-BROKEN will be fixed after final major update- Shark's Rebalanced Mod
⚪ Last updated 2021Preview

🔍 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