@@RubyofBlue Love your work and content, and excited to experience your work! I just hope you go into more depth about the melee system, and how it differs from CE’s system. I also thought you’d give the BR the melee sequence that Vadam used in Uncut, but to a more refined, “rebalanced”, degree that you’re really good at applying. Thought it would give the weapon another unique utility, especially giving that the BR is a “jack of all trades” weapon. Scoped for long range, Reticle for mid range, and Melee for close range. I’ve recently discovered the unique melee system from H2’s early stages, and thought to add the idea to specific weapons rather than just the player out right. Makes players wonder what other weapons might have this unique melee trait, especially with the brute weapons. Good luck on your work and God Bless.
For real. After playing Ruby's CE with my brother these might as well be new Halo releases to me. One AM coming home from GameStop on a school night type shit
What I like about the Brute Plasma Rifle redesign here is that it's not just had spikes and blades thrown on like I've seen in other redesigns, it actually looks like a weapon that's been tampered with to make it more lethal
Ye, but if you talk about how CE's sandbox is abysmally balanced all the people playing it since launch rush in to tell you it's actually the most perfect thing ever. @@kainey
Honestly, the most enjoyable part of your halo vids is how you reveal halo's fundamental building blocks and what made it such special game. Its made me appreciate Halo in a new light getting to understand what exactly made this game special
Honestly thanks for pointing it out! I don't know how I managed to miss it the first couple times I watched it. That green lighting akin to the halo 2 shotgun looks beautiful on the magnum. The sniper rifle too! 13:41
One big thing about sandboxes is how fun is created by constraints. What is kept from you? What’s a limitation or unique advantage to this mission? We all know of Truth and Reconciliation giving you a deep-pocketed sniper rifle, but that mission also doesn’t have a single magnum. It completely changes the dynamic. That’s why I am happy to see the BR delayed in delivery and Carbine given a different utility. The sandbox is also defined by what is accessible to you after all!
I am really excited for this mod. I think SEV is also part of it who is working on the stencil shadow for this mod - which also makes this mod look cooler and more how it's supposed to look like.
I ALMOST died when you said Dual wielding was a good feature. Then I heard your explanation and went, "Oh. Yeah, that'll make it actually fun without gutting the usability of every weapon when fired alone." I honestly don't know why I hadn't thought of that change. Maybe I did a long time ago, but I had just figured the problem was dual wielding itself like... because dual wielding existed, you couldn't balance the weapons to be good when alone.
I must thank you once again Ruby, as I have been wanting a more modern consistent experience across each title on the MCC and you are the only one even coming close!
Finally someone else that gets you can have weapons that fill the same role but have quirks to make them more useful for specific enemies and scenarios
I'm a huge Real Time Strategy player, and I recently started to describe Halo as a First Person Strategic Shooter. Halo was supposed to be a RTS at first, and thr enemy design shows. I see weapons as our units, and that's where all the fun is. Using each weapon against its optimized target.
I'm probably asking for way beyond the scope of this project, but I'd love, if not an inclusion, but a collab with the restored lighting mod. It's very barebones for the time being but the potential is beyond massive.
"Sir where are all of the Battle Rifles!?" "On the Third level down!" "WHY!? This is a military defense station who's bright idea was this?" This is what I think about delaying the intro to the battle rifle. It makes sense gameplay wise but absolutely 0 sense in terms of world smarts.
Honestly I don’t mind it, maybe the wall racks only have quick security weapons like the SMG and magnum, with the armoury or other hard points having shotguns and battle rifles.
I've never liked dual wielding in 2 and 3 so I raised an eyebrow when you introduced the topic but your proposed changes are nothing short of genius. Can't wait to replay 2 once this mod comes out
It was way different when 2 first came out. A little less than a year after release there was a major rebalancing patch that changed it to what it is now. On release, Dualies were essentially the short-mid range meta and had an insane time to kill. Dual pistols especially were monsters and were near a one second kill if you were landing headshots. It was kind of disappointing when everything but PlsmaRfle/SMG became a novelty overnight.
This looks amazing, i can't wait to play. i love the little details added as well, like making the guns look a bit more like halo 3 with lights/ the sniper scope color and new animations.
Oh my God, THAT BPR LOOKS SO GOOD. Also, I bought a gaming PC and I’m currently halfway through CER. It’s been fun so far, can’t wait for Two Betrayals!
Always loved the brute plasma rifle, loved the redesign by Luna reminding me a lot of SPV3. Having the changes made especially to duel wielding is amazing, glad it was given new life on MCC in the multiplayer on Halo 3. P.S, had no idea about the increase melee attacks especially back in CE and probably Lumoria. That's so cool.
Give the Carbine a DOT mechanic (Damage over time) to unshielded targets. How much dmg and how long it should last is where you come in. The thing fires radioactive slugs. I cant imagine a more gruesome way to die than radiation poisoning. They also took inspiration from the M1 Garand for its style of magazine and reload animation. You can make it so that the reload speed is a bit slower (with a different animation if possible) if the player decides to reload before emptying the magazine. It adds an additional quirk to the carbine so it stands itself apart further from the battle rifle. You can look at COD: WaW M1 Garand to see what im referring to You & your team are doing a great job here Ruby. I can't wait till this releases. We've never had small arm in the sandbox that does DOT. This is the perfect weapon to experiment with it. Fire & forget should be the name of the game for the carbine. I would argue that you should remove its zoom function as well but I think that would be a bridge too far for a lot of people.
Excellent! One thing id add. Is the Ai. The elites in halo 2 always felt so clunky in the way they move. Id change them to look more fluid and floaty , give them that graceful "skip" that they have in Halo CE.
Yeah I saw on stream he got rid of the marine crouching mechanic that bungie implemented to prevent players from headshotting them by accident which means they’re more mobile and aggressive, and I’m more than certain the elite ai has been tuned to be more aggressive or defensive accordingly
Oooh, I can agree that dual-wielding was the best innovation Halo 2 made. Apparently, 343 doesn't like it. Might as well take matters into our own hands.
"The Carbine is harder to get consistent headshots"!? I have always had better odds landing headshots with the Carbine, DMR, and CE Magnum over anything else to the point I never use snipers and I can get up to 4 kills with the BR before delpenting all of its ammo if I am having a good day so I rarely ever used it, at the end of the day my disorder gives an 80% headshot accuracy with simi-auto no-scop, iron sights 1.5x, 2x, 2.5x and 3x scopes but drops down to 50% or lower for burst fire, and full-auto weapons as well as any zoom magnification 4x or higher in every FPS I have ever played
I am excited for this...I always liked halo ever since i first played the games in 2021...except for 4 and 5.....Infinite was fun tho. and yet most people only play it for multiplayer. I play halo for the campaign and I am excited to see how you work this game as well as my favorite campaign....that being halo 3. I will watch you with great interest
That's how it was back in the day, everyone played Halo for the campaign, esp with CE, as split screen and LAN started out as a bonus. Online multilayer made Halo a global phenomenon, but it also made Microsoft consider the campaign an afterthought when they finally got the IP.
I was actually really worried you were either gonna remove dual wielding or nerf it to uselessness. Glad to know you're on the "2 guns is awesome" side of the opinion.
Did you end up increasing the impulse of the BPR? Because I feel like that could be a great upgrade to it that isn't just pure stacking damage. Make it actually able to push Brutes and Flood around and stunlock them. Of course it still needs a DPS buff.
Such a thing isn't feasible to do in Halo 2, because instant acceleration in this game and CE, which is high enough to displace AI by a notable amount, results in AI being flipped around - their backs toward you, which would be insanely broken on a rapid fire weapon like the BPR
@@RubyofBlue Fair enough. I didn't know if the engine determined hitstun by physics impulse, damage per second, or some third variable unique to each weapon projectile. Looking forward to the final release of the mod!
Was wondering if you could explain why a unique aspect of CEs philosophy was lost over later titles. I’ve also not seen it mentioned specifically, and it is - you the player have 100% control over every single projectile any weapon fires. For every weapon in CE this is true (yes even AR). There are incredible nuances that lead to a very high skill ceiling for every weapon in the game. Best example is CE plasma rifle, its magic was never recaptured. From Halo 2 the SMG and plasma rifles have no skill ceiling, BR and Carbine spread will just rob you via RNG (like you showed with Jackal snipers). Why did this philosophy change?
The only thing I was wondering about, is the damage of the sniper rifle against the flood. I might be thinking about something else but i think it's supposed to do very little since the flood are meant to be torn apart and the sniper just pierces through them. Everything else seems perfect and i couldnt be more excited. I almost can't go back to vanilla CE with your rebalance
The sniper rounds have such a high velocity that they just punch through rather than dealing the damage that's necessary in killing Flood such as dismemberment. Destroying things like the bones and internal organs which is its primary function would do nothing against them. This change to the sniper is the only thing I don't agree with. If applied to the beam rifle though it would make sense because it's plasma which has heat and heat is the Flood's number one weakness.
The problem with that is it's extremely inconsistent, if that logic applied not only would all bullet weapons be bad against the flood (even the shotgun wouldnt be that effective) but also plasma would be insanely effective because its an incendiary weapon. The key is consistency, if you decide to adhere to logic like this, then adhere to it consistently, if you decide that gameplay takes priority over logic then be conisistent with that. So yeah this sniper rifle argument i find ridiculous.
A sniper bullet with its energy would absolute liquefy in the insides of flood matter. A large projectile going very fast doesn't just punch a clean hole. All that energy is going to move other stuff out of the way.
@Leo.23232 like I said I might be thinking of something else, or it was just something another content creator said. That being said I think the plasma weapons do decent damage already, if I remember, and the other thing is the shotgun and AR (at least in CE) were so effective because the AR is shooting 60 rounds of 7.62x51 and the shotgun isn't just a 12ga, it's an 8ga 0000 and 00 buckshot, while the sniper uses armor-piercing ammo. Personally, I think the logic still holds that the others should do more damage and the sniper shouldn't do as much (3 or 4 shots maybe)
Great to see my favorite game of all time, HALO 2, get some love! Overall the rebalance seems like a great tweak of the sandbox. However, there is one small, maybe too nit-picky, disagreement I have. 13:50 The sniper rifle rework I think is great except for the one-shoting flood combat forms. The sniper is a anti material/armor piercing focused rifle, and in being so, over penetrates the soft tissue of a flood form who does not have vital organs. Again, this is very nit-picky and I'm sure this specific rework makes for better gameplay for the average player, but I tend to like how the lore and backstory of a game translate to the actual gameplay. Overall though, as I said, great work!
I really hope the Halo 2 SMG gets a new firing sound, or at least gets its Halo 3 firing sound, the pitiful popgun sound of vanilla Halo 2 really takes a lot of the fun out of using it.
This Mod & Halo Reborn are the only things keeping me excited about playing Halo. I wish could say the same for the rumored Halo CE Remake but knowing it's 343 and hearing the awful news from Mint Blitz recent video from earlier today I'm sure they're gonna drop the ball once again.
Just clarifying something here, even months later, but Mint Blitz is a reactionary commentary TH-camr who cherrypicks and exaggerates drama without checking sources or verifying anything, and his videos are chock full of misinformation as a result, and he even covers the exact same topic multiple times in a row while just very slightly changing his commentary to make it seem like he has something to add. Mint Blitz's videos are absolute nothing-burgers, which should be obvious considering just how quickly he makes them, and he only does it for money since TH-cam monetizes quantity more than quality, regurgitating unverified Twitter posts and screaming outrage for 7-10 minutes a video because that's just how little he has to actually say.
The blue sentinel beam doesn't look fun here. It looks like you can't control the gun in all the ways that matter. A laser gun is most fun when you have total control over it rather than making it a lock on weapon that requires very little player input to use.
The problem with the Elim Beam is, its vanilla functionality is way too one-dimensional to justify making it notably more powerful than its counterpart. But limiting its distribution is very hard too since it drops from a common enemy for its two missions. I wanted to do something that'd create more interesting strategizing. That means the best route to take is limiting the weapon's lifespan and imposing functional limitations to justify a noticeable increase in its lethality (like the charging time and mandatory overheat here). But I've haven't formally gotten to SI or QZ yet, so I'm open to other suggestions on how to make the Elim Beam function uniquely!
But we already have a laser weapon that we have total control of, there's no point in having a duplicate weapon that has no differences except one does more damage
@@RubyofBlue just off the top of my head, I think it would be cool to make the eliminator operate like The Predator's shoulder mounted plasma cannon, where it shoots beam-like projectiles and can instantly make flood explode (without causing an actual explosion so as not to be too similar to a rocket weapon). That way, players still have total control over the weapon and you can make it totally distinct from the regular sentinel beam. Just a thought.
@@crashbash8549 I don't think it needs to be just like the regular sentinel beam. I just think a weapon that removes a lot of player input won't be much fun to use. Even the needler with its homing properties needs a good deal of poster control to utilize properly, whereas this eliminator beam looks like you can stand still, charge it up, and most things in front of you die.
When I was a kid, I always got so excited when I was able to dual wield both the brute and normal plasma rifles at the same time. So part of my was gently hoping for some sort of synergy here. Unfortunately, no such thing, but a man can dream. Anyway, cool stuff.
I mean lets talk about it.. What do you think would be a good synergistic ability if you spammed the cherry and blueberry gun at the same time? Maybe it can stun hunters. Maybe it can generate an EMP. What did you have in mind back then?
8:01 I'm excited you are into dual-wielding! It has a lot of potential. If you can solve that challenging balance it'll be so fun :) The brute plasma rifle especially I'm eager to try! Did you say what you're doing with the Needler?
Technically the magnum isn’t a new weapon. They took most of the Plasma Pistol DMG & made the Magnum but its bullet instead of plasma & gave it shit accuracy for a precision weapon… Thanks for the visuals showing the spread. Is it possible to change the dual wield reticule to better showcase the increased spread?
Was 2:Anniversary any inspiration at all? It's very interesting how Certain Affinity took a similar approach to buffing the magnum as you did. I also love how you managed the Brute Plasma Rifle, I've always thought it should be closer to a plasma shotgun than anything else with its range and power.
This is dope, please for the love of all Halo fans stop calling these mods ‘Rebalanced’ and just call them ‘Evolved’ or ‘Unleashed’ like they deserve. Seriously though great job.
Halo has struggled since halo 2 with balancing a proper sanbox for legendary. Starting with 2 more and more weapons became absolutely useless on anything above normal. It's my biggest issue when revisiting Halo as a Halo fan. Halo favors and prioritizes precision weapons above automatics and really restricts what can be effectively used by the player. They made a good step forward with the assault rifle in Halo 3....only to nerf it in odst. It only got worse with reach. I don't have any proof of this, but my best guess was because it was to be balanced for multiplayer first. Which is wrong in my opinion, your single player experience is more important as more people have access to the single player than the multiplayer experience. Multiplayer balance kills the fun of single player, just look at destiny. Also led to the removal of fun mechanics like dual wielding because it couldn't be balanced for multiplayer. The poor balancing in Halos sanbox makes it harder to return to after shooters like the modern doom games, which have weapons useful in specific situations but can still be used at the players' discretion, unlike halo.
@messer7450 Could this ever happen? With the size these projects balloon to, I'd think balancing sandbox for campaign and multiplayer separately is at the bottom of their priority list.
Id love to see the ar added back into halo 2 for this mod but I think it’s mainly just wishful thinking. It could create a new middle ground between the br and the smg with higher damaging and more accurate shots but with a far lower rate of fire and clip size. It could also penetrate through targets due to its higher caliber of bullets while the smg has smaller less powerful bullets that can’t penetrate a target but are great at general crowd control. I know I pretty much described what Ruby’s rebalanced halo 3 did but I think it could really work in halo 2’s sandbox. Plus it would make more sense than how the base game just removed the ar from existence for sandbox reasons and then just putting it back in for halo 3.
Since the Digsite Team had found and restored the cut Flamethrower and its Covenant equivalent the Disintegrator, would there be any likelihood of adding them back into Halo 2 Rebalanced?
A Ruby upload is an event.
A Vadam upload is also an event.
We are here for the premier
🥳🎉
You notice that shit too?
greetings vadam
This feels like a modern bungie halo 2 behind the scenes video
Amazing. The care and detail on display here is next level. Looking forward to the next upload and to finally getting to play!
Thanks!
Didn’t expect to see you here
@@RubyofBlue Love your work and content, and excited to experience your work! I just hope you go into more depth about the melee system, and how it differs from CE’s system. I also thought you’d give the BR the melee sequence that Vadam used in Uncut, but to a more refined, “rebalanced”, degree that you’re really good at applying. Thought it would give the weapon another unique utility, especially giving that the BR is a “jack of all trades” weapon. Scoped for long range, Reticle for mid range, and Melee for close range. I’ve recently discovered the unique melee system from H2’s early stages, and thought to add the idea to specific weapons rather than just the player out right. Makes players wonder what other weapons might have this unique melee trait, especially with the brute weapons. Good luck on your work and God Bless.
You are a madman. All this time programming and you still produce these high quality in-depth videos.
You are the man, Ruby.
"Rebalance" is kinda underselling it, this is a full blown overhaul. I wish I was half the modder you are.
For real. After playing Ruby's CE with my brother these might as well be new Halo releases to me. One AM coming home from GameStop on a school night type shit
What I like about the Brute Plasma Rifle redesign here is that it's not just had spikes and blades thrown on like I've seen in other redesigns, it actually looks like a weapon that's been tampered with to make it more lethal
Understanding brute art philosophy
I find it hilarious that Bungie talked about how important balance was for multiplayer... and then made Halo 2 lol
They made CE first with the sniper pistol
Ye, but if you talk about how CE's sandbox is abysmally balanced all the people playing it since launch rush in to tell you it's actually the most perfect thing ever. @@kainey
@@EspartanicaIt is.
@@LennoxParsec It's heavily unbalanced and has glaring flaws
Honestly, the most enjoyable part of your halo vids is how you reveal halo's fundamental building blocks and what made it such special game.
Its made me appreciate Halo in a new light getting to understand what exactly made this game special
Same here. After I finished CE Rebalanced for the first time, I said to myself, "This is the best way to play CE's campaign."
These videos really go to show just how much effort you put into your re-balancing. Very excited to try it out when it's finished
Oh your here? Like your vids
10:13 Immediately noticed the improvement to how the pistol Looks. Night and day
Honestly thanks for pointing it out! I don't know how I managed to miss it the first couple times I watched it.
That green lighting akin to the halo 2 shotgun looks beautiful on the magnum.
The sniper rifle too! 13:41
There is a certain tone that comes with intense, real experience with a topic.
This video really has it.
One big thing about sandboxes is how fun is created by constraints. What is kept from you? What’s a limitation or unique advantage to this mission?
We all know of Truth and Reconciliation giving you a deep-pocketed sniper rifle, but that mission also doesn’t have a single magnum. It completely changes the dynamic.
That’s why I am happy to see the BR delayed in delivery and Carbine given a different utility. The sandbox is also defined by what is accessible to you after all!
I am really excited for this mod. I think SEV is also part of it who is working on the stencil shadow for this mod - which also makes this mod look cooler and more how it's supposed to look like.
Man I love echos animations
I ALMOST died when you said Dual wielding was a good feature.
Then I heard your explanation and went, "Oh. Yeah, that'll make it actually fun without gutting the usability of every weapon when fired alone."
I honestly don't know why I hadn't thought of that change. Maybe I did a long time ago, but I had just figured the problem was dual wielding itself like... because dual wielding existed, you couldn't balance the weapons to be good when alone.
I must thank you once again Ruby, as I have been wanting a more modern consistent experience across each title on the MCC and you are the only one even coming close!
Really like the new look for the sniper scope in this mod, really nice blend of the 3 and Reach designs.
the weapon models and animations in this are pure sex appeal
Finally someone else that gets you can have weapons that fill the same role but have quirks to make them more useful for specific enemies and scenarios
I'm a huge Real Time Strategy player, and I recently started to describe Halo as a First Person Strategic Shooter. Halo was supposed to be a RTS at first, and thr enemy design shows. I see weapons as our units, and that's where all the fun is. Using each weapon against its optimized target.
Ye until you play legendary on Halo 2 and 3 and reach where a rifle head shot weapon is automatically needed xD
I'm probably asking for way beyond the scope of this project, but I'd love, if not an inclusion, but a collab with the restored lighting mod. It's very barebones for the time being but the potential is beyond massive.
Sev’s dynamic lights are already included with the mod 👍
This mod has gone from just another forgettable rebalance mod, to one of my more anticipated Halo 2 mods. Phenomenal work!
1:15 i feel like a memory was just unlocked....was that art in the Halo manual book that came in the case?
It's from the Halo Graphic Novel.
It even includes cut weapons. Like the H2 Flamethrower and the Satchel Charges
@utbunny I actually just remembered that I had a bunch of halo trading cards and this was the art of one of the cards. Never read the novel
12:01 That sticky attempt got robbed so hard! It hit the elite's gun and fell off because the weapon isn't a part of their body. xD
Watching these makes me feel like I'm 11 years old watching the Halo 2 making of again.
"Sir where are all of the Battle Rifles!?"
"On the Third level down!"
"WHY!? This is a military defense station who's bright idea was this?"
This is what I think about delaying the intro to the battle rifle. It makes sense gameplay wise but absolutely 0 sense in terms of world smarts.
Someone pissed on all of them so they were absent for cleaning.
Honestly I don’t mind it, maybe the wall racks only have quick security weapons like the SMG and magnum, with the armoury or other hard points having shotguns and battle rifles.
I've never liked dual wielding in 2 and 3 so I raised an eyebrow when you introduced the topic but your proposed changes are nothing short of genius. Can't wait to replay 2 once this mod comes out
It was way different when 2 first came out. A little less than a year after release there was a major rebalancing patch that changed it to what it is now. On release, Dualies were essentially the short-mid range meta and had an insane time to kill. Dual pistols especially were monsters and were near a one second kill if you were landing headshots. It was kind of disappointing when everything but PlsmaRfle/SMG became a novelty overnight.
that was probably the most refreshing take i've seen on dual wielding in a while. looking forward to this!
This looks amazing, i can't wait to play. i love the little details added as well, like making the guns look a bit more like halo 3 with lights/ the sniper scope color and new animations.
10:30 YES. Killer Bean style.
Rube I’ve watched all the videos released on this like 4 times over. I NEEEED IT
14:11 Dead Meat theme jumpscare
Oh my God, THAT BPR LOOKS SO GOOD.
Also, I bought a gaming PC and I’m currently halfway through CER. It’s been fun so far, can’t wait for Two Betrayals!
Always loved the brute plasma rifle, loved the redesign by Luna reminding me a lot of SPV3. Having the changes made especially to duel wielding is amazing, glad it was given new life on MCC in the multiplayer on Halo 3.
P.S, had no idea about the increase melee attacks especially back in CE and probably Lumoria. That's so cool.
Weapon balancing is soooooo good
Give the Carbine a DOT mechanic (Damage over time) to unshielded targets. How much dmg and how long it should last is where you come in.
The thing fires radioactive slugs. I cant imagine a more gruesome way to die than radiation poisoning.
They also took inspiration from the M1 Garand for its style of magazine and reload animation. You can make it so that the reload speed is a bit slower (with a different animation if possible) if the player decides to reload before emptying the magazine. It adds an additional quirk to the carbine so it stands itself apart further from the battle rifle.
You can look at COD: WaW M1 Garand to see what im referring to
You & your team are doing a great job here Ruby. I can't wait till this releases.
We've never had small arm in the sandbox that does DOT. This is the perfect weapon to experiment with it. Fire & forget should be the name of the game for the carbine. I would argue that you should remove its zoom function as well but I think that would be a bridge too far for a lot of people.
-343 Guilt Spark- Ruby of Blue, "I am a genius. Hehehehe"
So much thought, and character went into this with great understanding of the source material. I really want to try your version! Well done
Alright alright alright let’s do it, always glad for another look under the hood of this
Babe wake up Ruby posted
Ruby has become Yu-Gi-Oh.
The ultimate combination of early 2000s glory! HALO and yugioh
Is this the CE rebalance guy? That was awsome!
THE VIEWMODELS RUBY THE NEW ANIMATIONS YOURE TICKLING MY BRAIN
Excellent! One thing id add. Is the Ai.
The elites in halo 2 always felt so clunky in the way they move. Id change them to look more fluid and floaty , give them that graceful "skip" that they have in Halo CE.
Yeah I saw on stream he got rid of the marine crouching mechanic that bungie implemented to prevent players from headshotting them by accident which means they’re more mobile and aggressive, and I’m more than certain the elite ai has been tuned to be more aggressive or defensive accordingly
"Dual-wielding is the single BEST INNOVATION of Halo's formula" Thank you for saying that! I absolutely adore dual wielding in H2&3.
Bro, just looking at the gameplay alone, it's clear that this could be one of the greatest things that has come out of the modding community
Oooh, I can agree that dual-wielding was the best innovation Halo 2 made.
Apparently, 343 doesn't like it. Might as well take matters into our own hands.
343 doesn't like Halo
These vids remind me kinda like the old Bungie Vidoc's theyd release before Halo 3 & Reach. Fantastic job Ruby!
Before halo 2 launched, I remember seeing a video where the new BR was single shot when scoped in, and 3burst unscoped.
I would say take some notes from your Halo CE rebalance changes that really made the sandbox feel unique again and fun.
"The Carbine is harder to get consistent headshots"!? I have always had better odds landing headshots with the Carbine, DMR, and CE Magnum over anything else to the point I never use snipers and I can get up to 4 kills with the BR before delpenting all of its ammo if I am having a good day so I rarely ever used it, at the end of the day my disorder gives an 80% headshot accuracy with simi-auto no-scop, iron sights 1.5x, 2x, 2.5x and 3x scopes but drops down to 50% or lower for burst fire, and full-auto weapons as well as any zoom magnification 4x or higher in every FPS I have ever played
So excited for this! Glad you've taken your time and mastered your craft!
Bro I played ce rebalanced and bro it felt like I was playing halo ce for the first time again
I also played halo 2 uncut so I’m curious to see this
Your description of balancing and tuning sandboxes is just absolute gold. Thank you for offering such amazing info so concisely and for free
I am excited for this...I always liked halo ever since i first played the games in 2021...except for 4 and 5.....Infinite was fun tho. and yet most people only play it for multiplayer. I play halo for the campaign and I am excited to see how you work this game as well as my favorite campaign....that being halo 3. I will watch you with great interest
That's how it was back in the day, everyone played Halo for the campaign, esp with CE, as split screen and LAN started out as a bonus. Online multilayer made Halo a global phenomenon, but it also made Microsoft consider the campaign an afterthought when they finally got the IP.
I was actually really worried you were either gonna remove dual wielding or nerf it to uselessness. Glad to know you're on the "2 guns is awesome" side of the opinion.
What about when you melee with the needler, the needles stuck in the target and explode, that would be awesome.
Did you end up increasing the impulse of the BPR? Because I feel like that could be a great upgrade to it that isn't just pure stacking damage. Make it actually able to push Brutes and Flood around and stunlock them. Of course it still needs a DPS buff.
Such a thing isn't feasible to do in Halo 2, because instant acceleration in this game and CE, which is high enough to displace AI by a notable amount, results in AI being flipped around - their backs toward you, which would be insanely broken on a rapid fire weapon like the BPR
@@RubyofBlue Fair enough. I didn't know if the engine determined hitstun by physics impulse, damage per second, or some third variable unique to each weapon projectile.
Looking forward to the final release of the mod!
You've put more thought into this than some devs put into their latest titles. Im excited to replay this and see what new stuff you bring along! :D
CE mod was sick. Can’t wait for halo 2 rebalanced
Thanks!
Yo, that Yuu-Gi-Ou esque artstyle
RIP Kazumi Takahashi and Taiki Matsuno.
You’re insane, I’m so ready for this mod!
Amazing keep up the good work
Hopefully this mod is out by November 9th
Was wondering if you could explain why a unique aspect of CEs philosophy was lost over later titles. I’ve also not seen it mentioned specifically, and it is - you the player have 100% control over every single projectile any weapon fires. For every weapon in CE this is true (yes even AR). There are incredible nuances that lead to a very high skill ceiling for every weapon in the game. Best example is CE plasma rifle, its magic was never recaptured. From Halo 2 the SMG and plasma rifles have no skill ceiling, BR and Carbine spread will just rob you via RNG (like you showed with Jackal snipers). Why did this philosophy change?
darn, I now need to replay H2
The only thing I was wondering about, is the damage of the sniper rifle against the flood. I might be thinking about something else but i think it's supposed to do very little since the flood are meant to be torn apart and the sniper just pierces through them. Everything else seems perfect and i couldnt be more excited. I almost can't go back to vanilla CE with your rebalance
The sniper rounds have such a high velocity that they just punch through rather than dealing the damage that's necessary in killing Flood such as dismemberment. Destroying things like the bones and internal organs which is its primary function would do nothing against them. This change to the sniper is the only thing I don't agree with. If applied to the beam rifle though it would make sense because it's plasma which has heat and heat is the Flood's number one weakness.
The problem with that is it's extremely inconsistent, if that logic applied not only would all bullet weapons be bad against the flood (even the shotgun wouldnt be that effective) but also plasma would be insanely effective because its an incendiary weapon. The key is consistency, if you decide to adhere to logic like this, then adhere to it consistently, if you decide that gameplay takes priority over logic then be conisistent with that. So yeah this sniper rifle argument i find ridiculous.
If the Sniper can destroy vehicles. Then i don't see why it cannot be able to obliterate the Flood.
A sniper bullet with its energy would absolute liquefy in the insides of flood matter. A large projectile going very fast doesn't just punch a clean hole. All that energy is going to move other stuff out of the way.
@Leo.23232 like I said I might be thinking of something else, or it was just something another content creator said. That being said I think the plasma weapons do decent damage already, if I remember, and the other thing is the shotgun and AR (at least in CE) were so effective because the AR is shooting 60 rounds of 7.62x51 and the shotgun isn't just a 12ga, it's an 8ga 0000 and 00 buckshot, while the sniper uses armor-piercing ammo. Personally, I think the logic still holds that the others should do more damage and the sniper shouldn't do as much (3 or 4 shots maybe)
Great to see my favorite game of all time, HALO 2, get some love! Overall the rebalance seems like a great tweak of the sandbox. However, there is one small, maybe too nit-picky, disagreement I have. 13:50 The sniper rifle rework I think is great except for the one-shoting flood combat forms. The sniper is a anti material/armor piercing focused rifle, and in being so, over penetrates the soft tissue of a flood form who does not have vital organs. Again, this is very nit-picky and I'm sure this specific rework makes for better gameplay for the average player, but I tend to like how the lore and backstory of a game translate to the actual gameplay. Overall though, as I said, great work!
Would you be able to implement the HI thing where covenant weapons get ammo when walking over other covenant weapons?
Love these update videos. Keep them coming!
Also who was crying in halo ce in the hallway in the mission Keyes😭😭 female elite grunt?!?
Ruby hitting the nail on the head of everything I think about when pondering Halo’s weapon sandbox.
Amazing, love everything you showed on the video
I really hope the Halo 2 SMG gets a new firing sound, or at least gets its Halo 3 firing sound, the pitiful popgun sound of vanilla Halo 2 really takes a lot of the fun out of using it.
This Mod & Halo Reborn are the only things keeping me excited about playing Halo. I wish could say the same for the rumored Halo CE Remake but knowing it's 343 and hearing the awful news from Mint Blitz recent video from earlier today I'm sure they're gonna drop the ball once again.
Just clarifying something here, even months later, but Mint Blitz is a reactionary commentary TH-camr who cherrypicks and exaggerates drama without checking sources or verifying anything, and his videos are chock full of misinformation as a result, and he even covers the exact same topic multiple times in a row while just very slightly changing his commentary to make it seem like he has something to add.
Mint Blitz's videos are absolute nothing-burgers, which should be obvious considering just how quickly he makes them, and he only does it for money since TH-cam monetizes quantity more than quality, regurgitating unverified Twitter posts and screaming outrage for 7-10 minutes a video because that's just how little he has to actually say.
The rocket, brute shot, sentinel beam, and FRG all one shotted with a jump melee in H2O anyway so this should be fun
The blue sentinel beam doesn't look fun here. It looks like you can't control the gun in all the ways that matter. A laser gun is most fun when you have total control over it rather than making it a lock on weapon that requires very little player input to use.
I agree that's the only weapon I don't love the change of
The problem with the Elim Beam is, its vanilla functionality is way too one-dimensional to justify making it notably more powerful than its counterpart. But limiting its distribution is very hard too since it drops from a common enemy for its two missions. I wanted to do something that'd create more interesting strategizing. That means the best route to take is limiting the weapon's lifespan and imposing functional limitations to justify a noticeable increase in its lethality (like the charging time and mandatory overheat here). But I've haven't formally gotten to SI or QZ yet, so I'm open to other suggestions on how to make the Elim Beam function uniquely!
But we already have a laser weapon that we have total control of, there's no point in having a duplicate weapon that has no differences except one does more damage
@@RubyofBlue just off the top of my head, I think it would be cool to make the eliminator operate like The Predator's shoulder mounted plasma cannon, where it shoots beam-like projectiles and can instantly make flood explode (without causing an actual explosion so as not to be too similar to a rocket weapon). That way, players still have total control over the weapon and you can make it totally distinct from the regular sentinel beam. Just a thought.
@@crashbash8549 I don't think it needs to be just like the regular sentinel beam. I just think a weapon that removes a lot of player input won't be much fun to use. Even the needler with its homing properties needs a good deal of poster control to utilize properly, whereas this eliminator beam looks like you can stand still, charge it up, and most things in front of you die.
When I was a kid, I always got so excited when I was able to dual wield both the brute and normal plasma rifles at the same time.
So part of my was gently hoping for some sort of synergy here.
Unfortunately, no such thing, but a man can dream.
Anyway, cool stuff.
I mean lets talk about it.. What do you think would be a good synergistic ability if you spammed the cherry and blueberry gun at the same time?
Maybe it can stun hunters.
Maybe it can generate an EMP.
What did you have in mind back then?
8:01 I'm excited you are into dual-wielding! It has a lot of potential. If you can solve that challenging balance it'll be so fun :) The brute plasma rifle especially I'm eager to try! Did you say what you're doing with the Needler?
The Needler and Plasma Rifle in your Halo CE rebalance were very overpowerd. That was the first CE playthrough, were I never used the pistol
Did you play on legendary?
Fr? For me i instead use the Plasma Pistol over the Plasma Rifle and i see no reason to use the PR over the PP with how OP the later is.
Technically the magnum isn’t a new weapon. They took most of the Plasma Pistol DMG & made the Magnum but its bullet instead of plasma & gave it shit accuracy for a precision weapon…
Thanks for the visuals showing the spread. Is it possible to change the dual wield reticule to better showcase the increased spread?
Wish you could replace the BPR with the Spiker. Still I can see what you're goin for, great work!
Was 2:Anniversary any inspiration at all? It's very interesting how Certain Affinity took a similar approach to buffing the magnum as you did.
I also love how you managed the Brute Plasma Rifle, I've always thought it should be closer to a plasma shotgun than anything else with its range and power.
Maybe for the blue sentinel beam you can make it feel similar to the focus rifle and give it a reticle.
This makes me wanna play Halo 2 again. ❤
The modding community keeps halo afloat
This is dope, please for the love of all Halo fans stop calling these mods ‘Rebalanced’ and just call them ‘Evolved’ or ‘Unleashed’ like they deserve.
Seriously though great job.
THE SECRET TO HALO BALANCE IS TO MAKE EVERY WEAPON DUEL WEILDABLE (EVERY SINGLE ONE)
Halo has struggled since halo 2 with balancing a proper sanbox for legendary. Starting with 2 more and more weapons became absolutely useless on anything above normal. It's my biggest issue when revisiting Halo as a Halo fan.
Halo favors and prioritizes precision weapons above automatics and really restricts what can be effectively used by the player.
They made a good step forward with the assault rifle in Halo 3....only to nerf it in odst. It only got worse with reach.
I don't have any proof of this, but my best guess was because it was to be balanced for multiplayer first. Which is wrong in my opinion, your single player experience is more important as more people have access to the single player than the multiplayer experience.
Multiplayer balance kills the fun of single player, just look at destiny. Also led to the removal of fun mechanics like dual wielding because it couldn't be balanced for multiplayer.
The poor balancing in Halos sanbox makes it harder to return to after shooters like the modern doom games, which have weapons useful in specific situations but can still be used at the players' discretion, unlike halo.
The ideal scenario is two separate balancing teams for single player and multiplayer
@messer7450 Could this ever happen? With the size these projects balloon to, I'd think balancing sandbox for campaign and multiplayer separately is at the bottom of their priority list.
Would be rad to see stensil shadows in halo 2
You should be the one producing Halo 7 not the guy who is afraid of guns 😂😂😂
Yo Ruby, do you have some plans also for cut levels and weapons/amour permutations that digsite has released recently? ❤
Id love to see the ar added back into halo 2 for this mod but I think it’s mainly just wishful thinking. It could create a new middle ground between the br and the smg with higher damaging and more accurate shots but with a far lower rate of fire and clip size. It could also penetrate through targets due to its higher caliber of bullets while the smg has smaller less powerful bullets that can’t penetrate a target but are great at general crowd control. I know I pretty much described what Ruby’s rebalanced halo 3 did but I think it could really work in halo 2’s sandbox. Plus it would make more sense than how the base game just removed the ar from existence for sandbox reasons and then just putting it back in for halo 3.
11:30 AAAAAAWUBDAUGH!
See bungie? THIS is the guy you should be hiring to make your games!
If the brute plasma rifle had increased melee damage, it’d be really nice to use upclose
friendly and enemy AI video next please
Would the SMG having a slight damage increase in shorter ranges further emphasize it's unique role?
You're a genius.
Since the Digsite Team had found and restored the cut Flamethrower and its Covenant equivalent the Disintegrator, would there be any likelihood of adding them back into Halo 2 Rebalanced?