Available on NexusMods: nexusmods.com/halothemasterchiefcollection/mods/368

Instructions:
1) Open the zip file and copy .map files into the halo 2 maps folder of your Halo The Master Chief Collection installation (e.g. C:\Program Files (x86)\Steam\steamapps\common\Halo The Master Chief Collection\halo2\h2_maps_win64_dx11).
2) Play "Halo: MCC Anti-Cheat Disabled (Mods and Limited...)" and enjoy!

=============================VERSION CHANGE HISTORY=============================
1.0.0:
Reduced enemy damage multiplier and rate of fire
Added health bar to HUD
Increased your movement speed
Increased your melee attack damage and have AI melee not hurt friendly units
Made it easier to assassinate enemies without alerting others
Made Drones headshotable
Have headshot indicator on Flood Combat Forms be the infection form instead of head
Decreased Flood Combat Form health (and make all Elite Combat Forms have shields)
Decreased Brute health (and replace brute minors with majors and have brute honor guard use captain as parent)
Decreased gray sentinel shields (and make all gray sentinels have shields) and reduced emp radius
Increased grenade damage and enabled cascading chain-react grenade explosions
Added EMP to armed Plasma Grenade and made them stick to weapons instead of bouncing off
Increased Plasma Grenade timer
Increased chance marines drop grenades
Increased time for AI (especially Jackals) to aim and fire Beam Rifle/Sniper Rifle
Sniper and battle rifle do more vehicle damage
Fixed heretic (w/carbine) and Flood (w/energy sword) melee attacks
Fixed Carbine rate of fire, increased initial ammo, and reduced tracking
AI has longer delay between Needler bursts
Decreased Plasma Pistol heat generated
Increased strength of Master Chief's flashlight, Scorpion headlight, and Warthog headlight
Decreased Phantom turret health and made AI target turrets instead of Phantom hull
Reduced Heretic leader hologram damage
Increased Plasma Pistol damage (but increase is less when used by AI) and its overcharge projectile speed (but reduced its homing)
Increased time for AI to fire Rocket Launcher
Decreased Rocket Launcher tracking
Increased Flood Carrier Form speed, explosion damage, and number of infection forms
Slow turning rate of human combat forms
Increased Plasma Turret rate of fire and damage against Flood
Increased Plasma Cannon projectile speed and damage to Flood
Increased Shadow speed, collision damage, and turret firing rate and allow it to be driven by player
Increased Scorpion Tank speed and shell damage
Decreased Wraith mortar firing rate
Increased Enforcer health and increased its mortar blast radius and damage
Adjust Enforcer movement to avoid getting stuck in doors
Gave Elite Zealot same health/shield values as Elite Ultra
Decreased Elite Ultra shield
Increased Banshee plasma bolt projectile speed (but reduced its tracking) and increased banshee bomb damage radius
Reduced Fuel Rod Gun initial ammo and rate of fire
Made brute shot more likely to flip a vehicle
Increased SMG accuracy
Increased Shotgun accuracy and range AI will fire it (but damage is reduced for AI)
Increased Magnum accuracy/damage, and it starts with full ammo
Increased health of marines
Increased chance marines evade grenades
Avoid marines getting stuck on obstacles
Marines and ally Spec Ops Elites/Grunts only throw grenades if enemies are far enough away
Decreased chance Elites melee on Flood levels
Reduced Brute plasma grenade use and throwing distance
Increased Plasma Rifle projectile speed and accuracy (but reduced tracking)
Adjusted dual wielding damage penalty and accuracy for some weapons
Increased Hunter health, reduced stun time, and adjusted melee hit box
Increased AI firing duration of ghost gun
Increased AI firing duration of Spectre plasma turret
Have all enemies driving wraiths be highest rank
Have all enemies piloting banshees be a consistent rank
Enabled Wraith auto mini-turret and increased accuracy
Increased maximum AI firing distance for a few weapons
Fix elites not able to dual-wield
Change all human combat forms with energy swords to elite combat forms
Increased volume of dialog
-CAIRO STATION-
Replace the two dual-wielding Elite ultras in last wave of the 2nd hanger bay with two ultra grunts with Needlers
Have enemies that ambush you at the exit of Habitat Delta initially be idle
Have drones that ambush you at the elevator initially be idle
-OUTSKIRTS-
Made secondary magnum start and more ammo pack variety on Outskirts
Made the randomly arriving Jackal snipers on Outskirts spawn at only two possible locations
Make stealth Elite that ambushes during sniper ally not dual wield
Added drivers to the Ghosts carried by the Shadows
Added Hunters at end of Outskirts
-METROPOLIS-
Removed the late arriving banshee behind you on Metropolis
Make stealth Elite that ambushes in tunnel not dual wield
Have marines wait until you leave tunnel to continue
Limited the extra Jackal Sniper waves on Metropolis and never from behind
Made scarab ultra and pilots dual-wield
-THE ARBITER-
Provided more variety of weapons used by heretics and show heretic leader (and hologram) as dual wielding
-THE ORACLE-
Provided more variety of weapons used by heretics and show heretic leader (and hologram) as dual wielding
Increased number of Flood on elevator
Made Heretic Leader hide out of sight while speaking
-DELTA HALO-
Added extra ally with both Warthog and Scorpion on Delta Halo
Removed the last group of drones in the Delta Halo grotto
-REGRET-
Made shotgun start on Regret
Adjust initial Jackal sniper spawns to not be within the building on the right
Replaced several of the Jackal snipers and drones in sunken chamber on Regret with Elite Honor Guards and fuel rod Grunts
Have Stealth Sword Elite enter second tunnel be a Stealth Major with active camo
All of Prophet of Regret's Elite Honor Guards have Energy Swords, and most of his Grunts are Ultras
Prophet of Regret's Gravity Throne moves slower
-SACRED ICON-
Increased shields and delay of pistons and absorbers on Sacred Icon
Disabled several Sentinel emitters to fix pacing on Sacred Icon
Adjusted AI spawns on Sacred Icon to fix pacing and increased AI numbers
Replace climbing human forms with climbing elite forms
-QUARANTINE ZONE-
Added additional Elite SpecOps ally so Spectre can be full
Removed driver of scorpion carried by pelican
Avoid Enforcers getting stuck in doors
Position Rocket Flood in predictable locations
Adjust enemy counts in various places
Replace climbing human forms with climbing elite forms
Change starting weapons of Elite ally for gondola ride
Alter spawn locations so only carriers enter on the bottom while combat forms enter on top
Added infection forms at end of mission
-GRAVEMIND-
Master Chief and prisoners start Gravemind with full health and shields
Adjusted Gravemind prison spawns and fixed dead enemies coming down lift
Have drones that ambush you after prison and on mausoleum bridge initially focus on another enemy squad
Have rangers in indoor midtower not dual-wielding
Have Zealot wear correct helmet
-UPRISING-
Have more variety in ally ranks of during the first half of mission and have them move from their starting locations
Adjust enemy spawns throughout the level
Help allies down the steps
Adjust ally spawns throughout the level
-HIGH CHARITY-
Adjust enemy spawns throughout the level
Have Flood initially focus on other enemies by default during sanctified fight
Disabled Active Camo on Flood Combat Forms
Limit jackal snipers on High Charity to non-dark areas
-THE GREAT JOURNEY-
Made Brutes on Ghosts carry Brute Plasma Rifles (instead of regular Plasma Rifles)
Adjust enemy spawns throughout the level
Added encounter where Phantom attacks scarab that you must fight off
Only have one banshee spawn at a time in the first wave during the scarab fight
Fixed the flipped-over Wraith on The Great Journey
Only two last banshees when scarab fires at door and last wraiths are destroyed
Have phantom deliver last wraith without waiting for scarab to open door or other wraiths to be destroyed
Have Johnson not crouch when firing at Tartarus and fire more often
Increased time for Tartarus' shield to recharge
1.1.0:
Added health bar to HUD
1.1.1:
Fixed typo in fuel rod gun explosion damage tag
1.1.2:
Updated Plasma Rifle melee damage to be consistent with other ranged weapons
1.1.3:
Made scarab ultra and pilots dual-wield and re-enabled a specific sentinel emitter
1.1.4:
Made secondary magnum start and more ammo pack variety on Outskirts
1.1.5:
Increased Flood Combat Form health and Elite Flood Combat Form headshot area health
1.1.6:
Decreased depletion rate of Sentinel Beams and added a couple ghosts on Metropolis
1.1.7:
AI fix and spawn adjustment on Quarantine Zone and Regret
1.1.8:
Increased vitality of Brute helmet and adjusted carbine initial ammo
1.1.9:
Adjusted Elite Flood Combat Form health, shields, and headshot area
1.1.10:
Adjusted Human Flood Combat Form melee damage hit box
1.1.11:
Added an additional ODST at start of Delta Halo
1.1.12:
Adjusted character dialog volume
1.1.13:
Adjusted Plasma Rifle tracking
1.1.14:
Adjusted Plasma Pistol damage and marine health
1.1.15:
Increased number of enemies on High Charity
1.1.16:
Adjusted frag grenade damage and marine health
1.1.17:
Fixed Phantom carrying Hunters colliding with building on Regret
1.2.0:
Updated for compatibility with July 2020 version of Halo MCC
1.2.1:
Made wraith auto-turret destructible and adjusted mortar rate of fire
1.2.2:
Adjusted ghost and banshee weapon firing and frag grenade radius
1.2.3:
Fixed stealth Elite spawns on Outskirts
1.2.4:
Made enemies dropped off by first Phantom on Outskirts not stand around
1.2.5:
Adjusted player health and made ghosts in Metropolis sniper park spawn later
1.2.6:
Adjusted a phantom and banshee at start of Metropolis
1.2.7:
Increased rank of heretic banshee pilots
1.2.8:
Adjusted melee against Flood and age generated for Sentinel Beams
1.2.9:
Increased Flood and speed up fight on elevator and lab on The Oracle
1.2.10:
Adjusted Flood combat form and sentinel health and shields
1.2.11:
Adjusted Flood numbers on elevator on The Oracle
1.2.12:
Made allies at start of The Oracle not throw grenades
1.2.13:
Adjusted number of enemies on Delta Halo
1.2.14:
Adjusted large explosion damage to shields
1.2.15:
Adjusted a couple enemy spawns on Delta Halo
1.2.16:
Added a battle rifle to an ODST and magnum near start of Delta Halo
1.2.17:
Reduced chance Jackals dive to avoid grenades
1.2.18:
Increased delay between drones and elites at start of Regret
1.2.19:
Re-added fuel rod grunts to sunken chamber on Regret
1.2.20:
Made sentinel doors to not kill you on collision and fixed overloaded carbines
1.2.21:
Adjusted enemy melee attack delay
1.2.22:
Adjusted Flood accuracy with plasma rifle and number of Flood on Sacred Icon
1.2.23:
Adjusted AI shotgun damage modifier
1.2.24:
Adjusted Flood melee collision impact
1.2.25:
Adjusted spawns at start of Quarantine Zone
1.2.26:
Enabled allies to ride scorpion at end of Quarantine Zone
1.2.27:
Increased chance Ultra Grunts drop grenades and added carbine at start of Gravemind
1.2.28:
Fixed AI from getting stuck on lightbridges on Gravemind
1.2.29:
Adjusted Hunter health and stun time
1.2.30:
Have Zealot follow you at end of Gravemind
1.2.31:
Adjusted enemies coming down jail lift on Gravemind
1.2.32:
Fixed allies not getting in ghosts right away during ghost section on Uprising
1.2.33:
Added more ammo to weapons in armory on Uprising
1.2.34:
Added more enemies and allies on Uprising
1.2.35:
Adjusted enemies and allies on Uprising
1.2.36:
Adjusted enemies and allies on Uprising again
1.2.37:
Adjusted brute melee damage
1.2.38:
Fixed allies not following you on Uprising
1.2.39:
Added more enemies on The Great Journey
1.2.40:
Fixed allies to follow you unto bridge on The Great Journey
2.0.0:
Final version
2.0.1:
Added support for Vortex mod manager
2.0.2:
Fixed Stealth Elite climbing in mid-air on Outskirts
2.0.3:
Adjusted frag grenade damage to ease grenade jumping
3.0.0:
Updated for compatibility with October 2021 version of Halo MCC
3.0.1:
Adjusted frag grenade damage to ease grenade jumping
3.0.2:
Adjusted brute melee damage
3.0.3:
Adjusted wraith pilots and mortar damage
3.0.4:
Gave SMGs to a couple marines on Gravemind
3.0.5:
Fix explosion damage Tartarus' gravity hammer
3.1.0:
Updated for compatibility with April 2022 version of Halo MCC
3.1.1:
Adjusted brute minor health
3.1.2:
Adjusted magnum accuracy
3.1.3:
Increased magnum ammo capacity
3.2.0:
Updated for compatibility with August 2022 version of Halo MCC
3.3.0:
Updated for compatibility with December 2022 version of Halo MCC

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Intro

Hey there! Welcome to this week's roundup of the YouTube, where we covered a comics-focused total conversion, a whodunnit indie, and a rebalance mod for a legendarily difficult campaign!

Note: As suggested by this week's features, we restarted IndieDB shorts posting as of this week. We're keeping tabs on the numbers and will be considering bringing the longer-form playthrough videos into the mix for IndieDB as we progress through the year!


Monday - Playthrough - Batman - Rogue City



The Arkham games put players in the dark and gritty shoes of the Batman, as his no-nonsense crime-fighting led him to the darkest streets of Gotham. Batman: Rogue City delivers a more colourful interpretation based on the older comics and being a DOOM TC, this mod puts you closer to Batman's iconic (and sometimes lesser-known) rogues gallery than ever before.

Untitled



Wednesday - Shorts - The Matriarch



The Matriarch turns the usual "imposter"-type gameplay loop on its head by introducing not only an all-powerful player to evade, but putting the other players in a position of trying to deceive the leader of the coven by acting like an AI. Then, it's time to hurriedly make an escape attempt before you're found out and sentenced to death!

Image 10


Friday - Playthrough - Halo 2 Anniversary Rebalanced



Halo 2 is notorious for its Legendary difficulty and all the one-shot snipers that come with it. If you wanted to tackle the middle-child of the original Halo trilogy with a little more fairness in mind, Halo 2 Anniversary Rebalanced is for you. Designed around reducing the need for luck and increasing the reward for skill, this is a must-play for those warded off by Halo 2's initial impression.

Phantom Attacks Scarab



That's all for this round-up. What do you think about the mods listed? Feel free to discuss below and check out the YouTube for more videos past, present, and future!

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Post comment Comments
hurdur133712
hurdur133712 - - 3 comments

idk chief sounds like if yall want legendary to be easier just play heroic

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SweetRamona
SweetRamona - - 5,121 comments

This sounds pretty good and all, but where's the download?

I assume it's still uploading?

Reply Good karma Bad karma+1 vote
Death2SteamWorkshop
Death2SteamWorkshop - - 2 comments

https://www.nexusmods.com/halothemasterchiefcollection/mods/368?tab=files

Reply Good karma Bad karma-2 votes
SweetRamona
SweetRamona - - 5,121 comments

Thank U! n.n

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