Ikr had an excellent design too! I think it was all to similar to the shotgun gameplay wise at least so it’s not worth really have both in the sandbox in other halo games
@@frank_calvert Like in Halo 2? I found it a bit jarring there seeing the aliens use the same weapons as my human allies, I prefer them having a unique one, even if a bit similar
@@gonkdroid4603 didnt they only have shotguns when you played as the arbiter? because that's what i kinda liked about it, implying they stole some unsc weapons
I'm happy you decided to cover Ruby's mod. However you may feel about his decisions regarding the overall weapon sandbox, you can't deny the fact that the guy is putting out some real quality work born out of passion for the Halo franchise. I can't wait to see what he decides to cook up with Halo 3!
@@rosymuscovy7967 Hey, thanks for sharing the link! Some of these changes sound fantastic. I can't wait to play around with the final release of the mod.
I'm gonna take a wild guess and say "make it more like CE but improve automatic weapon viability on legendary, melee damage for brute weapons is beefed up, ranked brutes behave more like elites (or some elites are added back in as enemies) & marines are more useful in a fight"
The music glitch at 6:50 was not intentional :/ I went back and checked my video in the editor and the track is still there... it just decides to stop playing at that point No idea why.. oh well
Oh man! Wish you checked out my mod! I have reason to believe it was the first campaign overhaul to release for CEA PC. It’s called Gen’s Battlescape! Hope you check it out!!!
Oh wow thanks for the heart! Hahaha! A bit of info, the mod aims to “redesign” or “remake” CEA. I didn’t stick to the established lore of the Halo world. I created my universe. My own canon ;) it’s meant to feel like a more authentic military experience!
When it comes to weapons I just want a fair balance of role and lethality, halo 3's plasma rifle was good a shredding shields, but piss poor at damage, I understand plasma weapons have there niche of bounce shield damage, but what good is that when the base damage takes forever to kill someone with half the health of their shield, that's why I've come to love halo ce's plasma rifle, you still need to lead shots but not to a redickulus amount and the damage is balanced well due to health and shields being the same value in CE, a weapons role or benefit shouldn't make it useless out of its element.
Although I love Halo, this is probably the issue that is the most bugs me. Some weapons are simply too weak, while the BR is a hair too good generally. It needs to be a mix, and based upon what the weapon is. They don't all need to be equal, but they have to be able to kill, unlike the Halo 3 Plasma Pistol.... A default spawn weapon, should exist, but only to point. While I enjoy the DMR and Reach, it makes Open Maps so hard to traverse, where the BRs reduces the pain considerable, but makes it too good at close encounters. Everything should be lethal, but scaled on step back so a weapon better in that niche can succeed. I don't know my true point tbh.
Oh, yes, my point was weapons like the SMG and Plasma Rifle are so weak, even within their niche... They actually need Damage buffs, while a utility weapon to be something other than the DMR or BR, the Assault Rifle or Plasma Rifle: having more Range and control, so that it become the Mid Range. Where the step down is Short and Close, vs Long and Extreme. So that there is diversity, compared to how now, it might as well just be Close Range, Utility Weapon Range and Sniping Range.
Oh Despite that Plasma can also Shred through Solid Surfaces, and can cause a Body to Explode due to the Sudden Temperature Changes. You should watch Installation 00's Videos.
Maybe you could make a video on Halo HUDs on how they changed overtime benefiting the player but having some kind of con that makes each Halo HUD different. Or you could do a video talking about the evolution of Halo Warthog since it’s a key item for Halo sandbox’s and vehicle play.
@@mastermonke1177 because you had no shields in that game so it was much more punishing to take damage in vehicles which made Coastal Highway a nightmare on legendary, for ODST they should've separated vehicle health from driver health
It would be a dream to have these mods officially added to mcc in the form of a skull called Rebalnce, or Ruby so players can get new achievements playing the campaigns in a new way, it would also be a great way to get xbox players involved with the modding scene and essentially free content to add in the later seasons.
@@TheVengefulVadam you've done amazing work, your rebalance mod is my favourite I have played I love the focus on giving each weapon its own utility while also being fun to play against (all while keeping consistent with the lore and feel) amazing work best time I've had with reach. I honestly think you should push for an "Evolution / Evolved" skull to be added in a later season once all the games are added to mcc. My only critism would be maybe considering adding back armour abilities but more using them like equipment so they are a modular edition, e.g. You only get 1 bubble shield or you only get one charge of active camo then it goes.
Ah.. since I'm alone I'll gladly say it, always appreciate your uploads and I'm even learning things by your presentation style. You're one of my inspiration as of now.
Halo 2 was a weird game. It had the best atmosphere, music, story, and dialogue of any Halo with some super iconic moments... But I agree that the combat with the enemies in Halo 2 wasn't nearly as rhythmic as CE. Especially since Halo 2 had waaaaay dumber enemies....and levels got a bit too linear and cramped. A mixture of CE's combat loop and cool ass levels and AI and Halo 2's pretty much everything else would really be the perfect Halo game That reminds me in an abstract way DOOM Eternal gives me a lot of the Halo CE Covenant dance, but on super speed steroids lmao. Eternal should give 343i a message that a game can be fast and fluid and rhythmic without sprinting.
@@Rickygforce 421 I can respect that. ODST had a god tier atmosphere but I just really love how mysterious, alien, haunting, and holy Halo 2 AND Halo CE are. I vastly prefer ODST's atmosphere over the other Halo games however, and that music is beautiful and the Neon city looks gorgeous.
I’d also vote for the missing Forerunner Dreadnaught mission that was moved to the comics instead. Also maybe Arby and Half Jaw retaking that cruiser at the end of Great Journey with their new allies
Personally i love ruby's H2 balanced, because im not always holding the BR, i enjoy being able to use whatever i need at the time. I love the fact that the NPC's can keep themselves alive long enough to feel like allies who can help me if i am skilled enough to keep them alive.
Thanks for giving Ruby's mod publicity! For me it's the most fun I've had in the H2 campaign (+CE for the CE version) & it's where I'd like to see the weapon balance go if they're keeping dual-wielding in Infinite.
I personally played those 2 mods, and I LOVE that both of them speak confidently and explain in details the changes they do. They really make Reach and Halo 2 much more enjoyable, and I personally can't wait more for Halo 3!
I love to often have late night gamings videos play in the background ground while I play Minecraft and Halo there just such good videos and also tend to be calming
I think the key thing it comes down to when it comes to the sandbox is that you do need a utility weapon, but you need to make sure it doesn't dominate over all the other weapons to the point the other weapons aren't really useable. This is the problem with Halo 2 and Reach, because the BR and DMR respectively, especially in multiplayer, drown out most other weapons or weapon combos. One of the things that was great about CE was the magnum was usable in most scenarios, but it was entirely possible to take other weapons or weapon combos like the AR and Plasma Pistol and do just fine with them. I think, however, the magnum in CE was an accidental utility weapon and so when they were balancing the weapons in Halo 2 they ended up going too far the other direction and made the Battle Rifle (or Carbine in the Campaign at least) too good, which is why the sandbox in that game is a bit messy. Halo 3 fixed this as the BR in that game isn't overpowering, but still an effective weapon just as much as all the other weapons and good for being an all round killing gun. I think the main thing that screwed Reach up was Title Update 2 and how it screwed with weapon bloom leading to the ease of use of the DMR as it's a one shot weapon rather than the BR's three round burst where you have to lead your shots. I really hope Infinite's developer have learned from Bungie's mistakes in this area and doesn't try to make the utility weapon in the game too good.
Primordial Entropy then why are you here in this comment section? just because you said it’s annoying doesn’t mean it’s true so he’s just giving off facts about bugs and glitches and the news about Halo as well
I like the idea of every weapon being useable. The smg in Halo 2 always felt so bad to use that I often avoided it. It didn’t help me at close range it was only ever redundant as my talent in combat is close rage melee strats. So I really appreciate no “utility weapon” which to me always felt like the best weapon in almost any situation. The one exception is when fighting the Flood, which is why I never had any complaints about them other than wanting more of the weapons that shine against them sometimes. The Reach Evolved mod is meh in my opinion as I appreciate different factions having different things to fill each role the only thing is you have to make them feel distinct. So a Brute Spiker taking the “close to mid range” role that the AR plays is fine the trick is to make it more close quarters and make it deal extra melee damage, no range buff or anything, just that it needs to deal less damage than an AR for a follow up melee to be lethal. That makes it feel very Brute.
Yeah, fuck utility weapons. You wanna know why Doom Eternal is one of my favorite games? It has no utility or keystone weapon, making every weapon and mod viable in certain situations.
@@fawful7457 Yeah imagine if they just chose one arbitrary weapon and made it twice as useful as all the others, and made it so you almost never ran out of ammo for it. Why would you ever want to use anything else?
@@sirbirbton The thing is that a keystone weapon based sandbox can only work if the game doesn't have a weapon carry limit. If you can only carry 2 weapons at a time then why would you use anything else besides the kEyStOnE weapon
No mention of how Ruby added human enemies to Sacred Icon & Quarantine Zone? The encounters play out way different, should have said something. They're the only levels he fundamentally changed
That probably should have been something I brought up! Overall most of the levels have been altered and tweaked like the covenant snipers on the rooftops during the courtyard battle
@@LateNightHalo yeah lots of changes to the encounters, I liked the addition of two camo elites near the start of the jackal sniper alley in outskirts. But the human enemies are totally new, in the base game they only appear across the chasm in that room on sacred icon and a pelican carrying a tank in quarantine zone. The human enemies therefore totally change the pacing and combat loop. The player also gets to hear dialogue they otherwise never would because of it
It was such a cool surprise, I didn't think fighting Marines would be as fun as it was because of their weapons but arbiters active camo made me feel like The Predator hunting down these soldiers, I found myself enjoying playing as Arbiter way more than Chief in Ruby's Rebalance
6:17 In the context of Halo 2 I find it hard to disagree with him. Largely because the battle rifle just cannot be tuned to work as a utility weapon in the vein of the CE Magnum.
It was nice to hear about the Covenant Dance gameplay of Halo and I think you should make a video about it since there's a lot of videos about the new art design and how can it improve but not a lot about the combat of gameplay of Halo
I personally prefer Ruby's rebalances for Reach CE and 2 just because they all finally give Marines an fighting chance in combat instead of dropping dead within the first five minutes of a mission. Especially on Reach and CE, missions like Tip of the Spear were a shit ton of fun because of the sheer amount of NPCs he chucked into that mission and his Truth and Reconciliation was the first and only time I remember getting more than one of my starting Marine squad all the way through to the detention area. While yeah, his stuff isn't exactly the most balanced out there, I just love it because it's such a different fun way to play Halo for someone like me who spends waaaay too much time trying to keep my Marine buddies alive.
Not if it negatively impacts gameplay and the sandbox. Narratively they are badass but that should not carry over into their abilities in the sandbox. They shouldn’t overshadow the player
I'm currently playing through Ruby's mod, and I'm on the Arbiter. I have to say, Ruby does a very decent job with what he's able to tweak. Halo's "Covenant Dance" was perfect in CE for a multitude of small, but significant reasons, and no Halo game after really managed to capture Halo CE's brilliance. Halo 2 as opposed to CE has a much more "decisive" encounter and sandbox design. In CE, an encounter with an enemy is *relatively* unforgiving, as badly playing either outright kills the player or takes off health, which makes the game harder. However, death isn't instant, and the player has ample time to react and act dynamically with respect to the situation. Vanilla H2 was very different. Player death was instant, but enemies were also much easier to kill due to sandbox balancing. The noob combo (also the weaker close quarters AI and less pursuing AI) made elites far less tough than in CE, Brutes could be killed by spamming carbine headshots which made them really easy to deal with (also they got stuck REALLY easily), combat forms were pretty annoying unless you used the sword and made a complete joke out of them. It was a much faster paced style, where both you and the enemy dropped lightning fast. RRH2 isn't a return to the slower paced, more "forgiving" style of CE. It refines and amplifies vanilla H2's style. Enemies are still hyper-lethal, and the player still gets melted if he/she doesn't act extremely quickly and precisely. The sandbox available and viable to the player is much higher, but there's no "cheap" weapons that will make killing enemies extremely fast, like the plasma pistol or dual needlers. While the mod is leagues better than vanilla H2, I still think that it falls short compared to CE. The good things about the mod are that the cheap feeling of killing enemies using exploits/comically OP weapons is gone, legendary difficulty actually demands very high accuracy and good positioning on the player's part, the raised difficulty makes the weird pacing of H2 far better, and that the tweaks to the sandbox actually enable players to creatively break through encounters. The pitfalls of the mod (most of them are faults of H2 itself rather than Ruby) are certain ludicrous enemy encounters that have huge difficulty spikes due to high enemy ranks and huge enemy counts (second hangar bay on Cairo Station), claustrophobic sections with waayyy too little room for the player to take advantage of the nerfed AI leading and accuracy (a fault of vanilla H2), and certain vehicle sections being even faster paced than infantry combat sections due to the revamped vehicle mechanics. Overall, a very good mod. If CE was a 9/10 and H2 was a 6.5/10, then RRH2 is a 7.9/10.
Just commenting to also agree CE had the best combat encounters & use of space. My ideal H2 campaign would honestly be if Ruby's weapon sandbox could be combined with improved AI pathing & tweaked level design to give more options for cover & verticality besides just going around corners & jumping over enemies which is most of what H2 gives.
HCE is very, *very* good gameplay wise. I'd unironically say that it easily beats out every successive Halo title, as well as 99% of all FPS campaigns. 1) Enemy design is perfect: Elites are quite tough to kill, constantly strafing and with considerably strong shields. They're very agile, so stuff like jumping over their heads and backsmacking them doesn't ever happen. They are also extremely aggressive, and will follow the player wherever he goes. At the same time, they're not lethal enough to instantly kill the player, due to their burst firing patterns, nerfed melee, and the ability to stun them. Grunts don't do extremely high damage to your shields with their main weapons, even on legendary. What they do is supplement Elites in combat, making it tougher to kill the Elite and forcing more careful play. Once the Elite is killed, the grunts *instantly* begin panicking, not like the bullshit in H2 where they panic sporadically or not at all when their commanding Elite gets killed. Due to this, it's actually rewarding to take the difficult route in killing the Elite first and then mopping up the grunts, not like in Halo 2 where killing the Elite first in CQC just means that you're extremely weak and the grunts are gonna clean you up with their plasma pistols. Jackals are actually firmly in between Elites and Grunts, in terms of strength. It's difficult to stun them without precise shots, and even harder to headshot them. Their shielded positions actually allow for the player to stagger them with precise hits, not like H2's where the retarded bullet magnetism causes the bullets to curve into their shields. They only have plasma pistols like grunts, but they fire their bursts a lot longer and quicker. They're big threats, but are really easy to wipe out with grenades. Hunters are alright without the retarded 1SK pistol. Even Flood. People complain about rocket flood, but there's not that many and they're far from the hardest enemies to kill in the game. When you fight combat forms, the game gives you plenty of room to fight them, a lot more than H2. It's not a claustrophobic cluttered mess like Sacred Icon. Combat forms can be stunned with fire, are difficult to headshot, and take a decent amount of fire. They stand back, and take shots at you before rushing you for a melee. When they lunge, it's not retardedly spastic or quick like in H2 where it's impossible to dodge them. Most importantly, their strength comes from their overwhelming numbers and their relentless waves, rather than from shitty weapons or retardedly claustrophobic combat arenas.
2) Sandbox design is very good. Not perfect, but leagues ahead of any Halo game after. The AR is a bit weak damage wise (one of the few exceptions to the good balance), but is very good and easy to use at softening up elites and tearing through packs of grunts in CQC. The pistol is very strong yet fairly challenging to use, and headshots with it are actually difficult unlike basically every Halo game after. It can reach out and do large amounts of damage in the hands of a skilled player. The rockets are excellently designed for softening up big crowds of elites, as well as infantry-to-vehicle combat. It's a lot more rewarding to land a mid-long range rocket hit on a dodging Wraith in CE than it is to lock on with H2's stupid rockets. The Sniper Rifle is fairly challenging to use but very effective at every range in the hands of a skilled player. The shotgun is perfectly designed to take on huge amounts of flood, though a bit too strong against shields. The plasma pistol is excellent for both shield and health damage, it's a better AR than the actual AR. The plasma rifle is actually decent too, with a very long range, fast projectiles, and high shield damage making it an effective (but challenging to use) mid range shield stripper. The Needler is OP when used at the correct ranges, though total shit otherwise.
3) Encounter and level design is top notch. The enemy design and sandbox design beautifully mesh due to the level and encounter design. Even relatively closed and narrow sections in levels are very open compared to all the succesive Halo games, there isn't too much cluttering of boxes and crates around the combat arenas that get in the way of fights, and there's several routes that a player can take through open sections. The game isn't open world, but the large, open encounters are so fluid that they can play in a variety of ways. Encounter design is perfectly designed with certain weapons in mind. The player can't just throw enough grenades at the problem, he has to THINK and dissect the encounter strategically. Weapon selection, positioning, target prioritization, and tactical thinking are equally important as accuracy. You can have godlike aim, but still be terrible at legendary because you don't have the encounters thought through. Each section of the game is challenging, but the player is never helpless. He always has the tools for the job available, and just has to make use of them, while still being very skilled in the ways described above. CE is legitimately a masterpiece. It's hands down, the best FPS campaign I've ever played and most likely will ever play. Even games like DOOM 2016 and DOOM: Eternal aren't on the same level as CE. This isn't even factoring in things like atmosphere, soundtrack, story, or visual style. CE is the best Halo campaign. Nothing comes close to it.
It's honestly badass how ODSTs are regular humans and not supersoldiers. The fact they can compete with Spartans just go to show how highly skilled they are.
Rejected Shotgun, the man behind UltimateForge and stuff like flyable frigates, corvettes, carriers and stuff. From drivable Scarabs in Halo Reach to drivable Seraphs in Halo 2.
I never thought that the Halo 2 BR was exceptionally useful in Halo 2's campaign due to how weirdly rare it was. Human weapons on the whole felt like they appeared once in a blue moon, with Covenant weapons being significantly more common.
I love how flexible Halo is. It can be more slow and tactical, or more fast paced run and gun. I feel like Halo is a rare game where what the gameplay is is what you make of it, because halo ce was so in between
5:25 you cant get soft-locked in that area. In fact that area has no locking at all, you can just walk into the dried river--its often used for speedruns, that entire area you can literally just walk past lol and there is nothing to restrict the player into staying in that zone.
"You can't deny that when the ODST are using SMGs and snipe Jackals out of their position.." is a phrase I never expected to hear and honestly it make me rolling on the floor for quite sometime.
I've played Rubys mods, while on paper they seem interesting they end up constantly teetering between way way too easy and unfairly difficult. For example his Reach rebalanced mod gave enemies much greater engagement distances. Seems good right? Until you realize enemies with needlers can shoot you accross the map and those pink heat seeking missiles track you so hard you cannot dodge them. I distinctly remember in the 1st level I kept dying but couldn't figure out who or why until I noticed jackals on the other side of the map were performing long range assaults on me with needlers and needle rifles. But on the other hand he wanted to make friendly AI seem more useful. Cool in concept but whenever you have spartans and 10 marines they end up absolutely shredding the covenant. While it contextually makes more sense, it isnt great from a gameplay perspective and you can see why Bungie didnt do it.
Yeah, his CE mod was a mess to play. I understand that he likes H5/Cod style long ranged automatic gunfights but it just doesn’t make for good gameplay in halo
He could probably step back the AR damage with how much he beefed up the accuracy, but I do really enjoy how it's actually a viable weapon on heroic & legendary since the PR out-classes it as a "suppressor" on vanilla for every scenario except a pack of grunts. I don't know if I agree with it being a mess to play at all, I had a really good time with all of them and I've played Halo since the beginning, it just changes which approaches are viable. For CE for instance, you can no longer just stand around 50 metres from the forerunner structures without the covenant returning fire, which makes sense. So the old strategies need a bit of a modification. It was more rewarding to play in the sense of a glass cannon type of balancing for me - you can kill enemies quickly, they can kill you quickly, and you can use reflex, reaction time and better positioning to overcome the encounter. It also makes surveying the environments you walk into much more important as the engagement range is extended significantly. I personally wouldn't compare it to CoD so much as I'd say it makes it closer to Doom for me, which I enjoy. CoD has a ttk of a split second, RRB is still significantly longer, so I feel that's a bit of an unfair comparison.
His Halo 2 rebalanced is by far his best, since vanilla was extremely unfair on legendary and got repetitive in some areas. His tweaks to the various levels really lift this game up, especially with Sacred Icon, Quarantine Zone with hostile UNSC marines and ODSTs, and Uprising and Great Journey with hostile/friendly grunts, jackals, and hunters.
@@sirbirbton Halo 2's vanilla legendary is fucking broken! Would LNG rather be one shot by jackal snipers than rather use a varied and diverse sandbox that ruby perfected? His changes to every level made them feel different and unique. Especially the Arbiter levels. The Arbiter and oracle had more ai weapon variety, Sacred Icon and Quarantine Zone had hostile UNSC and ODST troops (And your elite allies will actually dismount the scorpion your driving and follow you into the sentinel factory), Uprising and Great Journey with the lower echelon of the covenant armada allying themselves with the Sangheli or Jirahanee. Brute honor guards now have energy shields where as before they were simply brutes with much higher health.
Balancing your game around the idea of some guns being the “kill guns” while others are the “situational role weapons” works with the two weapon limit better In halo! I agree with you! Weapon slot 1: the pistol Weapon slot 2: any number of creative toys you find
@@MajoraZ CE did that to a certain degree of Success,the Magnum and Shotgun arent perfect for every situation but they feel as if they are Utility Weapons,The Shotgun is very Solid for Close-range Combat while the Magnum is decent at close-mid range Combat,with most Weapons being relatively Balanced in CE, although CE certainly feels like a bit of an exception with how well balanced the Sandbox is,the Plasma Weapons for Taking down Shields or Slowing Enemies,the Magnum for close-mid range?the AR for quickly mowing down hordes of Weak Enemies,the Shotgun for killing things at melee-close range quickly,the Sniper for Sniping,and the Rocket for Blowing things up(Usually Tough Enemies,Vehicles,or tight Clusters of Enemies),the Plasma Grenade is more Precise than the Frag Grenade while the Frag Grenade is meant for a decent bit of Damage in a semi-small area,the Flame Thrower is meant for Killing weak Enemies or clearing a section quickly,the Fuel Rod Gun is like a Mortar and is best for Tough Enemies or Vehicles just like the Rocket is; Halo CE has a very balanced sandbox for PVE,the multiplayer is dominated by the Shotgun,Magnum,Sniper,and Rocket,with little room for Grenades or other Weapons.
@@siva4wotblitzhero531 Grenades play a huge role in competitive ce. They can completely remove shields leaving an enemy one shot, and you can also use grenades to launch power weapons and power ups to your location. Plasma weapons also play a good roll in multiplayer as well. The Plasma rifle can stun players which significantly decreases look sensitivity, move speed, and disables jumping. It also deals increased headshot damage which combined with its shield damage allows the gun to kill overshields faster than any other weapon. In the mcc version of the game plasma weapons are near un useable because the stun effect rarely works as intended and the bolts don't seem to do damage a lot of the time. Same can be said for the assault rifle and shotgun. It is not like this in the original xbox version of the game.
I believe that Halo needs a Utility weapon that is incredible useful and all other guns are built around it. Ruby's rebalanced mod is also another way I think Halo games could be formulated. Either one or the other, unlike Halo 5 in which EVERY gun can easily kill an enemy.
So I may have figured out what might've caused the soft lock, This happened to me on Oni Sword Base where I went through so fast that the game locked up, I went looking around and found a single grunt hiding in a corner with some marines, he wasn't shooting anyone nor was anyone shooting him, not even George. My assumption is if I killed him, it would unlock the game. Though this was untested cause I couldn't bring myself to kill him.
Personally, I wasn't a huge fan of Reach Evolved. I feel like the missions and maps in Reach are fundamentally designed with armor abilities in mind, and I find I missed using them for certain strategies when they were gone. I did however, REALLY enjoy Ruby's Reach Rebalanced, which I feel like tightened up the sandbox (except for the now OP Assault Rifle) and made encounters feel a lot more interesting. You should definitely check it out.
I disagree about the armor abilities. They are completely unnecessary in every way and contribute nothing meaningful to the gameplay. When playing Reach, I would most times forget all about the AA's because they were so unnecessary.
honestly the removal of armor abiltites in reach I feel does take a piece of the game away. Using the AA's In unique ways felt satisfying. An example is in new Alexandra when the buggers come at you. i would use the hologram and camo to sneak away without taking any damage.
@@BigBoyCax I see what you mean. They're programmed to do that, though. You basically have a button that causes enemies to temporarily forget about you... In a Halo game... And if it was never there in the first place you wouldn't mind at all.
@@adrianwhitson1035 remember the Halo 3 bubble shield? It was a get-out-of-jail card in legendary. You don't like Reach for the armor habilities, but Halo 3 did something similar with equipment
I like about half of what Ruby does with his mods, and then the other half of the changes in any given mod are really frustrating and feel a little short-sighted. I should probably elaborate, but I guess I'll get around to that another time if anyone is interested in the opinions of an average-skill layman player.
I'm interested, I've been wanting to play the mod but am on the fence about it since I really didn't like his CE rebalance mostly because he made the marines basically T-1000s on legendary
The automatic weapons have ranges that are too long while the carbine and BR aren't efeective enough. While I like the beefed up lethality, decreased tracking from enemies and faster gameplay, everything else rubbed the wrong.
@@Ohbrotherthisguystinks823 I haven't actually tried the Halo 2 mod, but Ruby's Rebalanced Reach is basically just a crap shoot on certain levels where you have only one or two AI allies, because the number of enemies is drastically increased even on such levels. On top of that, the DMR is hilariously weak and serves basically no purpose in the sandbox, while the AR and Needle Rifle are way over-tuned for damage and turn a lot of sections into a complete joke. The Sniper rifle feels particularly weak on shielded enemies regardless of headshots or body shots, and the Needler doesn't seem to track very well. The enemies' firing ranges are busted, to the point where Needlers will track you from across the map at sniper rifle ranges, and Wraiths from completely different sections of the level will fire on your position with no way for the player to retaliate.
I need help checking something for halo 2... Ive been experimenting with halo 2's covenant weapons and have managed to increase the rate of fire on the needler and the plasma rifle by rapidly feathering the shots. IE standard mag dump on a needler by holding it down was roughly 5.5 seconds compared to 4.5 seconds and a much faster super combine rate. The needles basically traveled together, making them more effective against brutes on gravemind. If anyone can help test this it would be appreciated.
that "covenant dance" thing you are talking about ive done with normal reach with a heavily customized firefight game mode to base off of and creating a sort of custom challenge with each map from that base mode to fit the theme and create something interesting. mind you it is less like a halo game at such a point but its still very thought out
I also don't agree with Ruby of Blue's mod, but I think the problems that it is trying to address are worth pursuing. Want to make the SMG better? Have it stun lock a non-shielded opponent under sustained fire. It's that simple. No need for any damage boost. It worked for CE, despite doing less damage. It doesn't need to be a sniper to be competitive. In fact, this should probably be done for all non-headshot weapons. As far as I'm concerned, using a non-headshot weapon on Halo 2 Legendary puts you at such an absurd disadvantage because there are no benefits to using them. You'll basically always lose if they decide to shoot you. Stun lock scales better for higher difficulties because it provides the opportunity to safely close the distance, and pick off single targets at a closer, more aggressive distance. It works for Campaign because it's literally designed to even the odds against a stronger opponent. I think automatic weapons should be the "safe" option, while headshot weapons and the plasma pistol charge don't have a stun lock or homing. Also the Sniper should not stun lock; something Ruby of Blue's mod got right. Also, I really think you ought to be able to melee while duel-wielding, and keep your combo in your pocket to save for close range. These two changes would be far more effective at embracing Halo 2's sandbox, keep the game difficult, encourage different levels of aggression, and would not make any weapon lose its role. It just gives useless weapons a role to begin with.
I’m kinda sick of keystone weapons. Yes, it makes other weapons less unique, in this halo 2 mod and halo 5, but now you can actually use them effectively. Not everyone gets off to using the battle rifle every single time.
That depends on if you only view lethality as “effective” I think it makes everything more boring when every gun has the same role “kill good” It’s more interesting when you have guns that have wildly different roles and traits other than “kill good”
Late Night Gaming but that’s exactly what battle rifle and ce magnum is. Kill good. Your forced to use those weapons on higher difficulty’s. How are you gonna see the uniqueness of other weapons when you can’t use them without instantly getting killed?
The reason those weapons “kill good” is because that’s their role as the Keystone weapon. Other weapons are used to assist the keystone. I’m definitely not only using the battle rifle. I’m using the plasma rifle/pistol to strip shields, Assault rifle to make enemies flinch/move to cover, throwing grenades etc etc Not every weapon needs to be hyper lethal
@@LateNightHalo I think Doom Eternal solves this problem flawlessly. Every weapon is just as useful to kill demons with than every other, yet the low count of ammunition and that every demon has weaknesses against specific weapons makes you switch between them frequently. Unlike in Doom, in Halo you can only hold 2 guns at the same time, but I think this kind of gameplay is still possible in Halo
@@TurokRevolution Well going forward they did significantly reduce the amount of reserve ammo weapons have so you will be forced to use a gun other than your preferred eventually. The actual role of a 'Keystone' or balance bar weapon is this is the weapon that when used gives the intended feel and experience and all other weapons are balanced based on it either above or below it. The problem with making everything 'kill good' is that you knowingly or unknowingly create a new 'keystone'/meta weapon. With everything being just as lethal at all ranges as one another without any regarding to how the weapon functions or what it does actually creates a massive power disparity while also power creeping intended encounter design and difficulty. Also as far as Doom Eternal goes weapons do have unique use cases that are better than others within those cases and as far as efficiency goes its a lot of stagger shot combos using the Ballista and rocket launchers which are the most useful weapons in the entire game for any given encounter compared to others to which as you upgrade The Slayer the ammo economy becomes less and less of an actual factor.
When Noble Six jumped over that Hunter's back, it reminded me how Batman could use a Titan to fight another one or knock smaller enemies in A. S. , that would've been very cool!
I really like the burst storm rifle. That's a really good idea in my opinion, it adds a medium range covenant weapon while still leaving some space for the plasma rifle.
Rin- Joh I prefer the battle rifle because it's more unique personally the DMR feels a bit redundant as most games have a semi automatic marksman rifle of some kind like World At War with the M1 Garand or Half Life with its Remington 700 sniper so having a burst fire rifle is really unique and not seen in any real games I know of.
The main problem with reach was that legendary would turn into a snooze fest where you would just sit 50m and dmr enemies while they stared at you and took it. It wasnt difficult it was just a grind. With ruby giving longer engages and buffing close-quarter weapons, getting close to the enemy is now a viable strategy and much more fun imo. The decreased projectile tracking also encourages strafing and quick movement leading to fast paced gameplay
Weird music pause at 6:50. Also I'm surprised you don't like the Halo 2 sandbox. I think the campaign always gives you the tools you need to progress, with weapons being dumped everywhere, and the odd hidden power weapon
Ruby’s Halo 2 rebalanced is very hard but fair on the heroic difficulty. I’m almost finished with it. If you aren’t in the flow and using the right weapons, the game can and will kick your ass, conversely if your timing is on point and you’ve mastered the weapon sandbox you start to feel like you’re ascending to being a true Spartan, or “Master chief from the books.”
Im glad ruby biffed the plasma rifle. In halo 1 it was probably my favorate weapon for fighting covenant. As it had good damage, range, and accuracy (playing heroic) but in halo 2 I just felt like it got nerfed to the ground.
Great video. Thanks for bringing more attention to Halo's mods. If you're going to do more of these, may I please recommend Tbiesty's Halo 2 Rebalanced Mod? I prefer it over Ruby's since it doesn't change as many things. It still feels like Bungie's Halo 2 but not as rage-inducing while still being a challenge.
Halo 2 rebalanced made Halo 2 Campaign enjoyable for me after these 16 long years. The marines and SMG's are my two favs He actually fixed dual wielding and it feels a lot more like CE when not dual wielding! Guns are powerful and when dual wielding they are inaccurate AF but dps monsters... True bullet hoses I think Bungie was going for.
This. I absolutely hated what Halo 2 vanilla did to the plasma weapons and especially the pistol. "specialised roles" fine but they're still supposed to be weapons!
I'd never have a problem with the Marines or allies Covenant being a lot more capable in battle, mostly because it makes them a valuable asset that you *WANT* to protect even more beyond "Pea-shooting meat shield" because they're your party members, they're your buddies and they look up to the SPARTANs and the Arbiter to be spearheading their missions. Hell, Ruby himself said "you feel more inclined to jump in and start firing with them" and I agree wholeheartedly! Even if it does get you killed on Legendary a couple times because you big-derped into a sticky.
2:26 I Strongly disagree I think Halo Reach Elites and Covenant in general are the easies to identifiy and the best depiction we've had of them in the whole saga. Rest of the video is pretty spot on, loved it!.
Where'd Late Night get the term Covenant Dance from? Never heard that before, apart from the song, and I can't find any evidence of it having that meaning online.
I am in talks with 2 people about modding Halo 3 Campaign, maybe even multiplayer custom games, when it comes to Steam to update the textures to have PBR materials to make a Halo 3 Anniversary fan-made.
I know it's way to late for this idea, it would've been great to have even before halo 5s release. I got the idea from one of of your old videos. But imagine a world where the UNSC developed two different Spartan armors. With the success of the [Gen1] Mjolnir Mark 4 and 5 with some inspiration from the MkBLACK/6 and Mk7 they could develop a one man army-close combat Mjolnir armor. The close combat armors would be slower paced, heavily armored (aka old halo gameplay and pacing). And whole new system for the completely overhauled Generation Mjolnir 2[Gen2] Thesw would have large scale battle-teamwork and speed in mind made for war with large groups of enemies and big open areas where fast movement on foot is important. These battle armors could come with some- maybe even all abilities (spartan charge, thrust, sprint, slide, ADS(for lore that could work since MOST close combat scopes are mostly within the visor anyways), infamous ground pound and even more). Within the halo 5 campaign and story blue team, would carry the [gen1] as they would use old tactics and similar scenarios as older games, veterans like John himself and the veteran players would be familiar with, adding some nostalgia. And the fireteam Osiris would carry the new [gen2] as they fight warzones and traverse more complicated environments sacrificing some of their bulk, strength and shield energy for mobility and technical advancement like ads and thrust. This would all coincide with the possibly even more important multi-player feel and gameplay. On smaller maps aka 4v4 and similar gamemodes with maps developed with [gen1] in mind. While BTB and Halo:5 sized maps would have the [gen2] mjolnir armors, adding gamemodes such as Gen2 CTF and more. I feel personally that this would keep the lore of the the universe and spartans in tact. Letting 343 experiment with the concept and stay "modern" without disrupting the -now holy- core halo "feel". I get that this would've been alot of work for the kind of new 343 team, the development time would increase and they would probably need to split the team to develop this as it would kind of have to be a game-within-a-game thing. Although they've managed to do that with the MCC now. Anyways, this is my idea and it sounds like the amazing experience to me, I miss the old halo experience but have grown used to the new mechanics somewhat and probably would miss it somewhat if they disappeared forever. I think that myself and alot of players would enjoy both game styles way more if we knew that none of the experiences would take away from the halo games we grew to love. P.S. The story could be a kind of getting used to the gameplay, more so than today's campaign with the different mechanics and gameplay of the [Gen1] and [Gen2] suits. Would really like to hear your opinion on this. What do you think of a split halo gameplay and experience like this? If you think it's an interesting idea it would be so cool if you wanted to talk about this topic in a future video So sorry for such a long text, love your late night halo vids and always have. Take care❣️
Thank you so much for covering my mod
What is this, *a crossover episode* ?
Bottled Titty Milk *dear god*
What does wort even mean?
Wonder where Ruby is in this comment section
Honestly: Your mod makes Reach fun. Legendary on Reach is enjoyable now, for someone who isn't necessarily the best of Halo. Thank you.
"brute shotgun"
why does no one remember the mauler?
Ikr had an excellent design too! I think it was all to similar to the shotgun gameplay wise at least so it’s not worth really have both in the sandbox in other halo games
@@kaos-vi7mf yeah the brute sandbox felt very sad... i wouldve preferred they just gave the brutes human shotguns
@@frank_calvert Like in Halo 2? I found it a bit jarring there seeing the aliens use the same weapons as my human allies, I prefer them having a unique one, even if a bit similar
@@gonkdroid4603 didnt they only have shotguns when you played as the arbiter? because that's what i kinda liked about it, implying they stole some unsc weapons
the what?
I'm happy you decided to cover Ruby's mod. However you may feel about his decisions regarding the overall weapon sandbox, you can't deny the fact that the guy is putting out some real quality work born out of passion for the Halo franchise. I can't wait to see what he decides to cook up with Halo 3!
Orfeous I hope he adds in allied Grunts and Hunters.
His Halo Reach rebalance is awesome !
@@rosymuscovy7967 Hey, thanks for sharing the link! Some of these changes sound fantastic. I can't wait to play around with the final release of the mod.
Bennett Fender grunts, maybe. Hunters are good mini bosses in halo 3 I wouldn’t want to lose that.
I'm gonna take a wild guess and say "make it more like CE but improve automatic weapon viability on legendary, melee damage for brute weapons is beefed up, ranked brutes behave more like elites (or some elites are added back in as enemies) & marines are more useful in a fight"
The music glitch at 6:50 was not intentional :/ I went back and checked my video in the editor and the track is still there... it just decides to stop playing at that point
No idea why.. oh well
Oh man! Wish you checked out my mod! I have reason to believe it was the first campaign overhaul to release for CEA PC. It’s called Gen’s Battlescape! Hope you check it out!!!
Genesi[s] I’ll give it a look! If you wanna reach out to me on twitter or FB, I’d love to have you walk through the design process for the mod :)
Oh wow thanks for the heart! Hahaha! A bit of info, the mod aims to “redesign” or “remake” CEA. I didn’t stick to the established lore of the Halo world. I created my universe. My own canon ;) it’s meant to feel like a more authentic military experience!
The picture of the sniper rifle just after that mark is also quite ugly.
Its not like it matters since every time i hear that song and it were to stop my brain fills in literally then entire rest of the song
thought i was the only one who had the reach evolved soft lock
You're able to just walk past the encounter and into the Powerhouse area, though.
Hey! Da man is here!
@@TheVengefulVadam didn't realize that at the time of when I got soft locked
When it comes to weapons I just want a fair balance of role and lethality, halo 3's plasma rifle was good a shredding shields, but piss poor at damage, I understand plasma weapons have there niche of bounce shield damage, but what good is that when the base damage takes forever to kill someone with half the health of their shield, that's why I've come to love halo ce's plasma rifle, you still need to lead shots but not to a redickulus amount and the damage is balanced well due to health and shields being the same value in CE, a weapons role or benefit shouldn't make it useless out of its element.
Although I love Halo, this is probably the issue that is the most bugs me.
Some weapons are simply too weak, while the BR is a hair too good generally.
It needs to be a mix, and based upon what the weapon is. They don't all need to be equal, but they have to be able to kill, unlike the Halo 3 Plasma Pistol....
A default spawn weapon, should exist, but only to point. While I enjoy the DMR and Reach, it makes Open Maps so hard to traverse, where the BRs reduces the pain considerable, but makes it too good at close encounters.
Everything should be lethal, but scaled on step back so a weapon better in that niche can succeed.
I don't know my true point tbh.
Oh, yes, my point was weapons like the SMG and Plasma Rifle are so weak, even within their niche...
They actually need Damage buffs, while a utility weapon to be something other than the DMR or BR, the Assault Rifle or Plasma Rifle: having more Range and control, so that it become the Mid Range. Where the step down is Short and Close, vs Long and Extreme.
So that there is diversity, compared to how now, it might as well just be Close Range, Utility Weapon Range and Sniping Range.
The halo 3 plasma rifle was *REALLY* good at shredding flood, but sadly that's all there is to it.
Oh Despite that Plasma can also Shred through Solid Surfaces, and can cause a Body to Explode due to the Sudden Temperature Changes.
You should watch Installation 00's Videos.
Yeah I like automatic weapons, but good look trying to do good in slayer game modes with them
Maybe you could make a video on Halo HUDs on how they changed overtime benefiting the player but having some kind of con that makes each Halo HUD different. Or you could do a video talking about the evolution of Halo Warthog since it’s a key item for Halo sandbox’s and vehicle play.
Is it just me or did every vehicle in ODST suck ass
@@mastermonke1177 because you had no shields in that game so it was much more punishing to take damage in vehicles which made Coastal Highway a nightmare on legendary, for ODST they should've separated vehicle health from driver health
@@mastermonke1177 Vehicles are actually still pretty great, you just have to be more careful with your health
It would be a dream to have these mods officially added to mcc in the form of a skull called Rebalnce, or Ruby so players can get new achievements playing the campaigns in a new way, it would also be a great way to get xbox players involved with the modding scene and essentially free content to add in the later seasons.
The lack of mod support for the Xbox is a heinous crime imo. I hate how Xbox players are being left out.
@@TheVengefulVadam you've done amazing work, your rebalance mod is my favourite I have played I love the focus on giving each weapon its own utility while also being fun to play against (all while keeping consistent with the lore and feel) amazing work best time I've had with reach. I honestly think you should push for an "Evolution / Evolved" skull to be added in a later season once all the games are added to mcc. My only critism would be maybe considering adding back armour abilities but more using them like equipment so they are a modular edition, e.g. You only get 1 bubble shield or you only get one charge of active camo then it goes.
@@TheVengefulVadam Hoping they'll add some sort of microsoft workshop so mods can be available on all platforms.
Ah.. since I'm alone I'll gladly say it, always appreciate your uploads and I'm even learning things by your presentation style.
You're one of my inspiration as of now.
Halo 2 was a weird game.
It had the best atmosphere, music, story, and dialogue of any Halo with some super iconic moments...
But I agree that the combat with the enemies in Halo 2 wasn't nearly as rhythmic as CE.
Especially since Halo 2 had waaaaay dumber enemies....and levels got a bit too linear and cramped.
A mixture of CE's combat loop and cool ass levels and AI and Halo 2's pretty much everything else would really be the perfect Halo game
That reminds me in an abstract way DOOM Eternal gives me a lot of the Halo CE Covenant dance, but on super speed steroids lmao.
Eternal should give 343i a message that a game can be fast and fluid and rhythmic without sprinting.
I... agree with everything you said. Apart from atmosphere, I have a soft spot for ODST in that area
The jazz in the rain fells really good. I wish they made something like it for VR.
"Dumber enemies"
*Gets one-shotted by a jackal sniper everytime*
@@Rickygforce 421
I can respect that.
ODST had a god tier atmosphere but I just really love how mysterious, alien, haunting, and holy Halo 2 AND Halo CE are.
I vastly prefer ODST's atmosphere over the other Halo games however, and that music is beautiful and the Neon city looks gorgeous.
@*Miguel Rios*
Halo 2 enemies and sniper jackals weren't smarter.
They were just cheaper and more unbalanced
I just want someone to recreate the Halo 2 E3 demo already. Yes, all these years later, I STILL wanna play that mission.
Same here, man. That trailer and that whole level are light-years better than the actual Halo 2 that we got.
I’d also vote for the missing Forerunner Dreadnaught mission that was moved to the comics instead. Also maybe Arby and Half Jaw retaking that cruiser at the end of Great Journey with their new allies
4:13 All my years in Reach and I never knew you could backstab Hunters...
Personally i love ruby's H2 balanced, because im not always holding the BR, i enjoy being able to use whatever i need at the time. I love the fact that the NPC's can keep themselves alive long enough to feel like allies who can help me if i am skilled enough to keep them alive.
You make possibly the best Halo content on this platform. I get so excited to see your videos in my feed!
Thanks for giving Ruby's mod publicity! For me it's the most fun I've had in the H2 campaign (+CE for the CE version) & it's where I'd like to see the weapon balance go if they're keeping dual-wielding in Infinite.
I personally played those 2 mods, and I LOVE that both of them speak confidently and explain in details the changes they do. They really make Reach and Halo 2 much more enjoyable, and I personally can't wait more for Halo 3!
I like where Ruby's mod is going. I really never understood why some weapons have such a short range and why battles aren't initiated much sooner.
I love to often have late night gamings videos play in the background ground while I play Minecraft and Halo there just such good videos and also tend to be calming
I think the key thing it comes down to when it comes to the sandbox is that you do need a utility weapon, but you need to make sure it doesn't dominate over all the other weapons to the point the other weapons aren't really useable. This is the problem with Halo 2 and Reach, because the BR and DMR respectively, especially in multiplayer, drown out most other weapons or weapon combos. One of the things that was great about CE was the magnum was usable in most scenarios, but it was entirely possible to take other weapons or weapon combos like the AR and Plasma Pistol and do just fine with them. I think, however, the magnum in CE was an accidental utility weapon and so when they were balancing the weapons in Halo 2 they ended up going too far the other direction and made the Battle Rifle (or Carbine in the Campaign at least) too good, which is why the sandbox in that game is a bit messy. Halo 3 fixed this as the BR in that game isn't overpowering, but still an effective weapon just as much as all the other weapons and good for being an all round killing gun. I think the main thing that screwed Reach up was Title Update 2 and how it screwed with weapon bloom leading to the ease of use of the DMR as it's a one shot weapon rather than the BR's three round burst where you have to lead your shots. I really hope Infinite's developer have learned from Bungie's mistakes in this area and doesn't try to make the utility weapon in the game too good.
I love how effective your allies are on all of rubys mods
5:09 is amusing. Sprint removed and the game is faster paced lol.
Amazing how much more seamless and fun combat is when you can fire your gun WHILE moving at max speed ;)
@@LateNightHalo who knew right?
343 can remove sprint in infinite and add the CE speed
i still prefer sprint. not having it imo feels too slow.
Elite four but why tho
This channel is so unbelievably underrated
True but tell us the good news and bad news about Halo and knows the difference between the design.
Not really, his voice is quite annoying and all over the place tonally
Primordial Entropy I’m sorry you feel that way
Primordial Entropy then why are you here?
Primordial Entropy then why are you here in this comment section? just because you said it’s annoying doesn’t mean it’s true so he’s just giving off facts about bugs and glitches and the news about Halo as well
4:12 I must admit, that Hunter assassination made me feel things I haven’t felt since puberty
It made me stop everything I'm doing to get on halo and try it.
I like the idea of every weapon being useable. The smg in Halo 2 always felt so bad to use that I often avoided it. It didn’t help me at close range it was only ever redundant as my talent in combat is close rage melee strats. So I really appreciate no “utility weapon” which to me always felt like the best weapon in almost any situation. The one exception is when fighting the Flood, which is why I never had any complaints about them other than wanting more of the weapons that shine against them sometimes. The Reach Evolved mod is meh in my opinion as I appreciate different factions having different things to fill each role the only thing is you have to make them feel distinct. So a Brute Spiker taking the “close to mid range” role that the AR plays is fine the trick is to make it more close quarters and make it deal extra melee damage, no range buff or anything, just that it needs to deal less damage than an AR for a follow up melee to be lethal. That makes it feel very Brute.
Yeah, fuck utility weapons. You wanna know why Doom Eternal is one of my favorite games? It has no utility or keystone weapon, making every weapon and mod viable in certain situations.
@@fawful7457 Yeah imagine if they just chose one arbitrary weapon and made it twice as useful as all the others, and made it so you almost never ran out of ammo for it. Why would you ever want to use anything else?
@@sirbirbton The thing is that a keystone weapon based sandbox can only work if the game doesn't have a weapon carry limit. If you can only carry 2 weapons at a time then why would you use anything else besides the kEyStOnE weapon
No mention of how Ruby added human enemies to Sacred Icon & Quarantine Zone? The encounters play out way different, should have said something. They're the only levels he fundamentally changed
That probably should have been something I brought up! Overall most of the levels have been altered and tweaked like the covenant snipers on the rooftops during the courtyard battle
@@LateNightHalo yeah lots of changes to the encounters, I liked the addition of two camo elites near the start of the jackal sniper alley in outskirts. But the human enemies are totally new, in the base game they only appear across the chasm in that room on sacred icon and a pelican carrying a tank in quarantine zone. The human enemies therefore totally change the pacing and combat loop. The player also gets to hear dialogue they otherwise never would because of it
It was such a cool surprise, I didn't think fighting Marines would be as fun as it was because of their weapons but arbiters active camo made me feel like The Predator hunting down these soldiers, I found myself enjoying playing as Arbiter way more than Chief in Ruby's Rebalance
@@aceskeletonne7446 yeah, I got Silent Shadow vibes when I pulled out my sword and slashed away before ducking away back into cloaking
What about the Elite/Brute allied Grunts, Jackals, and Hunters on Uprising and Great Journey?
Anyone else feel turning the DMR into a battle rifle is a form of Heresy?
. . . i m e a n : *i* l i k e 3 - r o u n d b u r s t . . . .
6:17 In the context of Halo 2 I find it hard to disagree with him. Largely because the battle rifle just cannot be tuned to work as a utility weapon in the vein of the CE Magnum.
"Covenant Dance"
"Choreograph(ite)"
I see what you did there
you see that he used words correctly?
@@yigyog "Covenant Dance" is a song on the Halo: CE OST. And "Choreographite" is the Anniversary Remaster of said song.
Late Night, i'd love it if you reviewed ruby's re-balanced reach
He doesn’t like Ruby’s presentation of his mods. I don’t agree with late night
I LOVED rebalanced reach it’s a masterpiece imo
@@iKentEven part of the reason i want the video is because for some reason i cant get it to work for me...
It was nice to hear about the Covenant Dance gameplay of Halo and I think you should make a video about it since there's a lot of videos about the new art design and how can it improve but not a lot about the combat of gameplay of Halo
I personally prefer Ruby's rebalances for Reach CE and 2 just because they all finally give Marines an fighting chance in combat instead of dropping dead within the first five minutes of a mission.
Especially on Reach and CE, missions like Tip of the Spear were a shit ton of fun because of the sheer amount of NPCs he chucked into that mission and his Truth and Reconciliation was the first and only time I remember getting more than one of my starting Marine squad all the way through to the detention area.
While yeah, his stuff isn't exactly the most balanced out there, I just love it because it's such a different fun way to play Halo for someone like me who spends waaaay too much time trying to keep my Marine buddies alive.
Man can't wait till they fix R:Evolved so I can play it
Ruby's beefing up of the AI was intentional. ODSTs are pretty much the best units next to spartans, they should be kicking some ass.
Not if it negatively impacts gameplay and the sandbox.
Narratively they are badass but that should not carry over into their abilities in the sandbox. They shouldn’t overshadow the player
@@LateNightHalo Not in a mainline halo game ofc, but I think it's an okay concept to explore in a mod.
Definitely!
I'm currently playing through Ruby's mod, and I'm on the Arbiter.
I have to say, Ruby does a very decent job with what he's able to tweak. Halo's "Covenant Dance" was perfect in CE for a multitude of small, but significant reasons, and no Halo game after really managed to capture Halo CE's brilliance.
Halo 2 as opposed to CE has a much more "decisive" encounter and sandbox design.
In CE, an encounter with an enemy is *relatively* unforgiving, as badly playing either outright kills the player or takes off health, which makes the game harder. However, death isn't instant, and the player has ample time to react and act dynamically with respect to the situation.
Vanilla H2 was very different. Player death was instant, but enemies were also much easier to kill due to sandbox balancing. The noob combo (also the weaker close quarters AI and less pursuing AI) made elites far less tough than in CE, Brutes could be killed by spamming carbine headshots which made them really easy to deal with (also they got stuck REALLY easily), combat forms were pretty annoying unless you used the sword and made a complete joke out of them. It was a much faster paced style, where both you and the enemy dropped lightning fast.
RRH2 isn't a return to the slower paced, more "forgiving" style of CE. It refines and amplifies vanilla H2's style. Enemies are still hyper-lethal, and the player still gets melted if he/she doesn't act extremely quickly and precisely.
The sandbox available and viable to the player is much higher, but there's no "cheap" weapons that will make killing enemies extremely fast, like the plasma pistol or dual needlers.
While the mod is leagues better than vanilla H2, I still think that it falls short compared to CE.
The good things about the mod are that the cheap feeling of killing enemies using exploits/comically OP weapons is gone, legendary difficulty actually demands very high accuracy and good positioning on the player's part, the raised difficulty makes the weird pacing of H2 far better, and that the tweaks to the sandbox actually enable players to creatively break through encounters.
The pitfalls of the mod (most of them are faults of H2 itself rather than Ruby) are certain ludicrous enemy encounters that have huge difficulty spikes due to high enemy ranks and huge enemy counts (second hangar bay on Cairo Station), claustrophobic sections with waayyy too little room for the player to take advantage of the nerfed AI leading and accuracy (a fault of vanilla H2), and certain vehicle sections being even faster paced than infantry combat sections due to the revamped vehicle mechanics.
Overall, a very good mod. If CE was a 9/10 and H2 was a 6.5/10, then RRH2 is a 7.9/10.
Glad someone besides me understands the truth that H2 is inferior to CE in every way
Just commenting to also agree CE had the best combat encounters & use of space. My ideal H2 campaign would honestly be if Ruby's weapon sandbox could be combined with improved AI pathing & tweaked level design to give more options for cover & verticality besides just going around corners & jumping over enemies which is most of what H2 gives.
HCE is very, *very* good gameplay wise. I'd unironically say that it easily beats out every successive Halo title, as well as 99% of all FPS campaigns.
1) Enemy design is perfect: Elites are quite tough to kill, constantly strafing and with considerably strong shields. They're very agile, so stuff like jumping over their heads and backsmacking them doesn't ever happen. They are also extremely aggressive, and will follow the player wherever he goes. At the same time, they're not lethal enough to instantly kill the player, due to their burst firing patterns, nerfed melee, and the ability to stun them. Grunts don't do extremely high damage to your shields with their main weapons, even on legendary. What they do is supplement Elites in combat, making it tougher to kill the Elite and forcing more careful play. Once the Elite is killed, the grunts *instantly* begin panicking, not like the bullshit in H2 where they panic sporadically or not at all when their commanding Elite gets killed. Due to this, it's actually rewarding to take the difficult route in killing the Elite first and then mopping up the grunts, not like in Halo 2 where killing the Elite first in CQC just means that you're extremely weak and the grunts are gonna clean you up with their plasma pistols. Jackals are actually firmly in between Elites and Grunts, in terms of strength. It's difficult to stun them without precise shots, and even harder to headshot them. Their shielded positions actually allow for the player to stagger them with precise hits, not like H2's where the retarded bullet magnetism causes the bullets to curve into their shields. They only have plasma pistols like grunts, but they fire their bursts a lot longer and quicker. They're big threats, but are really easy to wipe out with grenades. Hunters are alright without the retarded 1SK pistol.
Even Flood. People complain about rocket flood, but there's not that many and they're far from the hardest enemies to kill in the game. When you fight combat forms, the game gives you plenty of room to fight them, a lot more than H2. It's not a claustrophobic cluttered mess like Sacred Icon. Combat forms can be stunned with fire, are difficult to headshot, and take a decent amount of fire. They stand back, and take shots at you before rushing you for a melee. When they lunge, it's not retardedly spastic or quick like in H2 where it's impossible to dodge them. Most importantly, their strength comes from their overwhelming numbers and their relentless waves, rather than from shitty weapons or retardedly claustrophobic combat arenas.
2) Sandbox design is very good. Not perfect, but leagues ahead of any Halo game after. The AR is a bit weak damage wise (one of the few exceptions to the good balance), but is very good and easy to use at softening up elites and tearing through packs of grunts in CQC. The pistol is very strong yet fairly challenging to use, and headshots with it are actually difficult unlike basically every Halo game after. It can reach out and do large amounts of damage in the hands of a skilled player. The rockets are excellently designed for softening up big crowds of elites, as well as infantry-to-vehicle combat. It's a lot more rewarding to land a mid-long range rocket hit on a dodging Wraith in CE than it is to lock on with H2's stupid rockets.
The Sniper Rifle is fairly challenging to use but very effective at every range in the hands of a skilled player. The shotgun is perfectly designed to take on huge amounts of flood, though a bit too strong against shields. The plasma pistol is excellent for both shield and health damage, it's a better AR than the actual AR. The plasma rifle is actually decent too, with a very long range, fast projectiles, and high shield damage making it an effective (but challenging to use) mid range shield stripper. The Needler is OP when used at the correct ranges, though total shit otherwise.
3) Encounter and level design is top notch. The enemy design and sandbox design beautifully mesh due to the level and encounter design. Even relatively closed and narrow sections in levels are very open compared to all the succesive Halo games, there isn't too much cluttering of boxes and crates around the combat arenas that get in the way of fights, and there's several routes that a player can take through open sections. The game isn't open world, but the large, open encounters are so fluid that they can play in a variety of ways.
Encounter design is perfectly designed with certain weapons in mind. The player can't just throw enough grenades at the problem, he has to THINK and dissect the encounter strategically. Weapon selection, positioning, target prioritization, and tactical thinking are equally important as accuracy. You can have godlike aim, but still be terrible at legendary because you don't have the encounters thought through. Each section of the game is challenging, but the player is never helpless. He always has the tools for the job available, and just has to make use of them, while still being very skilled in the ways described above.
CE is legitimately a masterpiece. It's hands down, the best FPS campaign I've ever played and most likely will ever play. Even games like DOOM 2016 and DOOM: Eternal aren't on the same level as CE. This isn't even factoring in things like atmosphere, soundtrack, story, or visual style.
CE is the best Halo campaign. Nothing comes close to it.
There was a cut hunter assassination? That looks so badass wtf
dude, odst being extremely competent is what makes them odst, you can really feel the diference between marines and elite soldiers
It's honestly badass how ODSTs are regular humans and not supersoldiers. The fact they can compete with Spartans just go to show how highly skilled they are.
Rejected Shotgun, the man behind UltimateForge and stuff like flyable frigates, corvettes, carriers and stuff. From drivable Scarabs in Halo Reach to drivable Seraphs in Halo 2.
You should’ve mentioned the Zealot Champion in Reach evolved. Such a cool enemy, hope it happens in infinite!
I never thought that the Halo 2 BR was exceptionally useful in Halo 2's campaign due to how weirdly rare it was. Human weapons on the whole felt like they appeared once in a blue moon, with Covenant weapons being significantly more common.
Climbing on the back of the hunter was fucking amazing
I love how flexible Halo is. It can be more slow and tactical, or more fast paced run and gun. I feel like Halo is a rare game where what the gameplay is is what you make of it, because halo ce was so in between
5:25 you cant get soft-locked in that area.
In fact that area has no locking at all, you can just walk into the dried river--its often used for speedruns, that entire area you can literally just walk past lol and there is nothing to restrict the player into staying in that zone.
I really need to fix my pc so i can play these mods.
They need to add new content or mod support to the xbox version of the game, it seems they've forgotten about us
"You can't deny that when the ODST are using SMGs and snipe Jackals out of their position.." is a phrase I never expected to hear and honestly it make me rolling on the floor for quite sometime.
I've played Rubys mods, while on paper they seem interesting they end up constantly teetering between way way too easy and unfairly difficult. For example his Reach rebalanced mod gave enemies much greater engagement distances. Seems good right? Until you realize enemies with needlers can shoot you accross the map and those pink heat seeking missiles track you so hard you cannot dodge them. I distinctly remember in the 1st level I kept dying but couldn't figure out who or why until I noticed jackals on the other side of the map were performing long range assaults on me with needlers and needle rifles. But on the other hand he wanted to make friendly AI seem more useful. Cool in concept but whenever you have spartans and 10 marines they end up absolutely shredding the covenant. While it contextually makes more sense, it isnt great from a gameplay perspective and you can see why Bungie didnt do it.
Yeah, his CE mod was a mess to play. I understand that he likes H5/Cod style long ranged automatic gunfights but it just doesn’t make for good gameplay in halo
He could probably step back the AR damage with how much he beefed up the accuracy, but I do really enjoy how it's actually a viable weapon on heroic & legendary since the PR out-classes it as a "suppressor" on vanilla for every scenario except a pack of grunts.
I don't know if I agree with it being a mess to play at all, I had a really good time with all of them and I've played Halo since the beginning, it just changes which approaches are viable. For CE for instance, you can no longer just stand around 50 metres from the forerunner structures without the covenant returning fire, which makes sense. So the old strategies need a bit of a modification.
It was more rewarding to play in the sense of a glass cannon type of balancing for me - you can kill enemies quickly, they can kill you quickly, and you can use reflex, reaction time and better positioning to overcome the encounter.
It also makes surveying the environments you walk into much more important as the engagement range is extended significantly.
I personally wouldn't compare it to CoD so much as I'd say it makes it closer to Doom for me, which I enjoy.
CoD has a ttk of a split second, RRB is still significantly longer, so I feel that's a bit of an unfair comparison.
His Halo 2 rebalanced is by far his best, since vanilla was extremely unfair on legendary and got repetitive in some areas. His tweaks to the various levels really lift this game up, especially with Sacred Icon, Quarantine Zone with hostile UNSC marines and ODSTs, and Uprising and Great Journey with hostile/friendly grunts, jackals, and hunters.
@@LateNightHalo No, he doesn't. What the fuck are you talking about? When has he said that?
@@sirbirbton Halo 2's vanilla legendary is fucking broken! Would LNG rather be one shot by jackal snipers than rather use a varied and diverse sandbox that ruby perfected? His changes to every level made them feel different and unique. Especially the Arbiter levels. The Arbiter and oracle had more ai weapon variety, Sacred Icon and Quarantine Zone had hostile UNSC and ODST troops (And your elite allies will actually dismount the scorpion your driving and follow you into the sentinel factory), Uprising and Great Journey with the lower echelon of the covenant armada allying themselves with the Sangheli or Jirahanee. Brute honor guards now have energy shields where as before they were simply brutes with much higher health.
Not gonna lie i prefer utility weapons over lethality. I just find it more interesting instead of just gun kill good
@@MajoraZ true it's just that most games don't do that
Balancing your game around the idea of some guns being the “kill guns” while others are the “situational role weapons” works with the two weapon limit better In halo! I agree with you!
Weapon slot 1: the pistol
Weapon slot 2: any number of creative toys you find
@@LateNightHalo holy shit i can't believe you responded. I just wanna say i love your videos and you deserve way more subs
@@MajoraZ CE did that to a certain degree of Success,the Magnum and Shotgun arent perfect for every situation but they feel as if they are Utility Weapons,The Shotgun is very Solid for Close-range Combat while the Magnum is decent at close-mid range Combat,with most Weapons being relatively Balanced in CE, although CE certainly feels like a bit of an exception with how well balanced the Sandbox is,the Plasma Weapons for Taking down Shields or Slowing Enemies,the Magnum for close-mid range?the AR for quickly mowing down hordes of Weak Enemies,the Shotgun for killing things at melee-close range quickly,the Sniper for Sniping,and the Rocket for Blowing things up(Usually Tough Enemies,Vehicles,or tight Clusters of Enemies),the Plasma Grenade is more Precise than the Frag Grenade while the Frag Grenade is meant for a decent bit of Damage in a semi-small area,the Flame Thrower is meant for Killing weak Enemies or clearing a section quickly,the Fuel Rod Gun is like a Mortar and is best for Tough Enemies or Vehicles just like the Rocket is; Halo CE has a very balanced sandbox for PVE,the multiplayer is dominated by the Shotgun,Magnum,Sniper,and Rocket,with little room for Grenades or other Weapons.
@@siva4wotblitzhero531
Grenades play a huge role in competitive ce. They can completely remove shields leaving an enemy one shot, and you can also use grenades to launch power weapons and power ups to your location.
Plasma weapons also play a good roll in multiplayer as well. The Plasma rifle can stun players which significantly decreases look sensitivity, move speed, and disables jumping. It also deals increased headshot damage which combined with its shield damage allows the gun to kill overshields faster than any other weapon.
In the mcc version of the game plasma weapons are near un useable because the stun effect rarely works as intended and the bolts don't seem to do damage a lot of the time. Same can be said for the assault rifle and shotgun. It is not like this in the original xbox version of the game.
Great video. You are one of my favorites! Keep on doing what you do
I believe that Halo needs a Utility weapon that is incredible useful and all other guns are built around it. Ruby's rebalanced mod is also another way I think Halo games could be formulated. Either one or the other, unlike Halo 5 in which EVERY gun can easily kill an enemy.
So I may have figured out what might've caused the soft lock, This happened to me on Oni Sword Base where I went through so fast that the game locked up, I went looking around and found a single grunt hiding in a corner with some marines, he wasn't shooting anyone nor was anyone shooting him, not even George. My assumption is if I killed him, it would unlock the game. Though this was untested cause I couldn't bring myself to kill him.
0:00 I was expecting a BABABOEY
Personally, I wasn't a huge fan of Reach Evolved. I feel like the missions and maps in Reach are fundamentally designed with armor abilities in mind, and I find I missed using them for certain strategies when they were gone. I did however, REALLY enjoy Ruby's Reach Rebalanced, which I feel like tightened up the sandbox (except for the now OP Assault Rifle) and made encounters feel a lot more interesting. You should definitely check it out.
I disagree about the armor abilities. They are completely unnecessary in every way and contribute nothing meaningful to the gameplay. When playing Reach, I would most times forget all about the AA's because they were so unnecessary.
honestly the removal of armor abiltites in reach I feel does take a piece of the game away. Using the AA's In unique ways felt satisfying. An example is in new Alexandra when the buggers come at you. i would use the hologram and camo to sneak away without taking any damage.
@@BigBoyCax I see what you mean. They're programmed to do that, though. You basically have a button that causes enemies to temporarily forget about you... In a Halo game... And if it was never there in the first place you wouldn't mind at all.
@@adrianwhitson1035 remember the Halo 3 bubble shield? It was a get-out-of-jail card in legendary. You don't like Reach for the armor habilities, but Halo 3 did something similar with equipment
I love Ruby's Rebalanced Halo 2, it's very cool
Fascinating stuff! Playing wolfenstein had given me some new perspective on weapon sandbox
yay another video you always make me happy with your vids, especially in these times thank for continuing to upload
I like about half of what Ruby does with his mods, and then the other half of the changes in any given mod are really frustrating and feel a little short-sighted. I should probably elaborate, but I guess I'll get around to that another time if anyone is interested in the opinions of an average-skill layman player.
I'm interested, I've been wanting to play the mod but am on the fence about it since I really didn't like his CE rebalance mostly because he made the marines basically T-1000s on legendary
The automatic weapons have ranges that are too long while the carbine and BR aren't efeective enough. While I like the beefed up lethality, decreased tracking from enemies and faster gameplay, everything else rubbed the wrong.
@@Ohbrotherthisguystinks823 Since you're on the fence about it, I also have a rebalanced Halo 2A mod that may be more up your alley.
@@Ohbrotherthisguystinks823 I haven't actually tried the Halo 2 mod, but Ruby's Rebalanced Reach is basically just a crap shoot on certain levels where you have only one or two AI allies, because the number of enemies is drastically increased even on such levels. On top of that, the DMR is hilariously weak and serves basically no purpose in the sandbox, while the AR and Needle Rifle are way over-tuned for damage and turn a lot of sections into a complete joke. The Sniper rifle feels particularly weak on shielded enemies regardless of headshots or body shots, and the Needler doesn't seem to track very well. The enemies' firing ranges are busted, to the point where Needlers will track you from across the map at sniper rifle ranges, and Wraiths from completely different sections of the level will fire on your position with no way for the player to retaliate.
It's easier and also harder on LASO.
Just the statement that Ruby doesn't believe in a utility weapons sold me on their mod. I am 100% of that belief as well.
I need help checking something for halo 2...
Ive been experimenting with halo 2's covenant weapons and have managed to increase the rate of fire on the needler and the plasma rifle by rapidly feathering the shots. IE standard mag dump on a needler by holding it down was roughly 5.5 seconds compared to 4.5 seconds and a much faster super combine rate. The needles basically traveled together, making them more effective against brutes on gravemind. If anyone can help test this it would be appreciated.
Hell yeah, even more love for Reach Evolved. Love to see it.
Hey LNG when are you planning to do evolution of plasma pistol. That one would be great!
that "covenant dance" thing you are talking about ive done with normal reach with a heavily customized firefight game mode to base off of and creating a sort of custom challenge with each map from that base mode to fit the theme and create something interesting. mind you it is less like a halo game at such a point but its still very thought out
I also don't agree with Ruby of Blue's mod, but I think the problems that it is trying to address are worth pursuing. Want to make the SMG better? Have it stun lock a non-shielded opponent under sustained fire. It's that simple. No need for any damage boost. It worked for CE, despite doing less damage. It doesn't need to be a sniper to be competitive. In fact, this should probably be done for all non-headshot weapons. As far as I'm concerned, using a non-headshot weapon on Halo 2 Legendary puts you at such an absurd disadvantage because there are no benefits to using them. You'll basically always lose if they decide to shoot you. Stun lock scales better for higher difficulties because it provides the opportunity to safely close the distance, and pick off single targets at a closer, more aggressive distance. It works for Campaign because it's literally designed to even the odds against a stronger opponent. I think automatic weapons should be the "safe" option, while headshot weapons and the plasma pistol charge don't have a stun lock or homing. Also the Sniper should not stun lock; something Ruby of Blue's mod got right.
Also, I really think you ought to be able to melee while duel-wielding, and keep your combo in your pocket to save for close range.
These two changes would be far more effective at embracing Halo 2's sandbox, keep the game difficult, encourage different levels of aggression, and would not make any weapon lose its role. It just gives useless weapons a role to begin with.
6:11
That Jackal got YEETED.
I’m kinda sick of keystone weapons. Yes, it makes other weapons less unique, in this halo 2 mod and halo 5, but now you can actually use them effectively. Not everyone gets off to using the battle rifle every single time.
That depends on if you only view lethality as “effective”
I think it makes everything more boring when every gun has the same role “kill good”
It’s more interesting when you have guns that have wildly different roles and traits other than “kill good”
Late Night Gaming but that’s exactly what battle rifle and ce magnum is. Kill good. Your forced to use those weapons on higher difficulty’s. How are you gonna see the uniqueness of other weapons when you can’t use them without instantly getting killed?
The reason those weapons “kill good” is because that’s their role as the Keystone weapon.
Other weapons are used to assist the keystone. I’m definitely not only using the battle rifle. I’m using the plasma rifle/pistol to strip shields, Assault rifle to make enemies flinch/move to cover, throwing grenades etc etc
Not every weapon needs to be hyper lethal
@@LateNightHalo I think Doom Eternal solves this problem flawlessly.
Every weapon is just as useful to kill demons with than every other, yet the low count of ammunition and that every demon has weaknesses against specific weapons makes you switch between them frequently.
Unlike in Doom, in Halo you can only hold 2 guns at the same time, but I think this kind of gameplay is still possible in Halo
@@TurokRevolution Well going forward they did significantly reduce the amount of reserve ammo weapons have so you will be forced to use a gun other than your preferred eventually. The actual role of a 'Keystone' or balance bar weapon is this is the weapon that when used gives the intended feel and experience and all other weapons are balanced based on it either above or below it.
The problem with making everything 'kill good' is that you knowingly or unknowingly create a new 'keystone'/meta weapon. With everything being just as lethal at all ranges as one another without any regarding to how the weapon functions or what it does actually creates a massive power disparity while also power creeping intended encounter design and difficulty.
Also as far as Doom Eternal goes weapons do have unique use cases that are better than others within those cases and as far as efficiency goes its a lot of stagger shot combos using the Ballista and rocket launchers which are the most useful weapons in the entire game for any given encounter compared to others to which as you upgrade The Slayer the ammo economy becomes less and less of an actual factor.
When Noble Six jumped over that Hunter's back, it reminded me how Batman could use a Titan to fight another one or knock smaller enemies in A. S. , that would've been very cool!
The bubble shield is your best friend on Legendary.
Infinite health packs.
Such a great guy. Doesnt agree with all of the mods aspects but respects the opinion and the way it is expressed
Could you review Ruby's other mods?
I really like the burst storm rifle. That's a really good idea in my opinion, it adds a medium range covenant weapon while still leaving some space for the plasma rifle.
Thanks for your video!
It's so difficult being the only person who prefers the DMR to the battle rifle. Every time it becomes a burst weapon I get a little upset.
Rin- Joh I prefer the battle rifle because it's more unique personally the DMR feels a bit redundant as most games have a semi automatic marksman rifle of some kind like World At War with the M1 Garand or Half Life with its Remington 700 sniper so having a burst fire rifle is really unique and not seen in any real games I know of.
The main problem with reach was that legendary would turn into a snooze fest where you would just sit 50m and dmr enemies while they stared at you and took it. It wasnt difficult it was just a grind. With ruby giving longer engages and buffing close-quarter weapons, getting close to the enemy is now a viable strategy and much more fun imo. The decreased projectile tracking also encourages strafing and quick movement leading to fast paced gameplay
Weird music pause at 6:50. Also I'm surprised you don't like the Halo 2 sandbox. I think the campaign always gives you the tools you need to progress, with weapons being dumped everywhere, and the odd hidden power weapon
Yeah, the music pausing was an error on my part unfortunately
TH-cam removed you from my subscriptions... not cool Susan.
Halo 3 needs a re-work BAD! normal difficulty is WAY too easy to the point where I can’t even play it. Whenever I play h3 I just play on heroic
Have you considered that you might just be too good? lol
I only play on legendary
Sounds to me like you just got good at the game lol
Sideways Luke lmaoo 😂😂😂😂
Heroic is the way halo is meant to be played
Ruby’s Halo 2 rebalanced is very hard but fair on the heroic difficulty. I’m almost finished with it. If you aren’t in the flow and using the right weapons, the game can and will kick your ass, conversely if your timing is on point and you’ve mastered the weapon sandbox you start to feel like you’re ascending to being a true Spartan, or “Master chief from the books.”
I never like Arbiter and Oracle missions as a kid and even now dreaded them still. But now I've got a reason to try a mod for MCC.
Hey LTG did you encounter too low mouse sensitivity in project cartographer If yes then how did you fixed it?
I turned up my mouse sensitivity in the game’s settings menu! Did you try that or is it not working?
@@LateNightHalo it's not working man what should I do?
Try pressing the Home key. It opens up an options menu. Maybe an aiming solution is in there?
That didn't work man. But thanks for your response!!
I'm not kidding they are bringing back the original pelican
I really want to see your opinion on halo reach: eternal because that mod is a trip
Im glad ruby biffed the plasma rifle. In halo 1 it was probably my favorate weapon for fighting covenant. As it had good damage, range, and accuracy (playing heroic) but in halo 2 I just felt like it got nerfed to the ground.
You should try Halo Reach Rebalanced by Ruby its great
Great video. Thanks for bringing more attention to Halo's mods. If you're going to do more of these, may I please recommend Tbiesty's Halo 2 Rebalanced Mod? I prefer it over Ruby's since it doesn't change as many things. It still feels like Bungie's Halo 2 but not as rage-inducing while still being a challenge.
Thanks! I just released my Halo 2 Anniversary Rebalanced mod yesterday, so it’s ready to go.
HALO 2 on LASO.
NOTHING,
BUT CHEAP TACTICS.
Halo 2 rebalanced made Halo 2 Campaign enjoyable for me after these 16 long years. The marines and SMG's are my two favs
He actually fixed dual wielding and it feels a lot more like CE when not dual wielding!
Guns are powerful and when dual wielding they are inaccurate AF but dps monsters...
True bullet hoses I think Bungie was going for.
Funny how he fixes the dual wielding missing feature in a week... When 343 couldn't fix it for 6 years, still baffled me
This. I absolutely hated what Halo 2 vanilla did to the plasma weapons and especially the pistol.
"specialised roles" fine but they're still supposed to be weapons!
Another great vid man, just wondering how you adjusted the halo 2 view models? Cheers!
I didn’t touch the H2 view models! If they are adjusted it was probably the mod
Hey I saw on your previous video a spectre in multiplayer when you were showing the shotgun on halo 2, is that a mod, if not what map is that
I'd never have a problem with the Marines or allies Covenant being a lot more capable in battle, mostly because it makes them a valuable asset that you *WANT* to protect even more beyond "Pea-shooting meat shield" because they're your party members, they're your buddies and they look up to the SPARTANs and the Arbiter to be spearheading their missions. Hell, Ruby himself said "you feel more inclined to jump in and start firing with them" and I agree wholeheartedly! Even if it does get you killed on Legendary a couple times because you big-derped into a sticky.
2:26 I Strongly disagree I think Halo Reach Elites and Covenant in general are the easies to identifiy and the best depiction we've had of them in the whole saga.
Rest of the video is pretty spot on, loved it!.
How you came to that conclusion is beyond me. CE is the obvious king of enemy type recognition.
Damn I actually really like Halo 2 the way it is.
I'm getting my new PC parts soon extremely soon, I'll be damn happy to play these mods!
Something about jumping on a hunters back and ripping the worms out in handfuls seems a little.. vicious.
Where'd Late Night get the term Covenant Dance from? Never heard that before, apart from the song, and I can't find any evidence of it having that meaning online.
Why do modders always turn the DMR into the Battle Rifle?
When did ruby state his opinions on utility weapons?
Now i need to know about that samus/metroid image i saw in this video
I am in talks with 2 people about modding Halo 3 Campaign, maybe even multiplayer custom games, when it comes to Steam to update the textures to have PBR materials to make a Halo 3 Anniversary fan-made.
Boy oh Boy I sure do wish I knew how to install mods!
I know it's way to late for this idea, it would've been great to have even before halo 5s release. I got the idea from one of of your old videos.
But imagine a world where the UNSC developed two different Spartan armors.
With the success of the [Gen1] Mjolnir Mark 4 and 5 with some inspiration from the MkBLACK/6 and Mk7 they could develop a one man army-close combat Mjolnir armor.
The close combat armors would be slower paced, heavily armored (aka old halo gameplay and pacing).
And whole new system for the completely overhauled Generation Mjolnir 2[Gen2] Thesw would have large scale battle-teamwork and speed in mind made for war with large groups of enemies and big open areas where fast movement on foot is important. These battle armors could come with some- maybe even all abilities (spartan charge, thrust, sprint, slide, ADS(for lore that could work since MOST close combat scopes are mostly within the visor anyways), infamous ground pound and even more).
Within the halo 5 campaign and story blue team, would carry the [gen1] as they would use old tactics and similar scenarios as older games, veterans like John himself and the veteran players would be familiar with, adding some nostalgia.
And the fireteam Osiris would carry the new [gen2] as they fight warzones and traverse more complicated environments sacrificing some of their bulk, strength and shield energy for mobility and technical advancement like ads and thrust.
This would all coincide with the possibly even more important multi-player feel and gameplay. On smaller maps aka 4v4 and similar gamemodes with maps developed with [gen1] in mind. While BTB and Halo:5 sized maps would have the [gen2] mjolnir armors, adding gamemodes such as Gen2 CTF and more.
I feel personally that this would keep the lore of the the universe and spartans in tact. Letting 343 experiment with the concept and stay "modern" without disrupting the -now holy- core halo "feel".
I get that this would've been alot of work for the kind of new 343 team, the development time would increase and they would probably need to split the team to develop this as it would kind of have to be a game-within-a-game thing. Although they've managed to do that with the MCC now.
Anyways, this is my idea and it sounds like the amazing experience to me, I miss the old halo experience but have grown used to the new mechanics somewhat and probably would miss it somewhat if they disappeared forever. I think that myself and alot of players would enjoy both game styles way more if we knew that none of the experiences would take away from the halo games we grew to love.
P.S. The story could be a kind of getting used to the gameplay, more so than today's campaign with the different mechanics and gameplay of the [Gen1] and [Gen2] suits.
Would really like to hear your opinion on this. What do you think of a split halo gameplay and experience like this?
If you think it's an interesting idea it would be so cool if you wanted to talk about this topic in a future video
So sorry for such a long text, love your late night halo vids and always have. Take care❣️
Hope you take the time to read this as I'd love to hear your thoughts and ideas.
4:31 Man even the terminology of Halo is inspired by Doom