked by the system.
@@kit76149 ur good lol
The jackals in here are balanced, unlike the Halo 2 legendary Jackal snipers.
Ruby balanced the jackals in Halo 2 legendary too
its not called halo 2 jackals its called asshole jackals in halo 2
@@Zemium1994 Actually, they are just called Assholes in halo 2 legendary
I see you in every video
git gud they are amazing
God I can't wait for the day this is updated. Been dying to replay Halo 3 Legendary with friends, but also wanted to spice it up with this mod.
Been feigning for this mod ever since mcc broke it, not long now till it’s on workshop.
@@RiTchieKII hopefully there will be news on this one of these days.
@@ChickenJesus338 he currently working on halo 2 rebalanced. I think he’s about half way done he said he does updates on twitter.
@@RiTchieKII ah danka, i dont use social so thats good to hear and will be bad ass, glas to see the halo community is still alive and well.
@@ChickenJesus338 all good bro, now you know. We’ll probably get it in a few months. And yeah with mcc modding tools the halo community is more alive than it’s ever been
The new colour ranks of the ODST’s are just icing on the cake
You deserve a Olympic Gold medal for fixing the Brute rank colors and AI. Bravo good sir, bravo
Indeed I always wondered why the fuck they all look blue despite shield strength and ranks being different 😂.
Not to mention making the dinosaurs more notable.
wallamazoo you cappin real hard for someone in berserking distance
Is it sad to say that i never notice the ranks?
@@randomguy-randomness No its not sad, the brute ranks in Halo 3 were extremely difficult to tell apart because of most ranks having some form of blue armor. I made an entire video going over all the problems that plagued Halo 3s brutes. Its on my channel if you want to check out :)
If the AR sound was just a little bit better this would be 100% flawless, I've tried it and I'm having an absolute blast.
I wish there was a way for him to make it sound like the halo 4 AR but it's not possible
@@MtnDew4828 Nah closer to CE sound would be the best imo
@@BIZaGoten yeah maybe he should because you can tell he was trying to go with that CE sound but something happened and he failed to make it sound like a CE AR so it sounded like fart I guess lol.
Ur everywhere omg
@@thataberranthalo8032 Who me? I comment one like 1% of the videos I watch lmao
ODST Colour specialities:
Red: SMGs, shotguns, and maulers (CQB)
Orange: Rocket launcher, fuel rod, gauss turret (heavy weapons)
Blue: Sniper rifle, beam rifle, battle rifle (precision weapons)
White: Higher health and no flinching.
yea we all just watched the video....
@@343killedhalo4 Not me. I find it nice to not always have to watch everything to get a short breakdown.
@@midgetydeathyou really should, it's a great video.
"Elite Floods' health and shields are lessened!"
YAAAAAAY!
"Only the Brute Combat Forms can be headshot."
AAAAAAAH!
"However, the Ranged Forms can also be headshot now."
YAAAAAAY!
"And the Tanks now resist everything that *isn't* a headshot."
*AAAAAAAAAAAAAAAAAAAAHHHH!*
I'm gonna be perfectly honest, that assault rifle sounds incredibly muffled and distant, not powerful. Otherwise, everything here is great.
It sounds like someone chewing chips or crushing ice.
@@JD-Bear yes
Sounds like the same sounds were recorded on an xbox 360 mic and just amplified
better than the standard one imo
@@LeeAndersonMusic bruh
35:09 jackal ultras also very much enjoy dancing when there is nothing to do
I love the scope and damage buffs to the AR but please god REMOVE THAT AWFUL SOUND... ODST had an improved halo 3 sound effect
Or the Halo CE AR sound, anything else is better than that.
Someone, please make this man into a weapon designer for the next Halo game!
I love that when he says 'you know how they are.' he shows Craig the Brute.
Hey just a recommendation for halo 3 odst, make it so that you can find marine/odst survivors hiding and would tag along with you if you were to find em.
(make sure that when entering a new level they would still be there after going back into New Mombasa Streets btw)
That last part would be challenging since I'm pretty sure it loads a new scenario
I think ODST has the best balancing so I have no idea what he will do. Maybe copy and paste the mauler, shotgun, brute shot and fuel rod from this. Other than that, the brutes, grunt etc are all well balanced too. Like plasma good for shields and ballistics for health.
No doubt he will do something, I can't wait to see what.
Mr HBN I agree and I think if he does rebalance odst he should put a time limit on the visor night vision as it does take away the stellar environment of Mombasa streets
At the very least you should be able to find some stragglers holding out. Keeping them alive would give you a safe area to fall to while walking the streets.
that seems a bit hard as the mombasa streets are heavily scripted on loading and what areas are loaded
yes the whole LEVEL GEOMETRY is loaded but only some sections load some enimies at a time or other entities and after exiting and reentering an area all nearby enimies and such would be reloaded as if the player just walked there
granted there are certain triggers for certain one time heavy encounters but not much else
Alright, gave it a little go, first impressions are it's pretty fun! Very nice to see the Assault rifle get some love with it being my fav weapon. Have some feedback/critisisms/complaints for you
Drones are awful. Already hard to hit, with the mod as is it's best to change level when they appear because of how they operate. they either need less heatlh, less accuracy or less numbers. 6-9 bullets with an automatic is far far too many bullets when there's fifty of them auto-firing plasma guns.
Bullets and plasma damage is a bit too weighted. It's very, very noticably weighted. If the intent of the mod was to enlarge the sandbox to accomodate using all weapons in some fashion, it's constricting this by making you always want a plasma and bullet weapon. Bit too close to the old Plasma pistol and Battle rifle meta. I know plasma does more shield damage in the later halo's, but plasma was always supposed to hit harder against everything because it's plasma! It's downside is overheating, projectile speed and spread. Plasma for Shields and Bullets for flesh is a bit of a noose around creativity with the weapon carry limit.
I don't know if there is some hidden modifier in place regarding damage but sometimes when my shields drop I'm dead in seconds to an orange grunt team and sometimes I wade through plasma fire like it's water. Again, no idea if this was an intentional choice or a possible bug, just thought I'd bring it up.
A personal gripe is hunters appearing on the level "Crow's nest." With all the enemy waves being depleted, ammo low, all the marines dead and Hunters suddenly there, the combat kinda became doomed to endlessy running around doing no damage until one of them strafed me and I had to start the whole thing again. Maybe add in some power weapons to even the odds? I got by spamming sticky and spike grenades which kinda cheapened the encounter.
Again, I love this mod and the Anniversary one too, just thought I'd leave some feedback on the early impressions of the mod.
how did you feel about the scarab boss fight on the ark? I would roll in on my gauss hog only to be killed by a kill barrier when jumping off of a ramp. I don't remember whether that was in vanilla or not, but it would be nice for him to remove it.
Umm.... have you ever played legendary? Like thats kinda of the meta. On vanilia halo games its usually some sort of plasma weapon or a power weapon, and a headshot capable weapon. Like plasma rifle and pistol in ce or plasma pistol and br in 2. What halo 3 did was weaken the enemy shields so you could use any bullet weapon against the enemy. Its got its pros and cons, like a major pro is that alot more weapons such as the smg are more usuble, but its got some cons as well like getting rid of the strategic choices you have like '' i know in the next encounter im going to be facing a ton of elites so i better get some plasma weapons'. Or '' I know drones are around the corner i need some automatics.'' I do think he might have gone too far in a few places ( like the ar being useless against shields like in the og game that was kinda the point of the are ) but overall i think he did a pretty good job.
@@dessertfox5995 his point is to shift the "Meta" to give every weapon a use. Which kinda fails because of the 2 weapon limit hard locking your choice. Shields resist bullets, better carry plasma, flesh resists plasma (lol what the fuck) better carry bullets. Enemies fire faster, and are more accurate- better get distance.
Optimal choice to not die constantly = BR and plasma rifle/pistol/carbine. Nothing has changed here.
How about: Bullets have impact and weight, so flinch and stun on enemies is higher chance and more frequent.
Plasma has low flinch chance but higher damage and slower projectiles.
So your bullet guns can keep a dangerous group at bay by flinching and shredding them over time but plasma is good for burst damage against a charging brute ignoring flinch and raging madly. Or dual wielding smgs to get stuns to retreat from hammer brutes or dual wielding Plasma Rifles to try and burst him down before he taps you dead.
Oh and remove headshots. That mechanic is broken as hell. Maybe restrict it to Sniper Rifles.
@@tehwalrus6605 I would like to see a version of that that would be interesting but removing headshot? Like ruby of blue said, headshot capable meapons are part of the weapon triangle between plasma and bullet. That would ruin combat. A better way is to give bonus damage to headshots with automatics. That way, you wil maintain the triangle, but now having autos be more viable. I dont really like 343, and i havent played 5 but i remember 343 did automatics pretty well in halo 4. They were actually viable in multiplayer and if you were good, you could get an insane amount of kills. Unfortunately the skill gap in 4 wasnt the highest so most halo fan from what i have heard didnt really like it.
I am unreasonable excited for this.
Of all the Halo Games given new life by the MCC on PC, halo 3 was by far the most immediately enjoyable. but your re balances have always breathed new life into their respective titles.
@Melissa Waterman hell.yea the reach mod is so.amazing the old.way is unplayable after
I’m downloading this hooking up my Xbox controller and gonna play a whole new halo 3 experience this guy is a god for making this game greater
@Melissa Waterman I definitely agree the original halo 3 is awesome and my favorite but the rebalanced halo 3 is so epic and inte but sadly I don't play halo on PC.
Hokiebird428 should make a new video with ruby when he's playing the rebalanced halo 3.👍
Hokiebird is amazing!👌
@Melissa Waterman 😞No it can't be Hokie can't be dead I'm sure he's still should be alive. He was an awesome UA-camr that makes halo walkthroughs and live stream and I looked up to him and as far as I know he did posted comments on Twitter about a week ago.
@Melissa Waterman Oh I see I'm really sorry about what I said earlier but I still really appreciate and enjoyed watching Hokiebird's video.
But if Hokie's channel restores then I hope that he'll be making new videos like when he plays ruby's rebalanced halo 3 campaign or hokie school of halo 2 of the covenant species even though that Hokiebird told most of the people to stop asking him to make new videos but I understand.👍
Ruby of Blue: "The flood in CE were well designed and fun to fight..."
*library intensifies*
You just gave me ptsd you sick twisted fuck
I played Halo CE for the first time ever and yesterday I completed The Library.... Now i get it
Two words for the Library: Rocket Flood
@@genaralryan0654 you forgot something it's called legendary
@@xenolemon7261 oh yea. I have 3 words for the library: Legendary Rocket Flood
IMPORTANT FOR DOWNLOADING! If you are downloading AFTER Halo 3 ODST released, you must ALSO back up your campaign.map and shared.map files before installing the mod, as this mod needs the previous versions of those files to run. Additionally, you will have to place back in your shared.map file any time you want to play Mutliplayer while the mod is installed.
that's all cool and all but can you fix halo 2 rebalanced compaing?I was really hoping plaing h2 with your mod.
Hey Ruby are you gonna try to ask hokiebird428 to see if he can play the rebalanced halo 3 campaign on legendary soon? It's going to be awesome and fun since hokiebird loves halo 3 the most!👍
will I need to worry about anything after the update if I download this before the update
So is Manifest Heart still happening???
@@Kutikyla What's wrong with Halo 2 rebalanced right now?
“I have been waiting for this for a long time, my little green friend” (laughs in Palpatine)
The Master Chief's 7 foot height: "Not if anything I have to say about it."
This is where the fun begins >:)
Do or do not there is no try
Mtn dew
Ur everywhere
Secret weapons so far
Sierra 117 : blind skull has been replaced by the CE magnum and iron skull has been replaced by the H2 beta battle rifle
Crow's nest : black eye skull has been replaced by the CE assault rifle and grunt birthday party skull has been replaced by the classic H2 brute plasma rifle
Tsavo highway : tough luck skull has been replaced by CE sniper rifle
The storm : catch skull has been replaced by CE fuel rod cannon
Floodgate : fog skull replaced by H2 shotgun (obtained the same way as the fog skull)
The ark : cowbell skull replaced by the CE assault rifle again, scarab gun on top on pillar where famine skull should be
Keep us updated. I think someone said there's a scarab gun somewhere.
@@samz9121 There is, in the Ark. I think you need the acrophobia skull to get it, I'm not sure if you can get it by grenade jumping
@@cracka276 You got it right there. It's on the top ledge of where the famine skull normally would be, but juuust out of reach if you try walking to it. Instead, get the acro skull like you said, find the PR on top, launch yourself towards it, hold RB and hope for the best. The next section will guarantee glooooorious firepower. If only it had infinite ammo. =(
More secrets
Covenant : H2 BR, IWHBYD skull with cheeky tooltip
Cortana : H2 Shotgun, CE Fuel Rod Cannon (Power core Spartan Laser skull)
Halo : M6D, a ghost and a Banshee
HALO 2 Shotgun... why...
Some of these changes make so much sense that it blows my mind they weren't included in the original game.
Sniper Rifles shouldn't "blow the hell out of combat forms". Keep in mind in Halo CE's sandbox, the Sniper Rifle was effective versus near everything from range, except and specifically combat forms, which has a sensical basis in Halo Lore, the flood combat forms internal organs being jelly and the sniper round simply passing through their insides. Combat Forms should only be taken down from consistent fire from a ballistic weapon, or a short burst from a plasma weapon like a plasma rifle, or a small brush from a flamethrower basically, the Sniper should be effective versus everything except Hunters and the Flood pure and Combat forms.
Other than that, I really like what's here, I like how you managed to fix dual wielding while keeping weapon versatility, the sandbox and buff focus on the weapons in Halo 3. Can't wait for what you do with ODST and Halo 4 if you're covering them in the future!
To fix that issue he could have made the sniper you spawn with on Halo a special High Explosive round firing version, while the snipers in the other flood levels being the same as vanilla. Perhaps even hiding a special HE sniper in some of the flood levels for that desired effect of "big rifle with big bullets make soft squishy alien zombie explode."
RetroicDescent yeah, he could have something like that! Like a M99 Stanchion maybe? Or perhaps just a splaser instead of Sniper?
Except realistically the sniper rifle should absolutely decimated the flood and Covenant alike. It might enter your chest with a small hole, but when it leaves the other end, it's taking your backside with it.
A good enough comparison the halo sniper rifle would have is the .50 bfg. With a near miss, the .50 is taking a limb (something that has to do with shock waves.)
And if you're gonna bring up the book, from what I understand, the effectiveness the sniper has against the flood was an oversight.
@@Mark-zp5ev "It takes your back side with it"
You are forgetting something called "Over Penetration"
The shock wave you see from a 50 taking a limb has a lot to do with how a material reacts to shock and kinetic forces. For example, if it hits bone
But clearly some materials don't react the same way to others.
A human is a meta-material filled with bone, spongy tissues, and water.
All of which combined make it very weak to shock wave which if it's bone, transfers more energy into the body more effectively causing the removal of the entire limb.
These shock waves damage vital organs which the flood lack and being a more homogeneous material, all you get is a slightly bigger hole on the exit with less internal damage that would stop it.
Less rigid bodies means less intense rippling that tears the body apart and less organs means less internal trauma.
@@Mark-zp5ev It’s always bothered me the way people act like the flood being immune to snipers makes sense. Even if their logic was correct that would mean that none of the bullet weapons work.
Oh my god thank you for fixing dual wielding. I'm so glad you were able to bring over the changes you did to 2. They really didn't need to get rid of it, infinite should bring it back and this is how how it's done.
Beginning of video: “OHyeah I’m gonna be so OP everyone will die”
End of video: “everything big will kill me and I will die a quick and swift death”
Big same, I downloaded this thinking the changes made you way too op and nope. Had to scale difficulty back down to heroic else I got shredded, amd even then...
@@javierititin But did you have fun while getting shredded?
@@OnAChairSitting Heroic was more fun lol
Be aggressive
@@WetDogSquad yeah its basically a power weapon. I hope the ammo cap gets toned down.
The only thing I miss here would be the ODST hunter variant and Schism Hunters.
Blue and Gold for Covenant enemies, and Green for Alies, with a Specialized Red version that could have a Flamethrower, fit to handle the Flood.
Also, Drones with multiple classes, like ODST. Them shielded red drones with Plasma Rifles were cool to fight.
I would put them on flood gate
Always wished bungie allowed you to fight alongside hunters, grunts and members of the other lower species of the Covenant who'd sided with the elites, make it feel more like a civil war
Same. Have the friendly Hunters be green, any friendly Jackal has a Green Shield and is as strong as a Major, and have friendly Huragok assist you in certain parts. Grunts though, it would be fair to keep them as Spec Ops.
The EMP ball killing the infection forms fits so well. I remember in the books when MC was almost killed by an infection form only to be saved by cortana when she overloaded his shields to kill it. Its fitting that the equipment that also overloads things can now pop those little popcorns.
If there was ever one thing that would have made Corotona fun for me, it would be the addition of Covenant enemies. Some of my favourite missions in Halo 1 and 2 were the feeling of being a 1 man army stuck between two opposing armies that both want to kill you (Two betrayals, Gravemind etc). This is the one aspect of the Halo sandbox sorely missing from Halo 3.
You can justify it as the scattered remnants of Truths fleet flocking to their holy city in a desperate attempt to save it, losing their religious leader would make them pretty desperate. The enemy and combat variety would make the level way more interesting IMO.
I agree, though it would require a good justification to why the covenant would try to save a city that was a crashed wreckage completely unsalvagable from the flood.
'Corotona'
@@thisplatformsucks 🤣🤣😂
@@thisplatformsucks wortwort worth!
@@leesfille975 Maybe simply the scattered remnants of forces who've somehow managed to survive. This could even be the only section with hostile elites
Out of everything I've seen here, the one that struck me the most:
47:15 "Is that a Grunt with a Spartan Laser!? It is! Glorious."
Amazing! I have a suggestion for Halo 3 ODST. It always bothered me that you never encountered enemy elites. The elites weren't allied with humanity yet, so they were still technically an enemy (see Halo 2.) It would also be cool to see occasional battles between elites and brutes in Mombasa Streets that you could come across, where you could either choose to join in, or use it as an opportunity to slip by. So basically, what I'm asking is: Can we fight some elites in ODST?
I agree, it doesn't make sense for the brutes to kill the elites when Regret wasn't even dead during the events of ODST, nevermind the changing of the guard order by Truth. I guess it was an insight to the brewing of the schism in a behind the scenes sort of way? That elites and brutes have been getting into conflicts even before the events of H2?
@@retroicdescent I thinks its got something to do with those glyphs. I think something went down there and thats kinda the mystery behind it.
@@retroicdescent so I Googled this question months ago because I had the same quandary, I read that this was because the Elites were under Regret, while Brutes were under Truth, so naturally the Elites went with Regret while the Brutes stayed behind to finish the job.
I'm not 100% since I'm not as much a lore junkie as most but it made the most sense to me.
@@Nefnoj that makes sense, it's just odd that seemingly every single elite went with Regret and none were left behind. Could've been cool to see tensions between stranded elites and brutes that lead to a skirmish or you could overhear a dialogue between elites about the impending schism before a battle breaks out.
@@Nefnoj Actually by lore. All prophet fleets are required to use Elites. The way the Brutes worked before the Civil War is that they were basically a self defense force for the Covenant. However they would also be used on secondary fronts that were deemed not important for the Elites or unworthy. This is why in Reach for example you encounter Brutes killing civilians because Elites refuse to waste the ground forces doing that. The issue is simply Bungie and 343 are loose as fuck with the lore and won't tighten that shit up. All Elite fleets carry Brute forces, even some Brute ships, but once again are used for secondary roles. This means that you shouldn't see Brutes hostile to Elites because Truth has not done the change of government. All this started because Regret was killed.
The problem with reducing the prowler turret's effective range and making it shoot fire is that you inevitably drive over small amounts of flame, which despite causing very little damage to you makes all your passengers release horrific screams every two seconds
Haha yeah, I just experienced that a few hours ago while playing. My poor ODSTs were screaming like they just saw the Gravemind.
I'd just use it for strafing for that reason. Seems like it'd be perfect for that.
This looks incredible. I especially love the extra elites you added, and the green vehicles. That alliance was one of my favourite things in the franchise, and I'm sad we didn't see more of it.
Honestly I always thought that halo 3 was the most balanced and enjoyable but this mod just makes it better! It even fixes all of my problems with elites, too bad I don't have a computer, because this is definitely something that would make me get mcc for pc.
Well even a modest computer could play MCC on PC these days. They were all Xbox 360 games.
JollyGoodFellow yeah maybe I might ask for a cheaper computer for my birthday, also how much does MCC cost?
@@hollowsteel $40 on Steam and included if you Game Pass Ultimate on Xbox
MILO419 wow that's a pretty good deal for 6 games in one!
@@hollowsteel yea! I hope on Xbox some of these Mods would be supported eventually too! Especially for next gen!
343 needs to just hire you. Like holy cow this mod is just phenomenal from just watching it.
If he joined, we would see another 6 month delay to Halo: Infinite, but it would be infinitely better.
Halo 3 wasn't that hard on legendary. This makes it exponentially easier which is shit. Yeah there is some quality of life changes but the balancing isn't actually that good
How can you say that without having played it? All of the changes sound great if you have a slick video hyping you up to all of the changes. Whether it's worth the sum of it's parts is impossible to tell without sinking serious game time into testing everything.
@@4R8YnTH3CH33F I have played it and it's really good. Every weapon is useful on legendary and heroic. Enemies still beat your ass on these difficulty modes. I will say it's easier but only if you constantly change up weapons, grenades/equipment and playstyle (aggressive/defensive). So it's only very slightly easier than legendary and way too easy on normal/easy. Overall though the game is way more fun to the point I played through the game like 7-8 times the past few days and never got bored and had way more fun playing than I did with the vanilla game.
@@wallamazoo01
I dont think so. Just check his twitter and his thoughs about 343 and people eho were hyped for Infinite....lets just say you may look at him in a different light
This rebalance actually reminds me alot of how Doom Eternal was balanced. That in the sense of instead of one weapon ruling the sandbox (vanilla H3: BR, Doom 2016: Super shotgun) very weapon serves a role and there is a constant encouragement to weapon swap. Which doom eternal I find a God tier shooter so I'm excited to try this mod eventually
Pretty good analogy.
Agreed. I really wish the main games were balanced like this and Doom Eternal instead of revolving around precision weapons. The Commando in halo infinite gives me hope.
The very first thing I thought of was doom eternal. Before he even showed the weapons I knew that’s what he meant by rebalancing them. And I mean honestly, at this point, doom eternal should be the gold standard of FPS shooters. I mean there is no better shooter I’ve played before. Literally 10/10 I paid $30 for the game and I would pay $60 now to be able to experience it for the first time again. Eternal is the only game I know I’m, without a doubt, going to buy the DLC for.
@@TheBanjoShowOfficial
100% agreed. Doom is easily one of my favorite games of all time now. Can't wait for the dlc later this month.
I like this rebalance but for fucks sake guys, not everything is like Doom: Eternal. Not everything needs to be like Doom: Eternal. It is merely one way to design an FPS, not the only way. Also, for the record, Shadow Warrior had a lot of Doom: Eternal's mechanics before D:E was ever a thing.
Next thing I'm probably gonna hear is how Ruby's Rebalanced Halo is like the "Dark Souls" of Halo.
Rebalance: Buff everything.
Including the enemies. Trust me, this mod is NOT easy mode.
343 rebalancing is needing everything
@@javierititin in the halo 2 version i though it wopuld be until i fought the humans in quarantine zone
@@rotmgpumcake they're tough?
@@javierititin there's a section where they just bum rush you with like 5 odst's and marines it it caught me off guard and had to slow my roll through that level.
And also a section where 5 sentinel alphas come out and eat you
If Sargent Johnson was given a sniper rifle and a stick and was ordered to blow up the ring, he'd have in done in 20 minutes flat. He's so proficient his bullets load themselves.
This is awesome, will you be working on halo odst?
Some time after MCC is finished updating
You're bad.
Ruby of Blue Understandable. I wouldn’t want to update mods if they kept breaking from every update
Ruby of Blue I don’t really know how modding works but I’m just curious would it be possible to replace all of the assets in halo 4 with assets from other games in mcc? Basically just replace the enemies and Chief with bungie models
Quick idea that maybe you've already thought of, in odst maybe give the different characters buffed attributes? Maybe Romeo had less recoil with precision weapons? Things like that would be kinda cool. It would keep the consistency a little bit with the odsts you put in Halo 3
Great work! all of your reblances have close to the changes I'd make myself, but I think this is my favorite set of changes yet. The Sentinel Beam variant and modified prowler turret in particular are really creative.... I also hope one of those easter eggs is allied Hunters, because that's something I'd love to see!
There's only 3 things that give me pause: firstly that I'm not sure the Spike Grenade has been modified enough to make it feel truly distinct, it still sounds like it'll pretty similar to the Plasama Nade. I'd also increase the amount of spikes it fires plus the damage they do, but narrow the cone, so that way you can do stuff like throw it at walls next to enemies and have the spikes kill things. Secondly is that with the accuracy/firing cone changes to some of the guns, that the reticules may not be super intuitive, namely for the SMG and AR. I'd modify them so that there's both inner crosshairs indicating the minium spread when bursting, and an outer ring showing the maximum cone when spraying.
Lastly, is that i'm a little worried that the magnum will still be made obselete, since now the SMG and AR are more useful and more veratile, and the BR and Carbine are still gonna be solid guns as well. I think simply having the magnum be scoped rather then the AR would help this.
Regardless, this looks fantastic, absolutely an improvement over the base game. Let's hope my 3 main concerns here aren't actually issues too!
Trust me, its not.. Its a headshot machine due to the increased magnetism when duel wielding a plasma weapon. You wanna run plasma on legendary cause brutes take forever to cut the armor down with an smg.. Major jackals don't flinch either. Few plasma shots from a pistol or rifle, followed by a straight dome to the face.
On Tsavo's highway, I decked out all of my marines in the troop hog with magnums and one plasma rifle and they absolutely shredded brutes, turrets, and choppers during the run.
It has its place in the sandbox.. Im happy for it :)
LOVE this mod, the only part I dislike is the inability to ninja brutes from behind, since it makes stealth kills impossibly and removes a whole aspect of the game I actually liked
I have a lot of little nitpicks; this is why I like it when overhauls are modular to allow picking and choosing.
I agree, you should be able to assassinate brutes if they haven't detected you
Just after watching this, the ODST mechanic seems absolutely awesome!
I've played halo 3 for many years. It's my favourite game. I thought I knew everything about it's campaign. Every nook and cranny. Every secret. But you've just taught me that there are more than two types of brute.
Gotta say, the AR sound is really not great, low quality and kinda muffled, sounds like prepatch Reach almost.
i reckon it should just be the halo cea ar sound, that thing sounds beefy as hell
It sounds heavily compressed
It would be better if it used the h4 or h5 AR sounds
It feels very unsatisfying in general. I MUCH prefer the smg in this mod.
really poorly done super compressed should've ripped it from Reach or something. Also no idea why you would add a scope to the AR...
For the love of god, for ODST please let us see some Brutes and Elites fighting each other!
yes let’s see some lore in action!
I know this is a late reply, but I always felt that part of ODST to be weird. I feel like there still should have been elites to fight. Even if it was only in the first couple levels.
@@kgcote yea same, ODST takes place during halo 2s events after all
I think you should swap the sniper/beam rifles' effectiveness against the flood. Canonically the sniper rifle is nigh useless against the flood. I believe this change would keep it more in-line with the halo CE sniper rifle's dynamic with the flood.
Could you explain that part about ineffectiveness against Flood? I was always angry about how Snipers did *nothing* against Flood in CE, a huge hole of inconsistent, illogical crap IMO. I'm really interested in knowing how a "14.5×114mm round" does nothing in the videogame world against them but you are free to use small arms to put them down.
@@mokibomo From what I remember, in Halo: The Flood (the book), since the sniper rifle's damage was so concentrated that all it ever did to the flood was poke holes through it. The shotgun on the other hand dispersed its damage, allowing for the flood to be ripped apart with each shot. The same goes for the assault rifle, a bunch of bullets in a short time was great for tearing combat forms apart. It should also be noted that Halo CE was not 100% accurate to the canon in terms of weapon effectiveness. The best example being the plasma weapons; a huge bolt of superheated plasma should, in theory, be great for melting these horrible mounds of flesh but in the game, the plasma pistol and rifle are from the best weapons to use against the flood. Forerunner weapons also had the same quirk behind them in Halo 2 and 3. Superheated plasma but strangely not the best against the flood.
@@schoze9630 Thank you, that's quite interesting. It does explain why there's VERY few if any at all Sniper Rifles in Halo after CE. I was pointing out in another comment here that I think lore is important to organic gameplay, but that gameplay mechanics for a shooter need to make sense on a "game level" too. A player expects a gun to be remotely usable in all encounters. Thankfully this is something nobody touches on and this mod makes me never want to use a rifle on flood anymore c:
@@mokibomo the flood are masses of dead tissue with a single nerve centre. Unless you hit that nerve centre with the sniper shot it just punches through them and does nothing, theres a whole paragraph in one of the books about it
there's such thing as over-penetration
google is useful
This man is my hero. I have been fantasizing about something like this for CE for a decade at least.
There's a few bugs and possible tweaks that i've found in this last weeks: There's a great chance of characters not moving their mouths during cutscenes. The marines AI is bugged in some levels, specially at Tsavo Highway, where they won't follow you properly, even killing themselves by jumping at the void. At the start of Tsavo Highway there's too many enemies, that ain't a problem for the player itself, but it's impossible for the second warthong (the one the marines drive) to follow you and survive all the enemy fire. At The Storm, The Arc and The Covenant, the scarabs will not use its main canon, and even it will stay in middle of the map, doing nothing. Since brute guns are more effective, the player will take their weapons every time he can. Since long/medium range weapons (the battle rifle and the carabine) have been debuffed the player will almost never use them, since other weapons are more effective, even the new magnum being a better choice. There's a chance of Guilty Spark not opening the door to the instalation (the big one before the scarab battle), while just floating around in circles. The anti-air wraith shots wil sometimes not properly follow air units. It's normal to increase enemy level with the increase of the difficulty, but that forces the player to play in higher difficulties just to see the new content, making the new marine-rebels-covenant battles invisible since all allies die incredibly easy. It would be cool if point blank shotgun shots instakill every enemy and ally, excluding some of them, like vehicles or hunters. This are just the ones i've found, thank you for making this awesome mod and good luck working on new ones!!
Also, brute plasma rifles always have 100% battery
I actuslly discovered why Guilty Spark sometimes gets stuck on Arc; it appears that there's a Grunt stuck in the floor on the platform in front of the door. It's possible to kill it through the wall and continue the level
@@sirpuffball6366 I think that glitch can be skipped if you destroy last covenant troop ship carrying wraith, before he drops it. He can drop wraith, but don't let him get away. When he goes down and explode he probably kill's that grunt.
@@ClockworkAlex I'll try
Holy crap that is a lot
When you do ODST, can you please add some ODST troopers in the flash back campaign missions, I find it so hard to believe all the other ODSTs drowned when dropping into the city. Plus we know there were other ODSTs in the city due to secret day at the beach cinematic.
I just keep playing it, and wow is it an amazing feeling to hand my ODST friend a sniper and have him do nearly as much work if not MORE than the marine in the warthog turret
What about giving the spec-ops grunts SMGs and Magnums (rarely) just to show off the sharing of resources?
Also, spec-ops Jackals (white shield?) with the same equipment?
This mod looks fantastic, can't wait to play.
omg this man is better than 343
Highjacking my comment to ask if anyone has found the Scarab Gun yet? Can't seem to find it!
@@Viperspider1 The Ark, above where the famine skull should be. I haven’t managed to find a way get it without acrophobia but there’s probably a way. Hope this helps.
@@Kantatrix Ah damn, I searched that area but I thought there was invisible walls above that structure.
"Giant fuck outta my face rounds" That made my day.
At the beginning of The Ark, i always thought it would be cool if you started with ODST's AND Elites, ODST's with carbines and plasma, and Elites with BR's and AR's to coincide with the cinematic of weapon swapping that just occurred seconds prior.
This is a very neat rebalance.
But the purist fan in me kinda disagrees with changing certain functions on your changes, like giving the assault rifle a scope, or changing other functions.
But I was pretty onboard with everything else that changes numbers and values.
Especially the plasma and projectile weapons being more unique on effectiveness on shield and unshielded enemies.
what if he gave the AR a sniper rifle scope
I really wonder how he'd balance these weapons in a purely multiplayer setting. He'd have lots of fun with that. lol
That's why it's a mod. You don't have to be faithful to the original game when you're making a mod. That's the whole point of modding.
The way you get so happy telling us to enjoy the mod makes me smile. I've been playing your Reach overhaul and I love it! Keep up the great work!
So I played this for a good 4-5 hrs yesterday after playing ODST and some vanilla H3. First off, I love the majority of ideas and changes you made! If I could offer some constructive criticism:
The Great:
- You nailed giving the brutes back a distinctive feel and fair challenge (shielding, lack of assassinations, stronger melee, better color schemes, behavior etc..)
- Improving and better defining the weapons. I use so many more combinations now and love ones I didn't enjoy before like the mauler and spiker
- Improving the power-ups
- Adding elite allies in more. This really added to immersion and "epicness" of the finale of the story to me
What Needs Refining:
- Shade turrets are way OP. Both in hp and damage. A single shade turret is now harder than a hunter and will kill you in a fraction of a second. Seriously. It ruins vehicle sections involving them.
- Warthog driving speed increase causes weird and incorrect driving patterns by the AI
- Not sure what you did but I've noticed Sgt. Johnson will spawn empty handed and invincible (often an extra copy of him) on maps he is like Sierra 117 at the end. Other AI like Jackal snipers will do the same sometimes. This is weird
- AR sound. Love the idea ... needs better execution. Use the Reach or CE audio file or create a higher quality version of what you are currently using. The audio sounds janky is noticeably low quality compared to the rest.
- Arbiter and to some extend all allies go a little too hard - it's cool seeing him/them take on enemies and fight hard but I've had several occasions where Arbiter especially has charged ahead and killed chieftains and other groups of enemies before I could, there by taking the fun and enjoyment away from the player. Consider toning him/them down a bit in aggression or maybe their damage output and accuracy.
I love this mod and this is my definitive way to experience Halo 3 now. I couldn't imagine going back to the vanilla version. You've created a diamond but it needs to be smoothed out now. Kust work on the balancing and some of these weird bugs for future updates.
Very good input. I haven't played much yet, I'm only on my first ride on The Ark but I can see what you mean with the aggression of companions. The thing is, I think these are very hard to calculate given how random their damn movements and decisions can be in Halo. If there's a lot of feedback on it, I'd suggest them to respect the distance - they aren't Brutes!
"Plasma damage reduced against flood flesh" - does this feel okay in gameplay? I don't like the sound of it
Lore-wise it's quite the opposite. Out of everything here, this is the one thing I don't like. Plasma and fire are supposed to be *the* most effective thing against the Flood, and conventional weaponry using normal bullets being much less effective.
Meanwhile, Combat Evolved shotgun...though come to think of it, that would have been an interesting way for the shotgun to reclaim it's old niche. The majority of ballistic equipment fails to be effective against the Flood, apart from the sword of the UNSC.
you use human weapons for human flood and covenant weapons against covenant flood, fighting flood is really fun now but god damn is it stressful
Fun fact about the Brutes' plasma rifle design: It's projectiles aren't as hot (you can tell from the color) but it did more impact (ballistic) damage.
50:25 R.I.P. The Marine in the background
This is awesome. Have you ever checked out Jaime Griesemer's two GDC talks about the fine tuning balance? I ask because you bring up a ViDoc. Seeing the Bungie folks' actual design philosophy and notes was a really cool experience for me.
I always kinda wished there would be brutes on cortana. To add some variety and also have more 3-way fights, something I loved in previous games but was weirdly almost absent in halo 3
This is beautiful. It has reminded me of my love for the game and makes me wanna play with your mod to add that immersion
It might be interesting to add sentinels that spawn in waves during the 343 guilty spark fight based upon how much damage he's taken
Despite not playing Halo 3 in years, I enjoyed every moment of this. Great balance changes and great video.
These changes are amazing. Though I would say, if you're going to change the sound for the AR, my suggestion is to simply increase the bass on the original sound, or take a sample of a full auto SCAR-H in .308. My one and only suggestion. Other than that, this is wonderful
Ive been waiting for this, loved the reach campaign! 3 is my favorite!
I really like that you added some friendly grunts. It never made sense that the grunts and hunters sided with the elites in the civil war in 2, but then were completely loyal to the covenant in Halo 3, with the Elites being their own faction.
Just a little PSA in case anyone didn't bother to read the nexus page.
Yes, the latest MCC update broke Halo 3 Rebalanced, how do I know this? Because UE4 fatal errors pop up and crash the game when trying to load a mission. RIP H3 Rebalanced, for now.
Rebalances that doesn't work/work [✖/✓] after the latest patch:
[✓] Halo: Reach
[X] Halo: CEA
[✓] Halo 2A
[X] Halo 3
Is Halo 3 Rebalanced still unplayable? I just stumbled across this today
@@Dave_Chrome Sadly yes, it is still currently unplayable last time I checked.
@@ImmortalTheOwl Aww, I was so hyped to play this ASAP after watching, that's too bad. Thank you for the quick response, much appreciated!
@@Dave_Chrome No problem.
So, after playing for a bit, I am not sure what I am missing, but just not for me I guess? I like the changes don't get me wrong, but some things just feel like they punish you more now. I don't understand the removal of hard pings from assassinations. It makes melee fighting brutes feel just bad. Flat out bad, I love the buffs to the shotgun. It is great to have the gun back as a weapon and the plasma pistol is a ton of fun. Ar and regular plamsa rifle feel great, but the decrease to melee really just turned me off. I get that it shouldn't trump other things, but with brutes being able to enrage and charge you more, the melee was a good answer to that. Break their shields, hit with some bullets they get close and a good punch to the face ends them. Now, I break their shields with a shotgun, and follow up with a punch and he just laughs. Idk but that just doesn't feel good to me. I think after playing against the flood, I don't like how some of the brutes play now. I think you have done a great job making their tactics really different and really more invovled, but the melee fighting being so much weaker now, outside of the brute weapons, just doesn't feel as good to fight to brutes. All the covies still feel about the same to fight, but og halo 3 had my favorite iteration of the brutes and this has made them kinda... less fun. Now, all that being said, thanks for the mod! I can really tell you did a lot of hard work into making these things work out. Hopefully this is more constructive feedback than "game broke plz fix."
The new Flare is Master Chief goes bowling.
Now the grunts have even more reason to squeal and dive around frantically after yelling "Demon Flare!"
Catch the brute who has epilepsy lackin'
I don’t even know where to begin to express how great this is
I hope your planning a rebalanced ODST mod
I'm surprised and also not surprised you didn't do anything for Usze 'Taham and N'tho 'Sraom.
For those who don't know about These two they are the co-op characters for player 3 and player 4.
Usze is in halo ce spv3 ^^
I played this when you could and my god was it the most fun I’ve ever had playing halo. Thanks for adding everything I ever wanted and didn’t know I wanted you’re a g man. Keep up the good work and hopefully 343 or who ever can stop making your godly work unplayable. You’re the most underrated UA-cam I’ve ever seen you’ll be huge one day brother
The only thing I don’t like about this mod is the bruteshot. I’m a big fan of the Halo 3 vanilla bruteshot. The bouncing projectiles just to away the idea that bruteshot was brutal and focused on literally tipping apart the enemy with explosives and a blade.
That being said, this mod makes me very happy and freshens up the sandbox. Halo 3 is one of my two most favorite games and I’m happy to see someone give it the love it needs.
This mod: AR Buffs
Hokiebird and anyone who watched their halo 3 walkthroughs: What brute shields?
Me: Using AR to kill Brutes in Base at mid range
Ruby: Your not supposed to do that
*Buffs AR*
Everyone whos Played 3: Why?
Mod: There was no reason to use the AR over the SMG
You went all out on this one. Wow. This has to be the definite way to play Halo 3's campaign now. Kinda wish there was protagonist swap between MC and Arbiter tho. Kinda like Halo 2 and creates the idea that this is both their stories, not just Chief's. I have a mod that does this, but it isn't the best and mods can't usually overlap. :(
I love how the brutes feel almost like another faction with this. Really fits in with how their weapons already differed in style, that they now match in gameplay mechanics. I love the touch that they're designed to be easy to unthinkingly use in that way that the brutes do, while retaining capability for strategic use.
Your rebalance of damage types against materials reminds me of Doom 2016 & Eternal. I really like the emphasis on specializing the role of each weapon even further than vanilla.
Dude I like how much you enjoy the original halos! You put a lot of effort in this. Thank you
Just finished up your updated CE rebalance and it was amazing…I haven’t been so excited for a game in a very long time than to play 3 again with your changes implemented.
*Still being intense and difficult.*
Are we gonna point out the moves of this man at 3:08 ?
I pity the fool who decides sticky grenade kills are a good idea
Man I fucking love what you do. It’s always so well thought out and exactly what I would envision as meaningful change to an already fantastic game. I watch all of your mod videos as they give me a tremendous sense of justice to my favorite franchise.
It just breaks my heart so much that I don’t have a PC and can’t play the game with your mods. I cry every time.
Absolutely love it. I am SO happy the spiker was buffed, it always seemed weird that a weapon that shoots SPIKES was so weak!
but by far my favorite thing about this mod is the fact that YOU CAN MOVE AT FULL SPEED DURING THE CORTANA PARTS, THANK YOU!
Reducing plasma damage to flood was dumb, it's immense heat and they are putrid rotting flesh. Plasma would make work of all the flood. Also the sniper rifle would just punch straight through them doing little damage as they don't need any of the organs being punctured by anti material rounds. Other than that hella impressive
Plasma would splash on the surface whereas metal bullets would tear through the flesh. We could imagine Flood hide to be a lot tougher than the original being's skin.
@@jollygoodfellow3957
Ironically, its not. The lore even states how the flesh is pretty kuch rotten
@Phi6er Mtn dew
The lore doesn't come first, gameplay does. An anti-material rifle would blow up the body, if some dumb book says otherwise it doesn't matter
@@jebalitabb8228
Exepct it doesnt. A .50 can out a hole in your chest, sure, but a Anti Material Round would do the same.
The Sniper in Halo is a Armour Piercing, Fin Stabilizing, Discarding Sabot rounds. Sabot rounds are VERY thin, and is meant for accuracy over anything else. Sabot rounds used today are in Artillery and Tanks, meant for maximum penetration and maximum accuracy. With the Flood being rotting flesh, that 14.5x114mm round is gonna go clean through them with little to no impact on their lethality.
This was established since CE, amd was given a explaination in the book The Flood.
So no, even the games said it didnt till Ruby said "It does" while having no understanding of how this works
Aside from all the hard work you put into this mod you clearly put A TON of hard work into this video! Incredibly job, keep doing what you do!
Another fine addition to the collection! I look forward to ODST and hopefully Halo 4 in due time. Watching these series of videos and playing the mods have been a blast!
47:00
I got this, you guys!
_oh shit_
Nevermind!
😂😂😂
😷😷😷😷😷😷😷😷
Laughing with mask
I love the fact that the spec ops grunts use frag grenades, that just gells the idea that the covenant and the UNSC have been working together so well! I definitely need to try this mod! It's got me hyped!
I do have to say, the only thing I’ve ever used the plasma pistol for in halo 3 and reach is the overcharged bolts, that’s it
Because thats what Bungie saw after CE. They Saw how it good it was, and made it a utility weapon
It's actually pretty good in Reach
"So, what did you do to make the legendary more difficult and challenging?"
"Oh haha, ya no I made it easier"
"... you *_what?_* "
Everything was cool except the awful assault rifle sound lol
did he really make it easier though? He reduced the damage each shot does to you, but they fire much more agressively. Also you dont get blapped by jackal beam rifle snipers instantly anymore
@@CrazyDutchguys
Halo 3 was already pretty easy on Legendary, so this just seems he made it even EASIER to solo.
@@CrazyDutchguys The easier part isn't just them doing less damage, the easier part is how the entire sandox was incredibly favourable to a player... Assault rifle has range now? Dual wield only has an accuracy nerd when using both guns? The plasma pistol is spammable? Almost every gun has been buffed, weapons with melee do way more melee, and you move _way_ faster in general and even move full speed with demounted turrets which is incredibly powerful
I've beaten legendary a few times myself and also thought this sounded like it was going to make it easier. I tried it last night and it did not.
The accuracy, fire rate, and range buffs on enemies are much more dangerous than the vanilla damage buff ever was.
@@mr_pie_5 I can definitely remember getting past a few sections by exploiting the limited range/passivity of enemy units. And the lack of which was what made Halo 2 so challenging. It sounds like an interesting change.
Wow this looks awesome! now all we need is a firefight overhaul for halo 3/odst
This is amazing! I've myself thought about making a Halo 3 mod (despite no knowledge or experience in modding so it'll probably never happen lmao), and I'm surprised in how much we think alike! This mod review has given me a lot of inspiration to make something that still stands out and isn't a carbon copy of this masterpiece! Your work is awesome dude, keep it up! 🤘
This is so well done. You've really thought about how to improve upon each aspect of the game. I love the callbacks to CE.