-BROKEN will be fixed after final major update- Shark's Rebalanced Mod

⭐ — (4 endorsements) 📥 63 downloads 📌 v1.2 📅 3/30/2021
⚪ Last updated 2021

By SucculentShark · Campaign

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 4/5/2021 📅 Created: 3/30/2021

🔍 Analysis

  • 🏆 #462 of 585 Campaign mods in this game by downloads

📋 About This Mod

A rebalance I made to make H3 absolutely perfect for me. In general, the game is a bit more realistic, HEAT rockets with small blast radius, tank rounds that are solid APFSDS, and covenant weapons being quite powerful. Scarab fights are

The most notable changes are:

no headshots (BR ain't op anymore)

more friction for all vehicles (its 500 years in the future)

hover vehicles have high speed but slow acceleration

scarabs have a modified main beam

EMPs last for 50sec

all weapons are viable

heroes don't respawn and are killable

no ammo counter on hud for magazine weapons (couldn't be bothered to find out the energy weapon hud, sry(now the ammo counters have a purpose))

machinegun is a Vulcan now

plasma grenades cause EMP's

overcharged plasma pistols lose EMP but do extra damage bcz of 50sec EMP

Mauler and Spartan Laser are way different (find out on your own) but I could not change the spartan laser on "Halo" bcz of the boss fight

Health Changes:

grunts are real weak, dying in a few hits since they have little armor to stop 26th century ballistics

jackals don't regen their shields, perhaps advanced shield tech is too expensive for the lower species

brutes have weaker health but higher shields

chieftains wear tough armor (200 shield and 500HP)

hunters have increased health, a slightly larger melee reach and have 3x fire rate but 1/3 damage so they move objects with more force

humans are very weak, only surviving 1-5 hits depending on armor (worker - sergeant)

ODST's have plenty of health due to being kitted out with body armor

elites are relatively the same as brutes, less health more shields

sentinels have lots of shields and health. they are advanced beyond comprehension and 4 bullets shouldn't kill it

deployable cover has 5x health but does not recharge

invisibility lasts for 20sec

No headshots, brutes need what little health they got

battle rifle is tradeoff of damage for range versus the assault rifle (12 and 15 damage per shot respectively)

magnum is a hand cannon (45 damage)

shotgun has longer range and slightly more damage

snipers are slightly stronger

rockets and missiles all fly faster with more damage and tiny blast radius, these are HEAT rockets rather than HE

turrets fire at a much higher speed but about the same DPS

gauss had damage up but fire rate reduced, again smaller blast radius

tank does way more damage thanks to its anti tank round that is non explosive, very small blast radius and 4sec reload

machine gun in tank does more damage than normal, should take ghosts and choppers on its own

spiker has gravity and way more damage

plasma pistol and rifle do 25 damage

plasma pistol overcharge loses EMP but does lots of health damage

plasma grenade does EMP in small radius and only damages health if it sticks

sentinel beam has more ammo

mauler and spartan laser

Known Glitches:

AI pathfinding stops for ODST's shor

📊 Mod Details

Game
Halothemasterchiefcollection Mods
Author
SucculentShark
Version
1.2
Downloads
63
Endorsements
4
Category
Campaign
Created
3/30/2021
Updated
4/5/2021

🔧 How to Install Halo: The Master Chief Co Mods

Download from Nexus Mods.

📖 Full step-by-step install guide for Halo: The Master Chief Co →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Halo: The Master Chief Co commands, item IDs, and more.

Keep browsing — more Halo: The Master Chief Co mods await

📋 All Halo: The Master Chief Co Mods 🏆 Top 25 📂 More Campaign 👤 More by SucculentShark 🔎 Similar Mods 🌐 Best Campaign (All Games) 🔀 Check Compatibility ⚖️ Compare Mods 🆕 New Mods