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This news article is being set up as an ad hoc forum for people to post bugs and feeback for the land beta.

Posted by the_Farseer on Dec 11th, 2011

If you find a bug, please be as thorough as possible when describing it (ie: list units involved, what commands issued, even what sound effect may have been playing, etc). This "forum" space is NOT a place for people to tell me how awesome I am or how...less awesome I am. If all you have to say is "neato" or "you suck," please post that in the comments section of the actual download

I am not going to reply to every post so if I don't reply to yours, don't email me asking if I've seen your post... Just because I don't reply, doesn't mean I haven't taken it into consideration.

Any posts about merging with other mods will be deleted.

Any posts that do not provide criticism or a bug related issue, will be deleted.

Any posts about adding things from Halo Wars will be deleted or, at best, ignored...

Any posts asking how to install or play the mod will be deleted. Post these in the download's comment area.

Thank you in advance to everyone who bug hunts for me and provides constructive criticism! Let's make this mod one of the best out there!

Post comment Comments  (50 - 100 of 104)
Vithar-133 Dec 13 2011, 10:07am says:

As a suggestion, I know it is possible to increase the land skirmish pop cap past 9 (or ten for that matter). Just not sure how. I think I'll check up on that sometime today maybe. Other than that, can't think of anything.

+1 vote     reply to comment
Vithar-133 Dec 13 2011, 10:14am replied:

Scratch that. It is possible to increase land skirmish pop cap.

+1 vote     reply to comment
the_Farseer Author
the_Farseer Dec 13 2011, 1:20pm replied:

It is but I'm not going to do that. Halo isn't about massive, apocalyptic, Lord of the Rings-style battles. I, personally get tired of every video game and movie trying to emulate that as well. What's wrong with a small, strategic battle?

+1 vote   reply to comment
Vithar-133 Dec 13 2011, 2:54pm replied:

You have a point.

It would be fun, in my opinion, if there were some maps with larger pop caps and some with smaller pop caps. If that's possible, which I don't think it is.

Ran a little test with a raised pop cap, 17 (intended to do 15, but apparently land skirmish adds two extra command points...). It wasn't overly large in terms of huge amounts of units, but the battlefield didn't feel oddly empty.

Just a thought. Might try one with the pop cap set to 15 and then another set to 20. Just to see what it's like. Not about to set a pop cap above 20, though.

'Course, these are just thoughts. I still find only nine (at least for landskirmish) overly limiting, especially with larger maps.

+3 votes     reply to comment
godmaster89 Jan 30 2013, 4:15am replied:

Hi fellow gamer, if you managed to change the skirmish pop cap for this mod can you please tell me how?

+1 vote     reply to comment
godmaster89 Jan 30 2013, 4:19am replied:

Hi, If you managed to increase the pop cap anyway you can tell me how? and is there any way to increase it to amazing amounts of units??

+1 vote     reply to comment
Wariscool Dec 13 2011, 12:01pm says:

Not a problem but maybe a balancing issue.
I was playing(UNSC) and by the time I get to Mod game there was nothing but Hunters on the map.
I found this a bit unrealistic so prehaps a limit or an increased cost for them

+1 vote     reply to comment
the_Farseer Author
the_Farseer Dec 13 2011, 1:21pm replied:

Um...are you exaggerating or being literal? It's important that you are literal. I've never had that happen before. What difficulty were you on?

+2 votes   reply to comment
Trooper425 Dec 13 2011, 3:06pm says:

1. Wonderful work.
2. The warthog and mongoose are only a tad bit slow.
3. The covenant turrets only seem OP against vehicles. A few squads of marines had no problem taking out a pair if anti-inf turrets.
4. For the AI (easy AI mind you) there seemed an oddly large number of hunters and sword baddies compared to other units deployed. I was surprised to fight ghosts only in the very beginning of the battle, and only two wraiths the entire game.

Now I know that these have already been commented and probably all been addressed, but hey, its beta feedback, right?

And again, great job.

+2 votes     reply to comment
Trooper425 Dec 13 2011, 3:37pm replied:

One more thing: The music. I don't like the transition to a new song every time I see an enemy. It's cool when you make a relentless assault on the enemy's base, but for most of the game I just heard song changes every couple of minutes, for a minute at most. EaW could do it because (no offense John Williams) a lot of the music was either repetitive, or sounded very similar. When a battle started they could just jump into an action-y song for a few seconds, and it pretty much worked. Halo has a very wide selection of music, and each song has distinct parts. It just doesn't seem to work well.

+3 votes     reply to comment
Vithar-133 Dec 13 2011, 4:02pm says:

It seems to me that ODST Snipers are...extremely sturdy, especially when they can take on fuel rod turrets and survive (barely, but they still survive) alone. I remember getting slaughtered by fuel rod turrets in reach. Of course, there's a difference between RTS and FPS, but still.

Their grenade ability helps as well. Actually used that tactic on fuel rod turrets...

Far as I know, fuel rod turrets shred standard marines.

Also, Trooper425, I believe it was Frank Klepacki that made the EaW and FoC music. Given that it was recorded for RTS's, that probably explains the repetitiveness. After all, short tracks that loop easily will switch better as well.

+1 vote     reply to comment
BlackDanaraki Dec 13 2011, 4:12pm says:

turrents over power especially fuel rod, and some animations are off :3 but other then that its very fun to play. you basically win with hornets against covis' but the fuel rod stop your from destorying their base lmao.

+2 votes     reply to comment
spartan39 Dec 13 2011, 4:36pm says:

amazing but the covenant can rape the unsc easily

+2 votes     reply to comment
sgtNACHO Dec 13 2011, 5:59pm says:

I find it odd that a tank gets dropped off in 2 seconds, but a couple infantry squads or a warthog take 10-20 seconds. I'm not being exact of course, but I feel like the Warthog could be dropped off in at least the same amount of time as the Scorpion.

The Hunters are fairly powerful, and since you get two for one unit point, its almost overkill. However they also aren't unkillable, I just played a game and lost 10 of them. Although I find their fuel rod, as well as the Banshee Bomb, can be tempermental. Sometimes they won't shoot, especially against buildings. Othertimes I won't even have Banshee bomb selected and I'll see fuel rods coming out of my banshee.

I really like that the transports have guns on them. However since you can't kill them or at least stop them from shooting they will chew you apart if you're attacking their base.

You need to add either an Elite Team, A Spec Ops team, or both. The Elites could really just be a better Grunt Squad with plasma rifles and a carbine. The Spec-ops team could have 2 grunts with fuel rods and 3 elites with plasma rifles.

A Banshee's tight attack runs make it impossible for a stationary LAAT to get more than a few rounds into it. I would either give the LAAT a higher arc to fire, or give the Banshee longer strafing runs

+1 vote     reply to comment
NeighborlyNinja Dec 13 2011, 8:22pm says:

Banshees don't fire a second or third banshee bomb after their initial assault on a building due to being to close to the target.

Warthogs are slow/have a slow acceleration time.

It'd be great if there were more population points.

Infantry won't shoot at air on their own (at least marines vs banshees).

The field of view is very small for most units. (everyone else may for some reason like this, I personaly don't like it because it's very unrealistic)


+1 vote     reply to comment
Vithar-133 Dec 13 2011, 9:12pm says:

It seems to me that infantry on both sides are really slow. It could be just me, though. I mean, no they shouldn't be faster than a warthog or a ghost, but I figure they'd probably move a little faster than a brisk walk.

Also...I have been wondering if there's a purpose to the power generators. I know in the base game (and most mods, of course) that the power generator powered the shield generator. Which of course, this mod doesn't have. So is there a reason for them?

+1 vote     reply to comment
Ulmont Dec 14 2011, 2:01am replied:

I found it to be most noticeable with the grunt squads. The elites seemed to be slow-walking, while the grunts' speed seemed more or less fine. It feels out of place to have the covenant infantry units moving so slowly; I remember them sprinting everywhere back in Halo: CE. Perhaps you could split the elite up so it moves as a separate unit? Also, is it just me, or does the ODST sniper have an incredibly short range? Additionally, I found the ghosts to be way to weak against infantry, and their boost speed to be insanely fast - a pair of ghosts were able to make it completely across the map in under ten seconds. As for abilities, I think it would be nice to have a plasma grenade ability for the basic Covenant infantry, and a frag grenade for the basic UNSC infantry - however it does have the potential to be overpowered.

Is it just me, or does the Troop-transport/Medic hog only have one passenger firing at a time?

+1 vote     reply to comment
Vithar-133 Dec 14 2011, 1:26pm replied:

UNSC troops (dunno if it's just the marines) seem to be, at best, power walking everywhere.

Hmm...Well, actually, a grenade ability and a take cover ability would be useful, depending if grenades are nerfed a bit.

Of course, it could be almost as bad as the catch skull...

+2 votes     reply to comment
Yayap4 Dec 13 2011, 9:13pm says:

I found this last week so i will try to remember. When a spirit dropship was shooting at my guys (think it was a warthog)and the shots looked like they were coming from somewhere off the map. I tried to follow where they came from, but it left to fast.

+1 vote     reply to comment
Yayap4 Dec 13 2011, 9:21pm says:

Also, I couldn't click the turrets next to the covenant research station, and when you hold your mouse over a dead hunter the box that has a description about the unit still shows up. Just it didn't have the the part saying what they are good against.

+1 vote     reply to comment
ExtremeTaco Dec 13 2011, 11:16pm says:

-Hunter's and basically anything explosive insta-kill base buildings.

-Elite Commander's take awhile to begin to fire. (i.e they move around and have trouble taking a shot.)

This mod is amazing overall though and many of the things feel attached to the actual halo series. Overall good job! Hope you fix all the kinks and bugs though.

+1 vote     reply to comment
Chubrokoli Dec 14 2011, 8:09am says:

gameplay is like halo good work but the scorpion tank is a bit too fast

+1 vote     reply to comment
EliteHalo Dec 14 2011, 8:34am says:

ok,so i'm using a Ati Radeon Mobility X300 (256 Mo) like videocard

+1 vote     reply to comment
EliteHalo Dec 14 2011, 8:36am says:

but i had a problem when i try to patch the game he says "cd not inserted",what can i do ????

+1 vote     reply to comment
godmaster89 Jan 30 2013, 4:18am replied:

Insert CD?

+2 votes     reply to comment
Mantic2 Dec 14 2011, 6:18pm says:

I haven't read all of the bug posts so far, but here is what I managed to find while playing only UNSC that I haven't read already.

1. The hornets still smoke after being damaged (and repaired).

2. The halo ring at the top of the skybox is messed up.

3. No brutes? (Probably not a bug)

4. Either make the dropships weaker or make them destructible because for an invincible unit they seem pretty OP right now. (Two of the convenant phantoms took out 6 hornets in under 5 seconds)

5. The hunters walk upright.

6. The zealots wouldn't attack my mining pads.

7. Hornets won't attack units directly underneath them.(Ground units tend to "hide" underneath them)

8. The battles seem too short... imo you should up the health of everything. (1 grunt squad vs 1 marine squad ended in 3 seconds)

9. Probably intentional, but there are no mining facilities.

10. imo There needs to be some sort of indicator on the faction that is controlling a build pad.

11. Possibly intentional, but the turrets for both sides have trouble targeting the air units.

So far, so good farseer! I love this mod and got the FOC expansion just for it! I hope the space will be just as good if not better!

+2 votes     reply to comment
Mantic2 Dec 14 2011, 6:26pm replied:

Oh, and the field of view on everything is way too small, my units were being devastated at the covenant base way before they could even see it.

+1 vote     reply to comment
Mantic2 Dec 16 2011, 4:14pm replied:

I think the wraith main weapons should be on turrets that can only pivot so far.

And I don't know if this can be helped, but alot of my ground vehicles were terrible at path finding, the wraiths would stop for no reason and start turning around and trying to find another way around some invisible obstacle on the Halo level.

+1 vote     reply to comment
Ulmont Dec 14 2011, 7:13pm says:

The elite major domo in the Councilor's squad is missing its unit name tag. (If you mouse over the unit, its name shows up as [missing]).

+1 vote     reply to comment
Ulmont Dec 14 2011, 7:45pm says:

After playing the game again, I have to recommend that:

1. You split the grunt squad so the elite is still deployed with the squad, but is selected separately. Grunt movement speed and health seems perfect, and the elite just seems out of place - especially if its the last unit alive in the squad (the elite will still sound like a grunt when it is given orders).

2. If you're going to adjust health tables to be more like the Halo games, here's the values from the second Halo. I abhor using Halo 2 as an example, but:

Unit heath (easy/legendary):
Grunt Minor - Health: 25/40
Grunt Major - Health: 50/75
Elite Minor - Health: 30/70, Shields: 70/105
Elite Major - Health: 45/60, Shields: 105/160
Elite Ultra - Health: 90/120, Shields: 200/300
Marine - Health: 100/150

Weapon damage:
Plasma pistol - 7
Battle Rifle - 6 (Remember, it fires 3-round bursts, so the actual DPS is 18)
Plasma rifle - 10

3. The grunts that man the shade turrets wear purple armor in the mod, but green armor in the Halo games.

4. The turrets could really use a self-repair upgrade (heals 5% health per second; thus it take 20 seconds to fully heal a turret, can only be used while not in combat - e.x. firing interrupts the ability), as they're expensive and can be easily destroyed.

5. Personally, I think it would be useful to have a permanent cloak upgrade for the spec-ops elites at Tech-3 (attacking/taking damage negates cloak) so they may be used more effectively as ambush/guard units.

+3 votes     reply to comment
Ulmont Dec 14 2011, 7:59pm says:

Another quick bug that I found (its more of an inconsistency than a bug) - When preparing to deploy specters, the driver appears blue and the gunner appears white, but when they're dropped off the driver is white and the gunner is red. Also, the Specter's icon shows a white elite driving and a blue elite gunning.

+1 vote     reply to comment
Hutin Dec 14 2011, 9:03pm says:

Its great, my only problem was that the covenant dropship just kills hornets in 3 or 4 shots and tanks just as easy, and that the ai has a habit of making its zealots run away when fired on, that's my only problems otherwise its great. :)

+1 vote     reply to comment
johnd463 Dec 15 2011, 3:39pm says:

A thought on the pop cap when you get more landing zones the cap goes up that works on other mods such as republic at war. land control is extremely important then.

+2 votes     reply to comment
Ulmont Dec 15 2011, 9:24pm says:

Another quick bug/inconsistency: When researching Bombing Runs as the UNSC, the Longsword Run is described as a "Y-Wing Bombing Run" rather than a Longsword Bombing Run.

+1 vote     reply to comment
Fallen Angel
Fallen Angel Dec 16 2011, 4:57am says:

Pop caps suck. I wish there's no pop cap in this game lol, I really wanted a large skirmish as if they are really trying to take control. Anyways, Warthogs are quite slow to be a real Warthog and some other units are slow as well. I really wish you either add or remove the pop cap in this game, regardless of that, great job Farseer!

+2 votes     reply to comment
Lewshizz Jan 3 2013, 5:16am replied:

Look up how to change the pop cap... I did and I have 99+ units killing each other off.

+1 vote     reply to comment
lejanmeswt Dec 17 2011, 10:42am says:

Farseer I don't play Halo but, don't they just spawn randomly? And in the game is there really a pop cap? Sorry for the lame questions but I'm just asking if it's ok to change the Spawn to any place and could enhance the Population Cap. Well I tried it, it was so fun *Even though I got buried by Hunters :P I won* And don't Coevenant ambush em U.N.S.C.

+1 vote     reply to comment
killer190 Dec 18 2011, 1:48pm says:

This mod is great but I have noticed a few things. Scorpions are worth 1 command point while wraiths are worth 2? I think that the scorpion should be worth 2 as well because one scorpion can take out a wraith pretty easily. And also, the covenant bombing run is a little to spread out and misses its targets mostly while the UNSC one is more clustered up and hits almost all the targets in the zone.

+1 vote     reply to comment
Asians_Anonymous Dec 18 2011, 9:15pm says:

The fuel rod turret is WAY overpowered-they slaughter pretty much anything. Perhaps you could give them some characteristics of the original turbolaser turrets, at least make it inaccurate against infantry or something. Also, the scorpions look a bit stiff. The track pods should be able to flex a bit. Although I guess it is a beta, and a good one at that :D

+1 vote     reply to comment
Asians_Anonymous Dec 21 2011, 8:20pm says:

Also, some minor glitches-
The AAA Wraith cannot force fire (Ctrl+click)
The banshee's turn arc should be a little wider (Tried it out on Sandtrap)

+1 vote     reply to comment
Nova_Stihl Dec 30 2011, 6:00pm says:

just a suggestion to the drop ships since it works pretty well in game (if possible):
cant the turrets be made hardpoints and can be destroyed? i know they can be destroyed in the fps game, but by the same token are pretty powerful. just a suggestion from what ive gathered from the posts.

+1 vote     reply to comment
Sloosecannon Online
Sloosecannon Jan 5 2012, 7:08pm says:

First, this beta is probably one of the best betas I've ever seen. Extremely well polished, which really counts.

Here's my report:

Balancing is a bit off (which is to be expected in a beta...), mostly due to the Covvie turrets being OP and some Covvie units being significantly more effective than their UNSC counterparts.

Glitches, etc:
Covvie research facility is way larger than it should be (from the game's perspective) Although I think you said you fixed that

ODST Sniper loves shooting the ground. Although, that's game engine, and I don't think anything can be done about that.

One of the elite commander squad's units says [MISSING] (i forget which one)

Assorted SW references


Cut the accuracy of the dropship class units. They cut down anything, and when facing an AI that loves to drop units in the middle of battle, it's amazingly fustrating... if the accuracy is decreased, they'll still be a danger, but one phantom won't kill off 2 scorpions and an ODST squad...

ADD THE SPARTANS! (but I think you're working hard on that one ;)...)

If possible, change the holographic coloring on the build pads... Should be able to be done, and will give an indication of who actually owns em

+1 vote     reply to comment
ZaFiend May 28 2012, 6:28am says:

Couple suggestions/bugs
1. Shades are too powerful.
2. Higher pop cap/increased number of squads and soldiers. It feels more that I am fighting small skirmishes instead of a war.
3. Soundtrack is gorgeous (own all the soundtracks myself) but gets repetitive. If you want/need Reach or ODST soundtracks, just give me a holler.
4. There were some units I would feel function better as a squad versus individual units. Is this only because you have to replace units versus developing your own?
5. UNSC vehicles were too slow
6. I understand you are already overhauling the unit/building audio predicament.
7. Marines should have special abilities
8. will you be adding more units? I would love to be able to command Jiralhanae squads
9. will there be healing and scanner station replacements for Campaign Commander?

+1 vote     reply to comment
RADIALTHRONE1 Jun 17 2012, 7:49pm says:

For some reason i can't garrison ODST snipers in bunkers.

Some ideas for UNSC land units:

Give ODST's and marines, more people, maybe around 5-7, add more varied weapons, with ability to take cover, maybe multiple units for different situations (anti-armor squad, anti-infintry squad, etc.)

Maybe a transport pelican

Spartan 2 units at tech 2 in skirmish, tech 2 or 3 in GC, shields, maybe use chewies hijack ability, might sound stupid but shield flare is a possibility, assault/battle rifles, and a build limit smaller than spartan 3's

Spartan 3 units at tech 3 in skirmish, tech 4 or 5 in GC, with active camo ability, assault/battle rifles, maybe only trainable on Onyx in GC, if its in the game, and a build limit

In GC there should be some named Spartan 2 and 3 minor heroes, maybe only build-able if you have certain planets

+2 votes     reply to comment
DEATH_TROOPER Jul 7 2012, 3:25pm says:

When i play skirmish mach on iether faction the area were it tells you to build structures (turret slots) is invisible...

+1 vote     reply to comment
ProMasterX7 Jul 14 2012, 5:20pm says:

I was playing Covenant when my Research Center got destroyed it reset all my upgrades back to lvl 1. Is it suppose to do that?

+1 vote     reply to comment
ProMasterX7 Jul 14 2012, 5:31pm says:

Btw Farseer have you ever thought of when everything works making flood and forerunner ingenious creatures on certain levels that would be great!I got EAW and FOC just for this mod big halo fan. Keep up the good work!!!

+1 vote     reply to comment
Peanutbrain123 Aug 31 2012, 7:17pm says:

Is it possible to make the soundtrack last longer? Each track only plays for a little bit.

+1 vote     reply to comment
Pandemizo Dec 14 2012, 3:41pm says:

No errors with my installation and play, just waiting for you to release more stuff.

+1 vote     reply to comment
Lewshizz Jan 3 2013, 5:07am says:

How is the modding comming along? I know your busy and thats great that your keeping busy! Anyway this probally asked a lot but, for the third team (pirates) flood would fit extremly well especially on the fact they both corrupt worlds... Nothing to important just flood don't just have to be hostile "wild" enemies.

+1 vote     reply to comment
KhevaKins Jan 22 2013, 11:41am says:

Can you please scale back the hunter. Decrease their line of sight and strength or make a limit of one/ two or make them a hero.

+1 vote     reply to comment
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