File information
Created by
ArtisanModsUploaded by
ArtisanModsVirus scan
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
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:
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.
OVERVIEW


















