Halo: The Master Chief Collection

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ArtisanMods

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About this mod

HALO 3 RECON is an overhaul for ODST that reintroduces EQUIPMENT, ENEMY ELITES, the BATTLE RIFLE and other weapons that were absent from the game.
It also rebalances and overhauls the sandbox to make you FEEL like an ODST.

Requirements
Permissions and credits
Changelogs
HALO 3 RECON is a campaign overhaul for HALO 3 ODST
with the goal of emphasizing the unique aspects of playing as an ODST.


BULLET POINTS 

- EQUIPMENT FROM HALO 3 RETURNS

- ELITES RETURN AS YOUR ENEMY

- RETURNING WEAPONS FROM HALO 3

- REBALANCED WEAPONS

- REBALANCED VEHICLES

- REBALANCED ENEMIES

- REBALANCED PLAYER

- REBALANCED SANDBOX


CHANGELOG
Below you will find a general overview of the changes made in this mod.
for a more detailed changelog click here: 
Spoiler:  
Show
GLOBALS:
 reduced film grain intensity
 increased rain effect intensity
DAMAGE TABLES:

Bullet_slow:

 soft organic = 1
 tough organic = 0.5 - 0.6
 energy_shild_thin = 0.5 - 0.9

plasma_slow:

 soft organic = 1 - 0.8
 tough organic = 0.5 - 0.45
 tough inorganic = 0.5 - 0.45
 energy_shild_thin = 1.5 -
 energy_shild_thick = 1 -

bullet_fast:

 soft organic = 1
 tough organic = 1 - 0.7
 energy_shild_thin = 0.5 - 0.9

plasma_fast:

 soft organic = 1 - 0.8
 tough organic = 1 - 0.5
 tough inorganic = 1 - 0.5
 energy_shild_thin = 1 -
 energy_shild_thick = 0.5 -

burning:

 tough_organic = 2 - 1.5
 
melee:
 
 soft = 1 - 0.8
 soft organic = 1 - 0.8
 soft inorganic = 1 - 0.8
 soft floodflesh = 2 - 1.8
 tough = 1 - 0.8
 tough organic = 1 - 0.8
 tough inorganic = 1 - 0.8
 tough floodflesh = 2 - 1.8
 hard = 1 - 0.8
 hard metal thin = 1 - 0.8
 energy_shield_thin = 1 - 0.8
 energy_shield_thick = 1 - 0.8
 energy_shield_solid_melee = 1 - 0.8

DIFFICULTY:

 imposs. enemy damage = 1.6 - 1.2
 hard rate of fire = 1 - 1.1
 imposs. rate of fire = 1 - 1.2
 imposs. projectile error = 1 - 0.9
 imposs. burst error = 1 - 0.9
 imposs. new target delay = 1 - 0.9
 imposs. burst separation = 1 - 0.9
 imposs. target tracking = 0 - 0.15
 imposs. target leading = 1 - 1.1
 imposs. melee delay base = 1 - 0.8
 imposs. grenade chance scale = 1.5 - 1.2
 imposs. grenade timer scale = 0.5 - 0.8

PLAYER:

odst_recon.biped:

 standing camera height = 0.575 - 0.51
 running camera height = 0.57 - 0.505
 crouching camera height = 0.375 - 0.33
 crouch walking camera height = 0.4 - 0.375
 sneak forward = 0.75 - 1.1
 sneak backward = 0.35 - 0.85
 sneak sideways = 0.35 - 0.85
 grenade origin Z = 0 - -0.1
 head materials = tough organic flesh - soft organic flesh
 body materials = tough organic flesh - soft organic flesh
 
odst_recon.model

 max vitality = 80 - 120
 max shield vitality = 80 - 65

WEAPONS:

Silenced SMG:

 rounds per second = 15 - 14
 min error angle = 0.25
 max error angle = 5.5 - 2.85
 angle change per shot = 0.7 - 0.6
 accel time = 0.75 - 0.7
 decel time = 0.25
 max range = 40 - 45
 inital velocity = 400 - 350
 final velocity = 400 - 350

SMG:

 damage = 6 - 6.5
 autoaim range = 12 - 10
 magnetism angle = 12 - 10
 magnetism range = 18 - 15
 rounds per second = 15 - 18
 min error angle = 1.25 - 1.35
 max error angle = 2.75 - 3.35
 angle change per shot = 0.4 - 0.8
 accel time = 1.1 - 0.5
 decel time = 0.3
 max range = 40 - 30
 inital velocity = 400
 final velocity = 400
 bullet_slow - bullet_fast

Automag:

 impact noise = medium - silent
 detonation noise = medium - silent
 insta accel = 0.2 - 0.5

Magnum:

 velocity = 180 - 200
 max range = 40 - 35

Battle Rifle:

 initial velocity = 180 - 250
 final velocity = 180 - 250

Shotgun:

 autoaim range = 5.5 - 6
 max range = 6 - 7
 air damage = 2 to 5 - 4 to 7
 spread = 7.5 - 7
 damage lower bound = 3 - 4
 damage upper bound = 10 - 13

Rocket Launcher:

 final velocity = 16 - 20
 radius = 0.9 to 2 - 0.75 to 2.2

Plasma PIstol:

 damage upper bound = 7 - 14
 fire recovery time = 0.05 - 0.02
 final velocity = 21 - 30

Plasma Rifle Red:
     
 heatloss per second = 0.8525 - 0.63
 overheated heatloss per seconed = 0.35 - 0.2
 magnetism angle = 9 - 7
 magnetism range = 18 - 15
 rounds per second = 6 to 9 - 8 to 11
 accel time = 0.8 - 0.4
 decel time = 0.6 - 0.3
 damage upper bound = 10
 damage lower bound = 6 - 5

Plasma Rifle:

 damage upper bound = 10 - 8.5         

Needler:

 rounds loaded max = 19 - 20
 rounds reloaded = 19 - 20
 magnetism angle = 6 - 12
 super det. projectile count = 7 - 6
 impact damage = 4 - 5
 
Carbine:

 initial velocity = 180 - 200
 final velocity = 180 - 200

Beam Rifle:

 heat generated per round = 0.7 - 0.65

Fuel Rod:

 air gravity scale = 0.025 - 1.1
 initial velocity = 15 - 16
 final velocity = 6.5 - 10
 damage lower bound = 40 - 60

Brute Shot:

 restored projectile bounce
 raidus = 0.3 to 1.3 - 0.3 to 1.5
 aoe core radius = 0.3 - 0.75
 melee = 60 - 80

Spike Rifle:

 melee damage lower bound = 72 - 75
 melee damage upper bound = 72 - 80
 bullets penatrate soft_organic_flesh_grunt\jackal\bugger\marine\elite

Spike Grenade:

 spikes penatrate soft_organic_flesh_grunt\jackal\bugger\marine

Energy Sowrd:

 magnatisim range = 6 - 7
 ready time = 1 - 0.5
 melee damage = 100 - 150
 strike melee damage = 45 - 55

Gravity Hammer:

 ready time = 1 - 0.9
 radius = 0.75 - 1.5
 AOE core radius = 0.75 - 1.5
 smash melee damage = 65 - 85
 crush melee damage = 100 - 150
 insta accel = 2.8

Turret:

 forward movement penalty = 0.2 - 0.3
 sideways movement penalty = 0.2 - 0.3
 full error look pitch rate = 30 - 25

Plasma Turret:

 forward movement penalty = 0.2 - 0.3
 sideways movement penalty = 0.2 - 0.3
 full error look pitch rate = 30 - 25

Flamethrower:

 forward movement penalty = 0.2 - 0.3
 sideways movement penalty = 0.2 - 0.3
 full error look pitch rate = 7.5 - 15

Missilepod:

 forward movement penalty = 0.2 - 0.3
 sideways movement penalty = 0.2 - 0.3
 full error look pitch rate = 30 - 25

VEHICLES:

Warthog/Gausshog:

 ground friction = 3.35 - 4
 engine moment = 2000 - 1900
 engine max angular velocity = 9.5 - 8.5

Scorpion:

 engine moment = 10000 - 8000
 min torque = 50000 - 60000
 max torque = 40000 - 50000

Ghost:

 max left slide = 2.5 - 3.5
 max right slide = 2.5 - 3.5
 slide accel = 3 - 4.5
 bullet velocity = 30 - 40

Banshee:

 max vitality = 350 - 400
 bomb projectile
 air gavity scale = 0 - 0.5
 velocity = 11 - 25

Wraith:

 speed acceleration = 2.25 - 3.25
 max left slide = 1.75 - 2.7
 min left slide = 1.75 - 2.7
 slide acceleration = 2.25 - 3.25

Chopper:

 max vitality = 350 - 400
 turn rate = 360 - 380
 engine moment = 2500 - 2000
 min torque = 60000 - 70000
 max torque = 40000 - 50000
 reverse gear ratio = -0.4 - -0.6
 boost peak power = 6 - 8
 boost dead time = 3 - 1.7

Mauler:

 max vitality = 450 - 500
 
AI:

Marines:

 normal body vitality  = 150 - 400
 legendary body vitality  = 200 - 500
 maximum firing range = 24 - 28
 normal combat range = 5 to 15 - 5 to 18
 normal accuracy bounds = 0 to 0.5 - 0.2 to 0.5
 heroic accuracy bounds = 0.25 to 0.75 - 0.5 to 1

Elite:
 
 normal body vitality  = 30 - 45
 normal shield vitality = 70 - 75
 legendary body vitality  = 45 - 55
 shield recharge delay time = 15 - 13
 pathfinding radius = 0.23 - 0.3
 melee consider range = 1.35 - 1.4
 melee chance = 0.5 - 0.8

Elite Major:

 normal body vitality  = 45 - 55
 normal shield vitality = 105 - 110
 legendary body vitality  = 50 - 65

Elite Ultra:

 normal body vitality  = 75
 normal shield vitality = 170
 legendary body vitality  = 85
 legendary shield vitality = 200
 shield recharge delay time = 7
 shield recharge time = 4 

Elite Specops:

 normal body vitality  = 85
 normal shield vitality = 180
 legendary body vitality  = 95
 legendary shield vitality = 200
 shield recharge delay time = 7
 shield recharge time = 4 

Elite Zealot:

 normal body vitality  = 100
 normal shield vitality = 200
 legendary body vitality  = 125
 legendary shield vitality = 250
 shield recharge delay time = 5
 shield recharge time = 3 

Brute:

 normal body vitality  = 50 - 70
 normal shield vitality = 50 - 55
 legendary body vitality  = 70 - 80
 legendary shield vitality = 70 - 65

Brute Major:

 normal body vitality  = 60 - 80
 normal shield vitality = 60 - 65
 legendary body vitality  = 79 - 90
 legendary shield vitality = 79 - 75

Brute Ultra:

 normal body vitality  = 70 - 90
 normal shield vitality = 70 - 75
 legendary body vitality  = 89 - 110
 legendary shield vitality = 89 - 85

Brute Captain:

 normal body vitality  = 79 - 110
 normal shield vitality = 79 - 85
 legendary body vitality  = 100 - 120
 legendary shield vitality = 100 - 95

Brute Captain Major:

 normal body vitality  = 79 - 120
 normal shield vitality = 79 - 95
 legendary body vitality  = 120 - 130
 legendary shield vitality = 120 - 95
 
Brute Captain Ultra:

 normal body vitality  = 80 - 130
 normal shield vitality = 80 - 95
 legendary body vitality  = 120 - 140
 legendary shield vitality = 120 - 100
 
Brute Chieftain:

 normal body vitality  = 200 -
 normal shield vitality = 70 - 100
 legendary body vitality  = 400 -
 legendary shield vitality = 89 - 100

Brute Jump Pack:

 normal body vitality  = 60 - 75
 normal shield vitality = 60 - 65
 legendary body vitality  = 79 - 85
 legendary shield vitality = 79 - 75
 
Brute Jump Pack Major:

 normal body vitality  = 60 - 80
 normal shield vitality = 60 - 65
 legendary body vitality  = 79 - 90
 legendary shield vitality = 79 - 75
Brute Jump Pack Ultra:

 normal body vitality  = 60 - 85
 normal shield vitality = 60 - 70
 legendary body vitality  = 79 - 95
 legendary shield vitality = 79 - 80



NOTE 
While this mod is playable from start to finish, I haven't played it from begening to end myself yet.
So this is still a wip from a balance standpoint.


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