About this mod
The mod aims to fix the difficult and too slow paced gameplay of halo mythic jackuis mod.
- Requirements
- Permissions and credits
The changes that are new to the game is basically different health to elites, they no longer have the same health but differing shields, now most units have different healths to show their resilient armor/augmentations or both.
Elite minor:the blue variant is the same as it always has been 100 health and 100 shield strength
Elite major:now this is where a small difference comes. Compared to the minor it now has 120 health which isn't much but trust me, when there's a lot of enemies you will feel the difference
Stealth elite/Ultra elite: these units have same shields of 200 and same health of 150,they are both very resilient, key difference would be that one uses stealth and the other is a fanatic leader
Spec ops elites: the back bone of the covenant, these guys are quite hard to discern from the rest of the elites but in fighting they are totally insane, the most battle hardened veterans, be careful with them, they also have even more health then the ultra and stealth with 200 body vitality and 200 shield strength
Zealot: the strongest of the elites, this elite has the most resilient armor out of all the elites and while it doesn't use augmentations like the spec ops do not underestimate the zealot as this mothefucker gained his ability to lunge at you like in CE, it too has 200 health with 300 shield strength
Brutes are the same as previous mods so no need to talk about them other then the fact that they are more aggresive
Flood: basically given how jackui added the living variants to the floods arsenal I took it upon myself to give them the exact same shield strengths as their counterparts and increased health. For example the standard minor elite flood has 150 health, the major has 170, stealth and ultra 200, spec ops and zealot 250, same with the brutes, basic flood brute has 200 health, starting with the captaing major who has 175 its flood counterpart has 225 and brute stalkers have 250 with the chieftains having 600 and 800 respectively so be careful of those mad motherfuckers since they use gravity hammers and fuel rod guns:))
other known changes that have been made was to increase effectiveness of plasma weapons on brute skin, I did try to reduce plasma damage to shields to see how it worked but it felt like I made the plasma weapons completely useless so I readed the 1.5 damage multiplier, originally I wanted it at 1.0 multiplier but like I said it made plasma weapons irelevant so I set the multiplier back to vanilla.
UNSC weapons some of them had nerfs some had buffs, given the weapon and what bullet it uses the smg's and h2 pistols use non armor penetrating 5.56mm rounds so it won't be effective against shields almost at all however grunts, jackals and skirmishers will quickly fall to them. the assault rifles battle rifle and dmr's have armor penetrating rounds therefore they do 80% damage in shields now whereas the smg's and h2 pistols do 40%.
the UNSC weapons also had reworked velocity to their bullets and range to account for a realistic approach to them, ofc they don't have realistic bullet drop since that is much harder to program and adding gravity to the bullets would ruin the balance so I didn't. You will notice that even the shotgun seems to have infinite range and that's cause it has 100 world unit range which is about 150m irl, to put into perspective halo CE had a max range of 40 world units, halo 2 had 8, halo 3 had 6 and so on. just to put into perspective, the shotgun will tear through flood as I remember in my previous mod I didn't realise that the flood were super spongie and shipped the mod like that, I wish to apologise for that mistake but now I found what was the reason and now the shotgun destroys flood like it should have from the start, heck not just the shotgun but energy sword gravity hammer mauler and many other weapons now work correctly on them
The vehicles of halo sure had a few changes to them as well mainly in their damage, plasma turrets from vehicles will do a bit more damage to vehicles and even the tanks will fall pretty quickly to them especially the shade turret as that thing became a anti-tank weapon, the UNSC turret(you know the 3 barrel one) no longer damages tanks as that turret now acts like the m134 firing 7.62x51mm rounds which do little more then dent a tanks armor so you'll need different weapons to deal with them, such as grenades as their effectiveness on tanks has been increased, using a grenade while boarding is instakill to tanks so if necesary use them, however don't be angry, you do have a certain turret and a machine gun that is more then willing to shred tanks and those are the scorpion tanks turret and the h2a turret that thanks to jackui it's now here in halo 3 ready to be used and to shred all in it's path, why you ask? Well........
that's cause........................uhmmmmmmm............. these 2 turrets while firing 11 rounds per second and not 60 they fire 50 caliber armor piercing rounds....................yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhh.............................the covenant will know fear as the 50 caliber will shred through them like a 1000 degree knife through butter and tanks are no exception.
And that's pretty much all the differences from past mods I made, if you want to know more you can check out other mods under the 4l3x4nd3r18 name, cause I am lazy only one of the mods has a full description of all the changes the mod contains but it's not like they're hard to be tolled apart from their vanilla counterparts.
To install this mod there are 2 options, if you already had mythicjackuis mod downloaded previously then you can go to your steam workshops folder
which should be in steam/steamlibrary/steamapps/workshop/content/(whatever number you have here mine is 976730)/(and again whatever number mythicjackuis mod is to you mine is 2900635244/maps and copy replace the extracted maps in there
The other known method would be to replace the original halo 3 maps from the halo 3 folder in the Master Chief Collection which is in steam/steamlibrary/steamapps/common/Halo the Master Chief Collection/halo3/maps and replace from there but I suggest doing the 1st option if you'd like to have the original halo 3 without needing to backup the original maps and the mods separately and always replacing when you want to play one or the other.