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About this mod
The mod aims to make the legendary difficulty much more appeasing to the fans of the franchise and to increase immersion.
- Requirements
- Permissions and credits
However since this is another halo game there are certain weapons,characters,vehicles and so on that need introducing.
How to being,well,most apparent change that i will mention is the legendary global multiplier which is now removed,all difficulties will have the same damage output of 100% which is equal to that of the player.
Most notable changes is basically from another modder that i borrowed the map files from and that is MythicJackui,shoutouts for all the differences he added to the game by changing the ai and adding new factions such as skirmishers elites new drones new jackals new grunts and many more to make the campaign more diverse,new flood forms and so on.Jackui also added a lot of weapons from all halo games increasing the weapon variety by 5 times at least.
to understand what i covered i will talk a bit about the weapons:
We have a lot of weapons thanks to MythicJackui and we will start with the UNSC
Magnum:we have the magnum,reach magnum h2a magnum halo 3 magnum and the socom magnum(from halo 3 odst)even the mighty halo CE magnum is here.All of these weapons act the same for choice of the player to be more increased,you can choose any of these pistols since they are all the same at 800 world units velocity 200world unit max range with as rate of fire as fast as you can pull the trigger,the pistols do a damage of 12 per bullet with a 40% nerf on energy shields.
SMG:the smg is the same as it was in halo 2 for more info check out halo 2 modded legendary difficulty
Assault rifle:there are about 5 assault rifle variants and there are differences between them,for example there is the halo 3 MA5C assault rifle with 32 rounds at 12 rounds per second rate of fire,the MA5B with 15 rounds per second rate of fire and 60 round magazine,reach assault rifle which is just like the MA5B,the halo 5 assault rifle with 36 round magazine with 12 rounds per second rate of fire,these assault rifles do the exact same damage of 10 per bullet with a 60% nerf in energy shields,the 5th assault rifle the MA5K is a amor piercing upgraded assault rifle which holds 30 rounds per magazine with a rate of fire of 12 per second,individual bullet does 15 damage with a 40% nerf in energy shields and does extra damage to vehicles.
DMR:there are 2 dmrs and the vk78 commando from halo infinite,the 2 dmrs are basically the same only visually different while the vk78 commando is almost like a dmr same damage range velocity except the commando has greater rate of fire which is more desirable over the dmrs but dont underestimate the 2 rifles as they can and will keep up with the vk78 commando.
Machine Guns:2 of these guns is present in the game but only ones presence is more known then the other,there is the halo 2 machine gun with 250 round belt 800 world unit velocity and 500 world unit range,the 2nd machine gun is the one from halo 4,it is a bit upgraded from its halo 4 variant from 72 rounds per magazine to 100 and 300 ammo reserves.
Battle rifle:there are 2 of these rifles and they mostly act the same as the halo 2 variant.
Railgun:this weapon is also a variant from halo 4 and it made it here in thanks to MythicJackui,it does more damage and mostly anihilates even stronger foes with a single shot.Velocity is 300 followed by 400 world unit range.
Rocket launcher:its the same as its halo 2 variant
Turret:a new addition to halo 3 was the fact that this time you could carry turrets with you as a third weapon,problem was the gun had low rate of fire pitiful damage output and was quite innaccurate,now those have been improved greatly to the legit point that anything aside tanks getting in their way is dead meat.The weapon also fires 60 rounds per second with a 500 round belt,you know just so you could use it a bit more before its ammo is depleted.
Spartan Laser:the spartan laser is mostly the same with the single quality of life change is that now it instakills any unlucky a%$whole that gets hit by it excluding tanks even hunters arent safe with this thing much like the gauss cannon which also kills hunters in one hit.
Shotgun:there are 2 shotguns,the one from halo 3 and the one from halo 2,both shotguns act the same except for the fact that the halo 2 shotgun holds 12 rounds with 60 ammo and the halo 3 variants holds 6 rounds with 36 ammo otherwise everything else is the same(except visual looks)
COVENANT WEAPONS
Plasma pistol:its the same as its halo 2 variant
Plasma rifle:its the same as its halo 2 variant
Brute plasma rifle:the brute plasma rifle didnt have its own damage output in halo 2 as it does here so now it does 15 damage per bolt compared to the og plasma rifles 12,also it has greater velocity than its blue brother
Plasma repeater:there are 2 plasma repeater variants in the game and those are the standard plasma repeater seen in halo reach and the brute plasma repeater which is a new weapon mostly used by the brutes and skirmishers,the plasma repeater acts like itss halo reach variant with much greater damage output and capability to destroy vehicles as well,it is stronger then the regular plasma rifles and has greater velocity of 40 while the plasma rifle has 30 and the brute plasma rifle has 35.The brute plasma repeater is like a plasma repeater on steroids,greater rate of fire,greater velocity of 50 and damage output which is at 18 per projectile
Storm rifle:another weapon from halo 4 but unlike its pitiful weak useless variant from halo 4 the storm rifle here is much more accurate and much more damaging being as good as the plasma repeater but twice as accurate and not as quickly overheating
Pulse carbine:just like its halo infinite variant without the burst fire mode,it fires maximum of 10 rounds per second with the added extra of tracking the projectiles to the enemies so it is basically more useful then any of the other variants.
Concussion rifle:just like its halo reach variant this thing pounds the hell out of its enemies but beware this thing takes out the player just as easily,it has 6 round magazine with 18 rezerves,velocity of 20 and slows down to 10 with max range of 30 world units before it detonates also this weapon is affected by gravity with 0.25 which is only a quarter affected unlike the fuel rod cannon
Plasma caster:just like its halo 5 variant the plasma caster this time around fires plasma grenades that stick to enemies but just like the plasma grenade from halo CE and halo 2 it does not stick to hunter armor and since this is halo 3 the plasma grenade also doesnt stick to chieftain armor to keep things more interesting,the spike grenade however does stick to chieftain armor but of course once again the spike grenade does not stick to hunter armor like it does to the chieftain armor.
Brute shot:its just like its halo 2 variant minus the bouncing off of certain terrains(didnt know how to reimplement it)
Energy sword:the same as its halo 2 variant
Gravity Hammer:the gravity hammer appeared in halo 2 but it was unusable by the player,now it was iterated as as usable weapon for the player and my god is it glorious,it does from 50 to 500 damage per explosive melee and singular melee does 150 damage,its range has been increased from 1.5 to 2 for greater area of effect,however it did also see a nerf and that is in its battery,instead of 5% every explosive melee now the gravity hammer wastes 10%,basically twice as much and therefore after 10 melees it will run out of battery.
Carbine:the carbine is the same as its halo 2 variant
Needle rifle:the needle rifle is from halo reach however i felt that it was underperforming so i amped the damage it does to 25 with 150% to shields,80 world unit velocity and 200 world unit max range,it also superdetonates on unforcunate souls with 5 rounds needed for a supercombine
Focus rifle:the focus rifle from halo reach was absolutely weak so i massively increased its damage output to the legit point this thing is a microwave gun that melts anything,even tanks,beware of focus rifle users i know i had a lot of trouble dealing with them in any game they were present(i know its only one game and halo 3 was introduced because of a modder but still)
Spiker:quite the dangerous nailgun,does the wopping damage of 25 per bullet with 150% effectiveness on shields,it has 40 round magazine with 160 ammo rezerve,35 world unit velocity with 60 world unit range
Mangler:another weapon that made it into halo 3 from halo infinite,it was underperforming in Jackuis mod so i amped it to its halo infinite variant with greater gravity and 125 world unit velocity and 200 world unit range,it does 25 damage per bullet with 150% in shields
Mauler:basically the covenants version of the shotgun,do not underestimate this thing cause its not like vanilla,this thing will destroy any mofo out there since it does 15 damage per projectile,it fires 10 rounds at once with 150% damage output into shields so be careful,it does help the fact that you can dual wield it,its accuracy is about half of the shotguns capability so mid range is kinda out of the question,best is used in close range
Plasma grenade:its the same as its halo 2 variant
Frag grenade:its the same as its halo 2 variant
Spike grenade:the new addition halo 3 introduced used by the brutes,this thing is quite dangerous especially if used in tight spaces since once the grenade goes off it also releases many individual spikes that do quite a bit of damage and i know that in between 15 and 25 sounds like its very little trust me,low ranking enemies and your marine allies will feel the might of this thing so make sure to keep your marines away from it and your enemies close to it,the spike grenade is the only variant capable of sticking to chieftain armor giving you a brake if necesary since needles will break in their armor including the needle rifles but not without doing damage to the chieftains and plasma grenades bounce off since their armor is against magnetism,spike grenades have blades that allow them to stick to the chieftain armor but hunters armor is too thick and therefore the blade brakes failing to stick to them.
Incendiary grenade:as i call them these things ussually destroyed you upon making contact,now theyre useless,they wont do damage to the player since master chiefs armor is heat resistant and the firebomb simply isnt heated enough to damage the mjolnir armor,of course the other 3 players will feel its wrath since theyll be playing with the arbiter or 2 spec ops elites.
MithicJackui also introduces a lot of equipment which i wont be talking about since i havent made any changes to them,they honestly didnt need any changes
Considerable changes between characters you play:Chief,Arbiter and 2 random spec ops elites
Well Arbiter and Chief are the same as their halo 2 counterparts with no changes,the extra fact is that now if there is player 3 or 4 these characters will play as spec ops elites colored just like actual spec ops elites since spec ops elites have 150 health and 200 shields strength with 4 second delay and 1 second before fulling recharging energy shields players 3 and 4 will also have these buffs since master chief has massive reselience in his health and arbiter has massive resilience in the fact that he has 300 shield strength.
Hopefully I covered everything that is mostly very important about the mod the rest if you really want to know about MythicJackuis changes you can check out his channel since he has one on youtube either that or look up his mod of overhauld halo reach halo 3 and halo 4
To install this mod you simply have to copy paste the downloaded and extracted map files into the halo 3 map files which is ussually located into steam/steamapps/common/halo the master chief collection/halo 3/maps folder
Hopefully you'll have fun playing this game since it is awesome and many changes have been made to increase immersion and enemy aggresion to huge battles