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The mod aims to fix the notorious legendary difficulty given by our beloved bungie who unforcunately due to time constraints couldnt balance the difficulty,well no worries cause today its fixed.

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The mod to fix the worse difficulty known to history,Jeezus Christ how horrible this games legendary was and lets not even talk about LASO,myyy god,life is a walk in the park compaired to this.



        Well time to cover what i changed cause i know thats what youd like to know:))))))))
        
        Starting firstly is the legendary global multiplier for the damage which on legendary was a 60% boost to enemy damage,this buff to the enemies has been removed,infact every difficulty has the exact same damage output as legendary,what makes up the difficulty is enemy numbers higher ranks aggresion reaction time and their numbers.Trust me legendary is still quite challenging but it is rewarding for good strategy


        Now lets talk about the changes that have been made and we will start with your allies:



       MARINES:like always the ones to fight beside you the faithful unrelenting marines were quite the machines on the battlefield in halo 2,to the point where sometimes they were a bit too good so i have nerfed their health since it was ridiculous how much damage they could take,also removed the health regeneration since its quite ludicrous they have such a thing(of course all ai have had their health regeneration removed),they are very competent with the UNSC weapons and they take waaaaay more cover and fire from it as well since theyre not so spongie anymore.


       Now to talk about your enemies and ooohhhhh boyyyyy have i changed them a lot:



       ELITES:also known as the Sangheili these warriors are relentless on the battlefieldd and i wanted to reflect that through gameplay as well,not to say they werent a threat in the vanilla difficulty but they had buffs in areas that were quite stupid in my opinion,like their insane ability to track/lead their shots while being super human accurate with near instant reactions times.These have been tweeked to keep them a challenge but not insane,especially zealots and even more so the specops elites which have been buffed immensely in this mod so beware of them.

       The elites also underwent changes in their health and shields as they were very weak to be honest,I mean a minor elite barely had 45 health on legendary and 105 shield strength os they had a health buff mostly now sporting at 100 health and 100 shield,Major elite from 60 health and 105 shields now has 100 health with 150 shields,ultras from 120 health and 300 health has seen a slight nerf to 100 health and 200 shield and zealots are no longer just disguised majors but their own characters having 100 shields and 300 shields(zealots have strongest shields out of all the elites).


      GRUNTS:the little shits that always chuck grenades and are quite annoying and funny at the same time have underwent some changes mainly to how they act,they are cowaring more with the exception that ultra heavy specosp grunts do not and they also use the overcharged shot from the plasma pistol so be careful,also the heretic grunts now have the ability to flee unlike in vanilla where they never ran in fear.


      JACKALS:these quick sacks of feathered shits havent seen many buffs instead they had a nerf and that is in their health,major jackals had 90 health in vanilla so now they have only 50 minors from 60 now have 40,sniper jackals have most health with 60 but they are very careful to avoid you as best they can and move away when youre aiming for them specifically


     Also the infamous JACKAL SNIPERS,whats changed to them you ask?well,not much but the quality of life type of change,the thing that the player needed the most to keep playing without the need of getting destroyed instantly upon getting in their line of sights.They kill with 2 shots and not 1,also they do have a first burst fire wait time modification from in between quarter of a second/1 second to 1 second/2 seconds wait time before they can fire off their first shot,trust me,1 second counts for a looooot more then youd expect,also their burst fire is between 2 and 4 seconds so they wont spam the sniper that insanely but dont think theyre useless cause theyre not,these bastards will kill you in most 2 seconds if you dont react quick cause they dont really miss.


       BRUTES:these guys,seriously F#%K these guys,my god,spungie tracking/leading A@%wholes,they have seen quite a few nerfes mainly in their tracking/leading and a little bit in their health,minor brutes from 250 health now have 150,majors from 200 health now have 175 just to make them a bit more resilient then the minors since brute dont have energy shields like the elites,captains and honor guard brutes have 200 health.


       HUNTERS:the big mother.....   yeah those guys:)))they were pretty good in the vanilla honestly but it felt like a buff in their health was a welcome adition at least in my opinion.Their armor cannot be stuck by needler needles or by the plasma grenade however if you stick the needles or the plasma grenade to their skin they die.


      DRONES:pesky flying little S@%ts,truly annoying enemies but acting quite strange and in my opinion not evasive enough considering theyre like musquitos,so i took it upon myself to make them much more meneuverable in air or ground,also they have more health considering theyre bugs and big bugs like that tend to have exoschelets which can absorb a bit of firepower,they dont have any more health then minor grunts but they dont die from mere shots,also because of this buff now these buggers can be headshotted.


      THE FLOOD:these guys are mostly like my Halo CE mod,they absorb a lot uf UNSC small arms firepower since bullets isnt the answer to them however covenant weapons easily dispatch them,otherwise they are much more aggresive in running you down to melee you also they cannot be headshotted anymore,the elite combatforms have 150 health with(possibly 100 shield strength if the wearer has shields)and human combatforms have 120 health like Halo CE.

     SENTINELS:these guys are mostly the same,the only real change is in their health and the fact that all units now have shields,minor sentinels have 100 health with 50 shields,major sentinels have 150 health with 100 shields and captain sentinels have 200 health with 150 shields,they had a massive damage boost given to them by plasma rifle at the insane number of 4,that has been nerfed to 1 so now sentinels will absorb a lot more firepower to take down but shotgun needler snipers are very effective.


     SENTINEL ENFORCERS:the sentinels ment to destroy the flood lore says huh?well,i wonder what changes i could make to such huge machines equipped with rockets.They have way more health,quite more firepower is needed to take these giants down,they meneuver more and have the tendency to quickly go from much greater range to pick up your vehicle to squish you like a bug,their front shields are much stronger being capable of taking even explosions however a single impacted shot from a tank equals death.The main thing thats very dangerous about the enforcers is the fact that they fire a volley of rockets that if locked onto an enemy will track them with explosions much more damaging then vanilla,in other words vehicles are not safe against this things rockets so take them out quick or die.


     
         Now that we handled the AI lets also talk about bosses and what or how they act,mainly they had a boost in their intelligence and how they traverse the area they are in to be a real challenge to you and not instakill you with insane damage output,I mean I had to make them like a real boss oterhwise whats the point.



   The first Boss The heretic leader a.k.a Sessa Rafamee was an annoying boss with holografic units of him firing from every direction and you didnt know which one was the real one since shotting the wrong one was not only waste of ammo but also waste of survivability since it could get you killed,the changes that were maid is basically the fact that shooting the holograms is a waste of time they will always stay up however they cant damage you either since theyre holograms,the only one that can damage you is the heretic leader himself and altough on legendary hes scripted to survive 3 rounds to have his speeches he has the health and shields of a zealot to make it a bit challenging.


   The PROPHET OF REGRET:thsi guy is mostly just a useless pope on a toilet:))))))he uses his particle cannon to try and kill you but mostly easily dodged,I couldnt find a way to remove the scripted board him 6 times also couldnt make him take damage merely from getting shot so you unforcunately still have to board him to finish him but at least its not so notorious as vanilla since other changes to legendary difficulty,but its not all that fun a boss fight.


   TARTARUS:yeaaaaaaaaaaaaaaaaaaaahhhh the big guy,what changes did he have i wonder,not to health but how you take him down,johnson no longer has an OP beam rifle,its about firepower,you have to shoot him until his shields fall and after scripted speeches he will eventually go down,of course he has been changed and now will be seen sprinting towards you as well as the melee of his hammer having greater range so have fun taking this beast down.


           WEAPONS



    UNSC:


     
    magnum:its basically like its halo CE remastered legendary without the scope,it does 15 damage per bullet,60% in shields with a velocity of 800 world units or 1500m per second(I know its a lot but its for leading to not be needed),its magnetism and range have been increased to allow more usability I wish I knew how to place it in the campaign to give it more chance to shine both in dual and single wielding.From 48 ammo now you can carry 120.Range increased to 200(300m)


    battle rifle:mainly its the same except velocity is the same as the magnum with 12 damage per bullet and 60% in shields with the same range and magnetism
as teh magnum,also it fires the bursts a little faster.You can carry up to 252 ammo.Range increased to 300 world units(450m).


    smg:it fires 20 rounds per second now with increased ammo capacity from 180 to 300.Bullets do 10 damage with 40% in shields.Range increased to 120(180m)


    sniper:hitscan weapon basically with the whopping 6000 world units(9000m) velocity with 1000 world units range(1500m).Bullet does 151 damage which means major elites will fall from a single headshot but ultras and above will survive one shot but not 2.This weapon will have upwards recoil.


   rocket launcher:instakill everything aside hunters and tanks,it has 200 world unit(300m) with 25 world units velocity.Rocket does from 500 to 3000 damage just for the curious.This weapon fired will have a massive upward recoil so do keep it in mind.



  COVENANT:


     plasma pistol:the pew pew gun:)))))) in CE this gun was a monster but in halo 2,well,lightbulb is too generous,it was basically firing puffs of light at everything that moved with overcharged shots that look like it could melt tanks to basically not even scrathing an ant,huuuuuuuuugh,well,that has been changed,the plasma pistol is now an overpowered weapon with quite the damage.vanilla did from 4 to 7 damage per bolt and the modded one does 10 damage per bolt with 1.5 multiplier on shields and 2 on pretty much every ai except brutes=0.5 multiplier.
     The overcharged shot kills anything thats living,even hunters if theyre hit in the skin,the overcharged shot has had a increase in its velocity from 5 to 12,enemies no longer have the possibility to lead the overcharged plasma pistol shot instead its tracking is just as good as yours with decreased tracking ability because of the velocity increase.Range increased to 60world units(90m) with the overcharged shot having 200world units(300m).One bolt wastes 0.25% battery so you can fire it 400 times if teh battery is at 100% while its overcharged shot uses 20% battery so you can fire it 5 times if the plasma pistol has 100% battery with increased charging time for balance purposes,its magnetism range has been increased from 12 to 20.Dual wield has a little bit of a nerf in accuracy but otherwise 0.8 is close to laser accurate.The overcharged shot will have a upward recoil.


    plasma rifle:not much to say about this weapon except it does a little more damage then vanilla with greater rate of fire range increased to 60 world units(90m) and velocity increased from 14 to 30,dual wielding this weapon does not add to the innacuracy so from 1.5 which is very accurate its still 1.5 for dual wielding but since auto aim is off for any nonheadshotable or tracking projectiles its a lot harder to hit enemies so good accuracy is justified.


   carbine:this was the equivalent of the battle rifle but in my mod it was individualized with the effect of doing much more damage in shields then the battle rifle by doing 150% damage in shields,its bullet does 10 damage,mostly doing 20 damage in health to any other units except brutes,it does 5 damage in their health so not very useful except headshotting them.


   beam rifle:it has seen a buff by doing from 45 damage to 101 with the insane velocity of 4000 world units(6000m) and 500 world units range(750m).This weapon if fired will have upward recoil for balance purposes.


   needler:its projectiles are way faster and have greater tracking with increased damage,a singular projectiles detonation does 5 damage while impact does 10 damage with 2 times the multiplier on health(other then the brutes who have half the damage output).


  brute shot:while i do not understand why the projectiles are so slow in the brutes hands and i failed to find a way to fix it the brute shot has a damage buff to the point where most enemies fall within 1 or 2 explosions,it does from 50 to 100 damage per explosion and 30 per impact.Max range is 30 world units(45m)before it detonates with gravity decreased.This weapon has a upward recoil so careful how you use it.

   
   energy sword:it does way more damage to basically killing all units aside hunters in a single hit,hunters can take quite a lof of damage.It had its lunge melee removed(sorry to remove the fun factor and the exploit)but it had to be done since i find it to be quite stupid no offense.


   brute plasma rifle:the aggresive version of the plasma rifle,it does more damage per bolt with increased velocity to 35 world units(50m) and increased range to 60 world units(90m).it fires 14 rounds per second while its blue younger brother fires only 10 rounds,however this rate of fire comes with a cost,it overheats faster.
  

   Also a thing i forgot to mention is the melee,chief and the arbiter since theyre both playable characters in halo 2 have different melee damages and effects on ai.Master Chief does 80 damage per melee with 120 with heavy weapons such as rocket launcher and plasma cannon,melee of the chief instakills jackals,drones and grunts while killing elites in 4 melees and brutes from about 8 to 12 melees respectively and heavy weapons since they do 40 more damage it kills elites in about 2-3 melees and brutes in 6-9 melees,hunters are the ones that absorb quite a bit of damage from chiefs melees but they can be killed with melee alone now while in vanilla that wasnt possible.


  The Arbiter does 60 damage per melee and 80 with heavy weapons so significantly more less damage then chief,also arbiter doesnt instakill grunts,jackals and drones.


  The chief is a bit faster then the arbiter but the arbiter has cloaking ability so they are a bit differentiated from that but the biggest chage comes from the fact that the arbiter being a disgraced fleet master now he has the shield strength of one as well,since the arbiter has 300 shield strength he can absorb way more damage in shields then chiefs shields can,in other words jackal snipers are almost a joke even on legendary to the arbiter,altough chief has a disadvantage since he has 3 times weaker shields the chief has much more resilient health then the arbiter altough technically they have the same health the chief he can take way more damage in every way,the thing that can prove it is grenades effectiveness on the 2 playable characters,since the plasma grenade now does EMP damage and melts elites if within the blast radius no matter the shield strength chief can survive a plasma grenade explosion shieldless while the arbiter is melted by the plasma grenade even with full shields on.The frag grenade doenst have an EMP effect so the arbiter can survive more grenades then chief but only by 1 really since chief can survive 2 frag grenades and arbiter can possibly 3.




     Maaaaaaaaan I sure wrote a lot Jeeeeezz,hopefully I havent forgotten anything major and I do hope that you will have fun playing the mod as I worked hard for the fans.



   To install this mod simply copy paste the modded maps into the halo 2 maps folder from the steam folder common halo the master chief collection halo 2 h2_maps_win64_dx11.