Post feature RSS Version 1.0/Release

Core focus of the mod, including optimal way to play and features in development.

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H3E features a massive roster of weapons, almost all of which have been changed in significant ways to facilitate a healthier playstyle and match within Halo 3's multiplayer.

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The root of many of these changes can be found within issues that reside inside Bungies magnum opus.

  • Inherent spread on precision weapons
  • A large number of redundant weapons with no reason to be picked up
  • Oppressive equipment that is either useless or results in free/cheap kills
  • Low solo-player power due to the BR being unable to resolve perfect kills fast enough
  • Low power automatics with no utility to make up for the power

My goals, as outlined in the patch notes are to improve what I see as a good game with some questionable balance mechanics that can be easily resolved with imagination and focus. The mod was designed with precision/auto starts in mind, most notably the BR and AR though any combo is valid due to the focus put into each weapon.

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Here is an example of a weapon that has received heavy focus. The M6SA1 Automag, a semi-automatic handgun featuring a speed boost when equipped, projectile velocity comparable to the CE magnum and high damage to round it out.

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Another weapon functioning as an assault rifle variant, the MA7 Anti-Material Carbine. A dual-zoom semi-automatic rifle firing in 2 round bursts, this weapon is particularly effective against health and players with a good aim will quickly find it a favorite.

In regards to the 2 multiplayer maps, this is due to the time taken to compile each multiplayer map and then the time compressing into a while only 2 multiplayer maps are present more will be added over time, feedback and suggestions are entirely welcome.

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