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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/uvmdrlh8aotynk56pqonzw6n6_pdeoi_mvuujvpvyvo.jpg]]

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spin-off games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consisted of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that completely remade the fourth level of the campaign). SPV3.1 (formally known as SPV3 Part 2), which will consisted of the last five levels and a revamp of the first six, is slated for release on the 19th of August, 2017.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/uvmdrlh8aotynk56pqonzw6n6_pdeoi_mvuujvpvyvo.jpg]]

org/pmwiki/pub/images/spv3_box_art.png]]
[[caption-width-right:350: The game that defined a generation - REDEFINED]]

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spin-off spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 [=SPV3=] was released in on June 2016, and consisted consists of the first five levels (The Pillar of Autumn, Halo, The Truth & Reconciliation, The Silent Cartographer and Assault on the Control Room) of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that completely remade Evolved'', a complete remake of the fourth level of the campaign). SPV3.that had been released earlier that year. It was later updated to [=SPV3=].1 (formally known as SPV3 [=SPV3=] Part 2), which will consisted of featured the last five 5 levels (343 Guilty Spark, The Library, Two Betrayals, Keyes and a revamp The Maw) on top of multiple additions and changes to the first six, is slated for release previously released levels, and was released more than a year later on the 19th of August, August 2017.



** The Assault on the Control Room is kept largely the same layout-wise, but instead of [[spoiler: simply walking into the Control Room's canyon after the second Hunter Room, the level has been expanded with another tank run through an underground cavern and more Forerunner hallways, before finally reaching a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon (which has been opened up at the opposite end)]].
*** When you reach [[spoiler:the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way]]. This, alongside the fact that the canyon's [[spoiler: modified layout]] means you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".
** The Maw [[spoiler: revisits the new areas introduced during The Pillar of Autumn, which has now been transformed into a dimly-lit Flood Hive. Other areas explored in the expanded areas include:]]
*** [[spoiler: The stairwell also seen in Pillar Of Autumn.]]
*** [[spoiler: Ruined corridors which have been warped to the point that they now rest at odd angles or have even been transformed into completely vertical shafts.]]
*** [[spoiler: And a crews quarters, which now resembles a morgue thanks to the mysteriously uninfected marine corpses lying in hollow, rectangular sections in the wall ((presumably bunk beds)).]]
* AntiFrustrationFeatures: Deactivating the Phase Pulse Generators on Two Betrayals and getting through Warthog Run at the end of The Maw both require a vehicle to complete[[labelnote:Explanation]] all 3 generators require air vehicles to travel to, while certain ramps during the Warthog Run cannot be climbed by the player on foot[[/labelnote]]. This would normally be impossible while the "Captain took my Keyes" skull, which disables the player from using vehicles, is turned on. If the skull is on during these sections, however, teleporters are placed in key positions that allow the player to skip these normally impossible sections, while the Warthog Run's Timer is also deactivated.
* ArtificialStupidity:

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** The Assault on the Control Room is kept largely the same layout-wise, but instead of [[spoiler: simply walking into the Control Room's canyon after the second Hunter Room, the level has been expanded with another tank run through an underground cavern and more Forerunner hallways, before finally reaching a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon (which has been opened up at the opposite end)]].
*** When you reach [[spoiler:the [[spoiler: the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way]]. This, alongside the fact that [[spoiler: the canyon's [[spoiler: modified layout]] means layout and new point of entry means]] you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of it's its name as an "Assault on the Control Room".
** Two Betrayals retains the new areas introduced in Assault on the Control Room, but shifts the focus from heavy vehicles to aerial combat with the introduction and
**
The Maw [[spoiler: also revisits the new areas introduced during The Pillar of Autumn, which has now been transformed into a dimly-lit Flood Hive. Other areas explored in the expanded areas include:]]
*** [[spoiler: The A stairwell also similar to the one seen in Pillar Of Autumn.the first level.]]
*** [[spoiler: Ruined corridors which have been warped and crushed as a result the Autumn's crash-landing, to the point that they now rest at odd angles or have even been transformed into completely near-completely vertical shafts.]]
*** [[spoiler: And a crews quarters, which now resembles a morgue thanks to the mysteriously multiple uninfected marine UNSC Marine corpses lying in hollow, rectangular sections bunk beds in the wall ((presumably bunk beds)).walls.]]
* AntiFrustrationFeatures: Deactivating the Phase Pulse Generators on Two Betrayals and getting through Warthog Run at the end of The Maw Maw, which both require a vehicle to complete[[labelnote:Explanation]] all All 3 generators require air vehicles to travel to, while certain ramps during the Warthog Run cannot be climbed by the player on foot[[/labelnote]]. This would normally be impossible while the "Captain took my Keyes" "Keyes" skull, which disables the player from using vehicles, is turned on. If the skull is on during these sections, however, teleporters are placed in key positions that allow the player to skip these normally impossible impassable sections, while the Warthog Run's Timer timer is also deactivated.
* ArtificialStupidity:ArtificialStupidity:



*** In fact, this applies to nearly any enemy armed with an explosive weapon, including Fuel Rod Gun Hunters, Brutes carrying the Brute Shot, and Marines with Rocket Launchers. If they don't kill themselves by shooting into walls right next to them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.
** Large groups of Marines have a nasty habit of committing friendly fire, which can proove lethal if armed with precision weapons.

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*** In fact, this applies to nearly ** Nearly any enemy NPC armed with an explosive weapon, including Fuel Rod Gun Hunters, Brutes carrying be it ally or enemy, has the Brute Shot, capacity to kill/grievously injure themselves and Marines with Rocket Launchers. anyone around them. This is most prevalent when they're fighting in cramped, indoor environments and; If they don't kill themselves by shooting into walls right next to them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.
combat.
** Large groups of Marines have a nasty habit of committing will inevitably commit friendly fire, which can proove prove lethal if they're armed with precision weapons.



** Gravity Grenades will cause any organic enemy caught in it's vortex to bleed rapidly, to the degree that entire surfaces within the Gravity Grenade's vortex will be painted in multicoloured blood.
** The Flood, even more so than in ''Combat Evolved''. Limbs can be fully separated from the Combat Form and exist as their own entity, instead of popping into a small piece of fungus, and Flood blood is now a brightly coloured, glow-in-the-dark yellow-green instead of a sickly yet barely noticeable brown-green colour.

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** NPCs and corpses caught within a gravity vortex (created via Gravity Grenades or the Void's Tear's overcharge shot) will cause any organic enemy caught in it's vortex to bleed rapidly, to the degree that entire nearby surfaces within the Gravity Grenade's vortex will be literally painted in multicoloured blood.
** The Flood, even more so than in ''Combat Evolved''. Limbs
*** Arms and heads
can now be fully separated from the a Combat Form and exist as their own entity, instead entity (instead of popping into a small piece of fungus, fungus like in CE).
*** When a combat form is killed, the infection form sitting in the chest will pop, revealing a purple/red-coloured cavity that exposes part of the corpse's ribcage.
*** Jackal Carrier forms will burst into a mess of limbs, infection forms
and blood upon death.
***
Flood blood is now a brightly coloured, glow-in-the-dark yellow-green instead of a sickly yet barely noticeable brown-green colour.



** For starters, Brutes are present. They're similar to their Halo 2 counterparts, wearing very little armour and carrying weapons tailor-made for them and the armour they do wear uses a predominantly Halo 3 design. However, they are treated as their own separate race in the Covenant instead of just a poor mans Elite.
** The Skirmishers from HaloReach are also present, supplementing the regular Jackals.

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** For starters, Brutes are present. They're similar to their Halo 2 counterparts, wearing very little armour aside from a Halo3-styled helmet (with Brute Commanders and War Chieftains getting access to Power armour) and carrying weapons tailor-made for them and the armour they do wear uses a predominantly Halo 3 design. them. However, they are treated as their own a separate race in the Covenant Military with their own strengths and weaknesses, instead of being just a poor mans man's Elite.
** The Jackal Snipers and the Skirmishers from HaloReach are also present, supplementing the regular Jackals.Jackal Infantry.



** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces all appearances of the Scorpion in the original game that have been released so far, and yes, it has twin tank cannons and twin machine guns! Sparrowhawks are also present in the game, appearing as an alternate aerial vehicle choice to the Banshee during Two Betrayals.
** Marine squads from the original game are replaced by ODST squads in the levels The Truth and Reconciliation and The Silent Cartographer.
** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from Halo3ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game (where they only appeared in multiplayer), while the flamethrower also made an appearance in Halo 3 as a support weapon in campaign/multiplayer.
** On the Covenant side, we have: the Particle Carbine, which is similar to the Covenant Carbine from later games, but is a battery-powered weapon that is stronger against shields, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Plasma Pistol variant from Halo5Guardians), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.
** Flood Infection Forms can now infect live targets and turn them into Combat Forms like in Halo 3. The Brute and the Jackal can now be infected into their own flood forms. Interesting to note is that the Jackal form, like the Grizzly and Sparrowhawk, was introduced and only existed in Halo Wars, the only difference being that this form is a carrier form rather than a combat form.
** Sentinels now come in Aggressor, Sniper, Constructor and Enforcer variants, the former two which can drop their weapons for the player to use.
*** Aggressors are the standard Sentinels armed with the Sentinel Beam.
*** Snipers are a variant of the standard Sentinel armed with the Sentinel Sniper Beam.
*** Constructors are miniature Sentinels that support regular Sentinels in combat by draining energy shields and cleaning up Infection forms, allowing the other Sentinels to focus on the more dangerous combat/carrier forms.
*** Enforcers are large Sentinel weapon platforms that provide heavy fire support with dual Incineration Cannons and Pulse Laser Suppressors. They can also create [=slipspace=] ruptures to summon in Sentinel reinforcements.
** Thanks to the power of [=OpenSauce=] (a program used to enable things the original game couldn't manage on it's own) and various minor edits, many features and game mechanics from the future titles have been implemented into the campaign. To list:

to:

** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces all appearances of the Scorpion in the original game that have been released so far, Scorpion, and yes, it has twin tank cannons and twin machine guns! Sparrowhawks are also present in the game, appearing as an alternate aerial vehicle choice to the Banshee during Two Betrayals.
** Marine squads from the original game are replaced by ODST squads in the levels The Truth and Reconciliation and The Silent Cartographer.
Cartographer, which mirror the events in Halo: The Flood.
** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from Halo3ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game (where they only appeared in multiplayer), while with the flamethrower latter also made making an appearance in Halo 3 as a support weapon in campaign/multiplayer.
the Campaign/multiplayer. There's also the Heretic Hog, a secret unlockable Warthog variant that is essentially this game's version of the Sword Warthog (a Requisitions Warthog variant from Halo5Guardians armed with a Needler Turret)
** On the Covenant side, we have: the Particle Carbine, which is similar to Carbine (A battery-powered variant of the Covenant Carbine from later games, but is a battery-powered weapon that is stronger against shields, fires purple beams similar to the Beam Rifle), the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Plasma Pistol Requisitions variant from Halo5Guardians), of the Halo5Guardians Plasma Pistol), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), Reconciliation and the crashed Spirit in 343 Guilty Spark), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.
** Flood Infection Forms can now infect live targets and turn them into Combat Forms like in Halo 3. The Brute and the Jackal can now be infected into their own flood forms. Interesting to note is that the Jackal form, like the Grizzly and Sparrowhawk, was introduced and only existed in Halo Wars, the only difference being that this form is a carrier Carrier form rather than a combat form.
** Sentinels now come in Aggressor, Sniper, Constructor Sniper and Enforcer variants, the former two which can drop their weapons for the player to use.
*** Aggressors are the standard Sentinels armed with the Sentinel Beam.
Beam, which fires an orange beam capable of lightning unshielded opponents on fire.
*** Snipers are a variant of the standard Sentinel armed with the Sentinel Sniper Beam.
*** Constructors are miniature Sentinels that support regular Sentinels in combat by draining energy shields and cleaning up Infection forms, allowing the other Sentinels
Beam, which fires high-powered blue beams similar to focus on the more dangerous combat/carrier forms.
Halo 2's Sentinel Majors.
*** Enforcers are large Sentinel weapon platforms that provide heavy fire support with dual Incineration Cannons and Pulse Laser Suppressors. They can also create [=slipspace=] ruptures to summon in Sentinel reinforcements.
Suppressors.
** Thanks to the power of [=OpenSauce=] (a program used to enable things the original game couldn't manage on it's its own) and various minor edits, many features and game mechanics from the future titles have been implemented into the campaign. To list:



** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text entries from various characters who either originate from the game, the novels, or who are completely original.

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** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text entries from various characters who either originate that explain many of the mods changes from the game, original game from the novels, or who are completely original. viewpoints of both canon and original characters.



** Enemies now possess a wider variety of ranks and colours that not only denote toughness/intelligence, but also combat roles (Grunt gunners, enemies with Spec-Ops ranks) and weapons/equipment used (Jackal infantry/snipers, Hunters).
** Weapons that come in different variants also have small colouration differences:

to:

** Enemies now possess a wider variety of ranks and colours that not only denote toughness/intelligence, but also combat roles (Grunt gunners, enemies with Spec-Ops ranks) roles and weapons/equipment used (Jackal infantry/snipers, (Jackals, Hunters).
** The ammo counter on Assault Rifles will change colour depending on the ammo left in the clip, changing from blue to yellow once it reaches 15 rounds left, to red when it reaches 7 rounds left.
**
Weapons and vehicles that come in different variants also have small colouration differences:



*** The ammo counter on Assault Rifles will change colour depending on the ammo left in the clip, changing from blue to yellow once it reaches 15 rounds left, to red when it reaches 7 rounds left.



*** The standard Sniper-Rifle has a blue-coloured scope (similar to the 343I-era games), while the Silenced variant has a green-coloured scope (similar to the Bungie-era games) in addition to a silencer attachment.

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*** The standard Sniper-Rifle has a blue-coloured scope (similar to the 343I-era games), games' Sniper), while the Silenced variant has a green-coloured scope (similar to the Bungie-era games) in addition to a silencer attachment.modified, silenced barrel.



** There are only two vehicles in the campaign that have multiple variants: The Warthog and the Wraith. Aside from their unique armaments, their most distinguishing feature is their paint job.
*** Warthogs: [[labelnote:Variants]]Teal-Green = Chaingun Warthog, Black w/ yellow stripes = Rocket Warthog and Urban Camo = Gauss Warthog.[[/labelnote]]
*** Wraiths: [[labelnote:Varaints]]Purple = Regular Wraith (Plasma Mortar) and Red = Anti Air Wraith (Twin Fuel Rod Cannons).[[/labelnote]]
** The four floors of the Library also receive this treatment; the large "screens" that run the sides of the long corridors are now coloured green, yellow, orange or red as you progress up the floors of the facility.

to:

** There are only two vehicles in the campaign that have multiple variants: *** The Warthog and the Wraith. Aside from their unique armaments, their most distinguishing feature is their paint job.
*** Warthogs: [[labelnote:Variants]]Teal-Green =
comes in 4 variants: Chaingun Warthog, Black (Teal-Green), Rocket (Black w/ yellow stripes = Rocket Warthog and Urban Camo = stripes), Gauss Warthog.[[/labelnote]]
(Urban Camo) [[spoiler: and the secret unlockable Heretic Hog (Purple)]].
*** Wraiths: [[labelnote:Varaints]]Purple = Regular Wraith (Plasma Wraiths come in Standard (Purple w/ Plasma Mortar) and Red = Anti Air Wraith (Twin variants (Red w/ Twin Fuel Rod Cannons).[[/labelnote]]
Cannons).
** The four floors of the Library also receive this treatment; the large "screens" plasma banks that run the sides of the long corridors are now coloured emit blue, green, yellow, orange or red as you progress up the floors of the facility.



* EverythingTryingToKillYou: The "Angry" Skull. When activated, {{Non Player Character}}s who are allied with the player (such as the UNSC and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead committing all their efforts against a single adversary: [[OhCrap The Player]]).

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* EverythingTryingToKillYou: The "Angry" Skull. When activated, {{Non Player Character}}s NPCs who are allied with the player (such as the UNSC Marines in the first half and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead committing all their efforts against a single adversary: [[OhCrap The Player]]).



** The Brute Plasma Pistol is this to the Mauler, as both are shotgun-pistols that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the Brute Plasma Pistol replicates the Mauler's drawbacks by overheating after a few shots and draining its battery quicker than other energy weapons.

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** The Brute Plasma Pistol is this to the Mauler, as both are shotgun-pistols that are devastating at close range, but suffer from a small clip and little a small reserve ammo that can be carried.pool. Being an energy weapon, the Brute Plasma Pistol replicates the Mauler's drawbacks by overheating after a few shots and draining its battery quicker than other energy weapons.



** The Piercer borrows elements from both the Mauler and Spiker, as it is a sidearm (Mauler) of a traditional Brute design (both) that fires superheated spikes (Spiker)
* FateWorseThanDeath: Namechecked by a Sanghelli Zealot in one of the datapad terminals where he laments the loss of a substantial number of his fellow Covenant members, "even" Grunts and Jackals, using this phrase to describe their fate.
* FireBreathingWeapon: SPV3 adds several weapons that possess incendiary properties, which means that most of these weapons can deal afterburn damage by setting enemies on fire and are capable of detonating grenades dropped by enemies.
** The Brute Plasma Pistol's overcharge shot splits into several burning globs of plasma upon impact with a solid surface. While a glob cannot set enemies on fire, enemies that stand in one will be quickly whittled down by the constant damage they deal, which only increases with every additional glob that an enemy stands in. This makes the BPP's overcharge shot extremely effective when fired in a confined space.

to:

** The Piercer borrows elements from both the Needler, Mauler and [i]and[i/] Spiker, as it is a sidearm (Mauler) of a traditional Brute design (both) (Mauler/Spiker) that fires superheated spikes (Spiker)
(Spiker) that home in on enemies (Needler).
* FateWorseThanDeath: Namechecked by a Sanghelli Zealot in one of the datapad terminals where he laments the loss of a substantial number of his fellow Covenant members, "even" [i]even[/i] Grunts and Jackals, using this phrase to describe their fate.
* FireBreathingWeapon: SPV3 adds several weapons that possess incendiary properties, which means that most allows them to set enemies on fire. Fire deals afterburn damage to unshielded of these weapons can deal afterburn damage by setting enemies on fire and are capable of detonating grenades dropped by enemies.
** The Brute Plasma Pistol's overcharge shot splits into several burning globs of plasma upon impact with a solid surface. While a glob these globs cannot set enemies on fire, they still have the capacity to cook grenades off, and enemies that stand in one a glob will be quickly whittled down by the constant damage they deal, it deals, which only increases with every additional glob that an enemy stands in. This makes the BPP's overcharge shot extremely effective when fired in a confined space.



*** The Sentinel Sniper's high-powered beams can set individual enemies on ablaze in a single burst.
*** While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have their own unique properties: The former sets enemies on fire after they've taken enough damage from it in a short period of time, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.
* FlechetteStorm: The Needler, obviously, and the Shredder, a Brute variant that only supercombines on unshielded opponents.
* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex at the point of impact. This vortex will suck nearby NPC's and loose objects such as weapons and vehicles in, shaving away at the health of NPC's before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.
* GrenadeLauncher: The Assault and Battle Rifles come in GL variants equipped with M45 Underslung Grenade Launchers. These launchers hold a maximum of up to 6 grenades, which travel in an arc when fired and detonate on impact. The grenades fired from the launcher are more powerful than the thrown frag grenades, capable of taking out entire groups of weaker enemies or a single target with a direct hit. The only drawbacks are that the weapon cannot use it's primary fire during the launcher's lengthy reload cycle, an standard grenades cannot be thrown while a GL weapon is active.

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*** The Sentinel Sniper's Sniper rapidly fires high-powered beams can set individual enemies on ablaze in a single burst.
*** While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have their own unique properties: The former sets enemies on fire after they've taken enough damage from it in a short period of time, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.
they land.
* FlechetteStorm: The Needler, obviously, and alongside the Shredder, a Shredder (a Brute variant Needler that only supercombines on unshielded opponents.
opponents) and the Piercer (a Brute PistolBrute Pistol that burst-fires small, homing, superheated spikes).
* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex at the point of impact. This vortex will suck nearby NPC's and other loose objects such as weapons and vehicles in, shaving away at the health of NPC's before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.
* GrenadeLauncher: The Assault and Battle Rifles come in GL variants equipped with M45 Underslung Grenade Launchers. These launchers hold a maximum of up to 6 grenades, which travel in an arc when fired and detonate on impact. The grenades fired from the launcher are more powerful than the thrown frag grenades, capable of taking out entire groups of weaker enemies or a single target tougher, individual targets with a direct hit. The only drawbacks are that the weapon that the launcher is mounted on cannot use it's primary fire during the launcher's lengthy reload cycle, an and standard grenades cannot be thrown while a GL weapon is active.



* KillItWithFire: The Flood have a crippling weakness to fire and incendiary weapons. These weapons are also useful against Covenant Troops, who will commonly run around in a blind panic if set ablaze.
* MeatMoss: Flood Hives are areas that have been afflicted with a heavy Flood infestation and are encountered during the second half of the campaign. They can be easily identified by "Pods" of Flood biomass attached to the walls, floor and ceiling of the hive, which will [[JumpScare burst open with a loud bang]] upon taking damage or with close proximity to the player. While these Pods mostly contain various Flood Forms, a few of them may contain rewards in the form of powerful weapons for the player to use.
* MoreDakka: The Hunter Shade Cannon; equivalent to a portable shade turret used by Spec-Ops Hunters, and the HMG-49 Heavy Machine Gun; equivalent to a portable Warthog Chaingun that can also be deployed as a stationary turret.
* {{Nerf}}: The Flood have received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage and can be knocked back with melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle has just became useful again...
* NightVisionGoggles: VISR mode from ODST exists as an available Armour Upgrade. While turned on, it will highlight enemies in red, allies in green, vehicles in either red or green depending on who last used it, certain objects in yellow, and the rest of the environment in blue.

to:

* KillItWithFire: The Flood have a crippling weakness to fire and incendiary weapons. These weapons are can also be useful against Covenant Troops, who will commonly run around in a blind panic if set ablaze.but are generally not as effective.
* MeatMoss: Flood Hives are areas that have been afflicted with a heavy Flood infestation and are encountered during the second half of the campaign. They can be easily identified by "Pods" of Flood biomass attached to the walls, floor and ceiling of the hive, environment, which will [[JumpScare burst open with a loud bang]] upon taking damage or with close proximity to the player. While these Pods mostly contain various Flood Forms, a few of them may contain rewards in the form of powerful power weapons for the player to use.
* MoreDakka: The Hunter Shade Cannon; equivalent to a portable shade turret used by Spec-Ops Hunters, and the HMG-49 Heavy Machine Gun; equivalent to M247H Turret; a portable Warthog Chaingun that can also be deployed as a stationary turret.
easily punches through flesh and shields alike.
* {{Nerf}}: The Flood have received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage and can be knocked back with stunned by melee attacks, and the small infection form sitting in the chest is now acts as a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle has just became useful again...
* NightVisionGoggles: VISR mode from ODST exists as an available Armour Upgrade. While turned on, When activated, it will highlight enemies in red, allies in green, vehicles in either red or green depending on who last used it, certain animated objects such as doors and terminals in yellow, and the rest of the environment in blue.



** The personal energy shields of Elite Honor Guard Minors, Honor Guard Majors and Honor Guard Ultras have more in common with stationary energy shields than those used by other Elites, in that they are invulnerable to all forms of ballistic weaponry. The only way the shields can be overloaded is through plasma, explosives, melee attacks or fire.
*** This also applies to Honor Guards who have fallen victim to a Flood Infection Form and transformed into Elite Combat Forms, who are granted the same immune-to-ballistics energy shielding as their infectee but at 75% of it's original strength.
** Brute Chieftains are equipped with armour that makes them nigh-on invulnerable to everything except explosive weaponry and being splattered by a vehicle. Their helmets, on the other hand, can be destroyed, which leaves them vulnerable to headshot weaponry.

to:

** The personal energy shields of the four Elite Honor Honour Guard Minors, Honor Guard Majors ranks (Minor, Major, Ultra and Honor Guard Ultras Zealot) have more in common with stationary energy shields than those used by other Elites, in that they are invulnerable to all forms of ballistic weaponry. The only way the shields can be overloaded is through plasma, explosives, melee attacks or fire.
*** This also applies to Honor Honour Guards who have fallen victim to a Flood Infection Form the Flood, and have transformed into Elite Honour Guard Combat Forms, who Forms. They are granted the same immune-to-ballistics ballistics-immune energy shielding, but only at 75% of its original strength like other shielded Elite forms.
** In addition to being granted with the same
energy shielding as their infectee but at 75% of it's original strength.
**
Brute Commanders, Brute Chieftains are equipped with possess armour that makes them pieces which are nigh-on invulnerable to everything except explosive weaponry and being splattered by a vehicle. Their ornate helmets, on the other hand, can be destroyed, which leaves them vulnerable to headshot weaponry.



* RecursiveAmmo: The Cluster Grenade, a Brute invention and one of the new grenade types, explodes into several miniature fuel rod bombs that, like the standard grenade, also explode when they come to a rest.

to:

* RecursiveAmmo: The Cluster Grenade, a Brute invention and one of the new grenade types, types. It explodes into several miniature fuel rod bombs that, like the standard frag grenade, also explode when they come to a rest.



** However, this trope comes into full effect when the Flood are introduced, as Infection Forms can instantly kill marines and transform them into Human Combat Forms if they manage to latch onto them.
* RegeneratingHealth: While SPV3 uses ''Combat Evolved's'' original RegeneratingShieldStaticHealth system, an armour upgrade called [[ExactlyWhatItSaysOnTheTin Health Regen]] does this once your shields are fully recharged, similar to the later games in the series. Despite this, because Health Regen will only heal two-thirds of your total health bar (maximum yellow bars); this means that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.

to:

** However, this trope comes into full effect when the Flood are introduced, introduced in 343 Guilty Spark, as Infection Forms can instantly kill marines and transform them into Human Combat Forms if they manage to latch onto them.
* RegeneratingHealth: While SPV3 uses ''Combat Evolved's'' Evolved'''s original RegeneratingShieldStaticHealth system, an armour upgrade called [[ExactlyWhatItSaysOnTheTin Health Regen]] does this once your shields are fully recharged, similar to the later games in the series. Despite this, because Health Regen will only heal heals two-thirds of your total health bar (maximum yellow bars); this means bars) ensuring that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.



* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry (every species excluding Hunters) that first appear during The Library who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on. Savage Covenant will use any weapon that are typically carried by other species (such as Elites equipped with Brute weapons), which even extends to human weaponry. Savage Covenant armed human weapons will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and SMGs, while Jackal Sharpshooters carry Battler Rifles, DMRs and Sniper Rifles). Savage Covenant are only as tough as standard Covenant infantry ranks, and those armed with ballistic weaponry won't deal substantial damage to (your) energy shields. However, ballistic projectiles are significantly harder to dodge than the projectiles from Covenant weaponry, which. typically armed with both ballistic and plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by those armed with the latter.
* SelfImposedChallenge: Skulls made an appearance in the game, and can be activated from an in-game menu. They include:
** [["Angry"]] ([[FaceHeelTurn The UNSC]], The Covenant, the Flood and The Sentinels have united to kill the Master Chief.
** "Four Eyes" (Vision becomes increasingly blurrier as the player's health decreases).
** "Drought" (Enemies no longer drop weapons, forcing you to scavenge weapons and ammo placed in predetermined spots on the map)
** "[[{{Pun}}Captain took my Keyes]]" (Vehicles cannot be driven by the player, forcing you to travel everywhere on-foot).
** "Moon" (Permanently enables the low gravity effect. This skull can only be found in the first mission, "The Pillar of Autumn").
** "Spite" (Does scratch damage to your shields every time you fire your weapon, forcefully unscoping you and preventing your shields from regenerating.)
** "Mantis" (Generates unique scripted challenges for you to survive, alongside an unfinished prototype of the Mantis from Halo4 for you to use.)
* ShieldBearingMook: Jackals (excluding Snipers) and Skirmisher Majors. You yourself can become one of these by picking up white, unused Jackal Shields.
* StarfishLanguage: The Elites still retain their classic Halo CE backwards dialogue. The Brutes have also taken a page out of the Elites book, as their speech (excluding grunts, growls and other pain/death noises) consists of their lines from Halo 2 and 3, but reversed.
* TenSecondFlashlight: Averted with the regular flashlight, which can be used when you have the Health Regen Armour Upgrade (or no Armour Upgrades) equipped, but played straight with the VISR Armour Upgrade.

to:

* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry (every species excluding Hunters) that first appear during The Library Two Betrayals and Keyes who, out of desperation fear of being overrun by the Flood and desperation due to the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on. Savage Covenant will use any weapon that are typically carried by other species (such as Elites equipped with Brute weapons), which even extends to human Human weaponry. Savage Covenant armed human weapons will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and SMGs, while Jackal Sharpshooters carry Battler Assault Rifles, Battle Rifles, DMRs and Sniper Rifles). Savage Covenant Rifles) and are only as tough as equal in toughness to standard Covenant infantry ranks, and those armed with ballistic weaponry won't deal substantial damage to (your) energy shields. However, ballistic projectiles are significantly harder to dodge than the projectiles from Covenant weaponry, which. typically armed with both ballistic and plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by those armed with the latter.
ranks.
* SelfImposedChallenge: SelfImposedChallenge:
**
Skulls made make an appearance in the game, and as gameplay modifiers that can be activated from an in-game menu. They include:
** [["Angry"]] ([[FaceHeelTurn *** "Angry": [[FaceHeelTurn The UNSC]], The Covenant, the Flood and The Sentinels have united to kill the Master Chief.
** *** "Blind": Disables the player's HUD and shield alert sounds (was replaced by the Four-Eyes Skull in Version 3.1)
***
"Four Eyes" (Vision Eyes": Vision becomes increasingly blurrier as the player's health decreases).
** "Drought" (Enemies
shield takes damage.
*** "Drought": Enemies
no longer drop weapons, forcing you to scavenge for weapons and ammo placed in predetermined spots on the map)
** "[[{{Pun}}Captain
in levels.
*** "Keyes": (originally [[{{Pun}}"Captain
took my Keyes]]" (Vehicles Keyes"]]): Vehicles cannot be driven by the player, forcing you to travel everywhere on-foot).
** "Moon" (Permanently enables the low gravity effect. This skull can only be found in the first mission, "The Pillar of Autumn").
** "Spite" (Does
on-foot.
*** "Spite": Does
scratch damage to your shields every time you fire your weapon, forcefully unscoping you and preventing your shields from regenerating.)
regenerating.
** "Mantis" (Generates unique scripted challenges for you to survive, alongside an unfinished prototype There are also a couple of "Easter Egg" skulls which aren't activated from the menu, and are instead found. They include:
*** "Moon": Permanently enables the low gravity effect. This skull can only be found in the first mission, "The Pillar of Autumn".
*** "Mantis": Generates an untextured
Mantis from Halo4 for you to use.)
use.
* ShieldBearingMook: Jackals (excluding Snipers) and Skirmisher Majors. You yourself can become one of these by picking up white, unused Spec-Ops Jackal Shields.
* StarfishLanguage: The Elites still retain their classic Halo CE backwards dialogue. The Brutes have also taken a page out of the Elites book, as their speech (excluding certain grunts, growls and other pain/death noises) sounds) consists of their lines from Halo 2 and 3, but reversed.
* TenSecondFlashlight: Averted with the regular flashlight, which can be used indefinitely when you have the Health Regen Armour Upgrade (or no Armour Upgrades) equipped, but played straight with the VISR Armour Upgrade.



*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only slightly tougher than a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round/Needler or Shredder supercombine/Plasma grenade stuck to their vulnerable areas or with a direct hit from a rocket. It's even possible, with good timing in dodging their rather slow melee attacks, to engage them in a melee-only fight and come out on top.

to:

*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only slightly tougher than a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round/Needler round, Needler/Shredder supercombine or Shredder supercombine/Plasma Plasma grenade stuck stick to their vulnerable areas or with a direct hit from a rocket. It's even possible, with good timing in dodging their rather slow melee attacks, to engage them in a melee-only fight and come out on top.



*** Infection Forms are still relatively the same by themselves, but can now instantly transform live Humans and Covenant species (excluding Hunters) into Combat or Carrier Forms if they manage to latch onto them, similar to Halo3. This means that Infection Forms can quickly overwhelm organic forces while simultaneously adding to their numbers.
*** Combat Forms now have different AI patterns depending on what species that Combat Form was prior to infection, making fights against the Flood more difficult and less repetitive.
*** Elite Combat Forms now come in the same ranks as the Elites they infect and can utilize their energy shields. The strength is and will pull away to recharge once the shield goes down;
*** Human Combat Forms are the most fragile, but have the highest weapon accuracy of any Combat Form. They're typically found hanging at the back of most Flood Hordes, sniping away at enemies with precision weapons such as the DMR and the Carbine, and will only run to melee enemies if said enemy is at close range or if their shooting arm is dismembered. Additionally, some Human Forms are infected ODST troopers still wearing their combat gear, which covers up the Infection Form protruding from the chest (i.e. the headshot region) and forces you to focus on dismembering the Combat Form instead of killing it instantly.
*** Brute Combat Forms are a new form who retain the rush-enemies-while-firing-weapon tactics of the classic "Combat Evolved" combat forms. The only other differences they have is slightly more health and being a larger target compared to other Combat Forms.

to:

*** Infection Forms are still relatively the same by themselves, but can now instantly transform live Humans Marines and Covenant species (excluding Hunters) into Combat or Carrier Forms if they manage to latch onto them, similar to Halo3. This means that allows Infection Forms can to quickly overwhelm organic forces while simultaneously adding to their numbers.
*** Combat Forms now have come in 5 different AI patterns types, each with unique properties, combat tactics and preferred weaponry depending on what species that Combat Form was prior to infection, making fights against the Flood more difficult challenging and less repetitive.
***
repetitive:
**** Brute Combat Forms retain the rush-enemies-while-inaccurately-firing-weapon tactics of the classic "Combat Evolved" combat forms, and typically carry Heavy or Brute weaponry. The only other differences they have is slightly more health and increased size compared to other forms.
****
Elite Combat Forms now have middling accuracy with their weapons and retain the combat harness worn by Elites prior to infection. These harnesses come in the same all available Elite ranks as and colours, while adopting the Elites they infect and can utilize their properties each Combat Harness offers. This means that energy shields. The shielding strength scales with rank (red-armoured Elite Major Forms possess stronger shields than blue-coloured Elite Minor forms) is and will pull away to recharge once the shield goes down;
*** **** Elite Runner Forms are freshly-infected Elites with large incubation sacs attached to their backs. They act as a sort of Combat-Carrier form, exploding into several infection forms upon death. Aside from that, they cannot carry weapons and don't possess the unique properties that standard Elite Combat Forms are granted.
****
Human Combat Forms are the most fragile, smallest and weakest Combat Form, but have the highest weapon accuracy of any Combat Form. accuracy. They're typically found hanging at the back of most Flood Hordes, sniping away at enemies with precision weapons such as the DMR and the Particle Carbine, and will only run to melee enemies if said enemy is at close range or if their shooting arm is dismembered. Additionally, some dismembered.
**** ODST Combat Forms are
Human Forms are infected ODST troopers still wearing their ODST combat gear, which covers up the Infection Form protruding from the chest (i.e. the headshot region) and forces you to focus on dismembering dismembering/meatshotting them. They also share the Combat Form instead of killing it instantly.
*** Brute Combat Forms are a new form who retain
same Incubation Sacs with the rush-enemies-while-firing-weapon tactics of the classic "Combat Evolved" combat forms. The only other differences Elite Runner Forms, meaning that they have is slightly more health and being a larger target compared to other Combat Forms.will also explode into several Infection forms upon death.



*** The standard Carrier Forms are now referred to as Grunt Carrier Forms, which harkens back to the Carrier Form's original design concept of being derived from infected Grunts. The only other change they've received is that they now spit out a larger number of Infection Forms upon detonation.
*** Jackal Carrier Forms are new form partially inspired by the Jackal Combat Form featured in Halo Wars. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances and sprinting towards enemies with surprising speed. However, their only method of attack is a weak swipe, their health is comparable to that of a Grunt Carrier Form, and they spit out less infection forms upon death.

to:

*** The standard Carrier Forms are now referred to as Grunt Carrier Forms, which harkens back to the Carrier Form's original design concept of being derived from infected Grunts. The only other change they've received is that Alongside a new model to reflect their new title, they now spit out a larger number of Infection Forms upon detonation.
death. The damage of their explosion has also been drastically reduced and does not create a chain reaction with grenades. While this means that close encounters won't be near-fatal
*** Jackal Carrier Forms are new form partially inspired by the Jackal Combat Form featured in Halo Wars. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances and sprinting towards enemies with surprising speed. However, But their only method of attack is a weak swipe, their health is comparable to they're weak enough that of they can be eliminated by a Grunt Carrier Form, single melee attack, and they spit out less infection forms Infection Forms upon death.



* UnusableEnemyEquipment: Interestingly, some of the examples from the original game are still present here, though there are just as many exceptions.
** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, and the Energy Sword is also still unusable in CE.
*** However, you can find unique Jackal Shields not attached to a Jackal's arm here and there which you can indeed use. Unfortunately due to game limitations, you cannot dual wield it with another weapon at the same time (thus it permanently takes up one of your two weapon slots) and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this). Although it makes up for this by being virtually invulnerable to all forms of weaponry (excluding Plasma Pistol/Gravity Grenade EMPs), and the player can still melee enemies and use grenades while the shield is active.
** However, some things can be used that could not in the original game. The most obvious is the Wraith, which in the original game could not be used as it was always under enemy control, and the game lacked a vehicle hijacking mechanic. Also, you can use the Hunters' arm-mounted weapons after killing them, [[BizarreAlienBiology despite your arm not being made up of several worm creatures]], which is quite useful for dispatching the second hunter once you've taken out the first.
*** A unique example is the Anti-Air Wraith, which made its debut in the third game. In that game, it was unusable unless you pulled off a very carefully timed exploit, as it would self-destruct very rapidly if the pilot was killed. Here, however, it is fully usable and hijack-able normally. While it is now usable a Requisition vehicle in Halo 5: Guardians, the SPV3 incarnation is considered the first time the vehicle could be used regularly.
** Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** Strangely though, you can encounter unusable friendly vehicles in the form of Warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use them to breeze through the somewhat lengthy corridor in the next area.
*** The Sentinel Beam is now dropped from Sentinel Aggressors once they're destroyed. However, the Incineration Cannon and the Pulse-Laser Suppressor used by Sentinel Enforcers are are not dropped and are thus unusable.

to:

* UnusableEnemyEquipment: Interestingly, some of the examples from the original game are still present here, though there are just as many exceptions.
exceptions:
** For those which are still unusable, While you cannot take a Jackal's shield off of them after killing them, as them (as is typical of the series, and the Energy Sword is also still unusable in CE.
*** However,
series) you can occasionally find unique white Jackal Shields not attached to a Jackal's arm here and there which you can indeed use. Unfortunately Unfortunately, due to game limitations, you cannot dual wield it with another weapon at the same time (thus it permanently takes up one of your two weapon slots) and its glaring the white colouration makes it very difficult to see past through it (though using VISR Mode can somewhat mitigate this). Although it makes up for this by being virtually invulnerable to all forms of weaponry (excluding (though Plasma Pistol/Gravity Grenade EMPs), Vortex EMPs can still disable the shield, while explosives and melee attacks can still bypass the shield), and the player can still melee enemies and use grenades while the shield is active.
** However, some things can be used that could not in the original game. The most obvious is the Wraith, which in the original game could not be used as it was always under enemy control, and the game lacked a vehicle hijacking mechanic. Also, you can use the Hunters' arm-mounted weapons after killing them, [[BizarreAlienBiology despite your arm not being made up of several worm creatures]], which is quite useful for dispatching the second hunter once you've taken out the first.
*** A unique example is the Anti-Air Wraith, which made its debut in the third game.Halo3. In that game, it was unusable unless you pulled off a very carefully timed exploit, as it would self-destruct very rapidly if the pilot was killed. Here, however, it is fully usable and hijack-able normally. While it is now usable a Requisition vehicle in Halo 5: Guardians, the SPV3 incarnation is considered the first time the vehicle could be used regularly.\n** Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.\n*** Strangely though, you can encounter unusable friendly vehicles in the form of Warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use them to breeze through the somewhat lengthy corridor in the next area.
*** Additionally, Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. The Sentinel Beam is now original release of SPV3 allowed you to drive them, but their general use was greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in, and thus the feature was dropped from in Version 3.1.
** Strangely though, you can encounter unusable friendly vehicles in the form of Warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn.
**
Sentinel Aggressors once they're destroyed. (and by extension, the new Sniper rank) now drop their Beam weapons upon destruction. However, the Incineration Cannon Cannons and the Pulse-Laser Suppressor Suppressors used by Sentinel Enforcers are are not dropped and are thus unusable.
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* FateWorseThanDeath: Namechecked by a Sanghelli Zealot in one of the datapad terminals where he laments the loss of a substantial number of his fellow Covenant members, "even" Grunts and Jackals, using this phrase to describe their fate.
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* EverythingTryingToKillYou: The "Angry" Skull. When activated, NPCs who are allied with the player (such as the UNSC and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead commiting all their efforts against a single adversary: [[OhCrap The Player]]).

to:

* EverythingTryingToKillYou: The "Angry" Skull. When activated, NPCs {{Non Player Character}}s who are allied with the player (such as the UNSC and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead commiting committing all their efforts against a single adversary: [[OhCrap The Player]]).
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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spin-off games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consisted of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that completely remade the fourth level of the campaign). SPV3.1 (formally known as SPV3 Part 2), which will consisted of the last five levels and a revamp of the first six, is slated for release on the 25th of September, 2017.

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spin-off games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consisted of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that completely remade the fourth level of the campaign). SPV3.1 (formally known as SPV3 Part 2), which will consisted of the last five levels and a revamp of the first six, is slated for release on the 25th 19th of September, August, 2017.
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** "Blind" (Removes HUD elements such as Crosshairs, Motion Tracker, Health/Shield/Armour Upgrade Energy/Ammo/Grenade Counters and Shield level sound effects).

to:

** "Blind" (Removes HUD elements such "Four Eyes" (Vision becomes increasingly blurrier as Crosshairs, Motion Tracker, Health/Shield/Armour Upgrade Energy/Ammo/Grenade Counters and Shield level sound effects).the player's health decreases).
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** Large groups of Marines have a nasty habit of committing friendly fire, which can be lethal if armed with precision weapons.

to:

** Large groups of Marines have a nasty habit of committing friendly fire, which can be proove lethal if armed with precision weapons.



** The Flood, even moreso than in ''Combat Evolved''. Limbs can be fully separated from the Combat Form and exist as their own entity, instead of popping into a small piece of fungus, and Flood blood is now a brightly coloured, glow-in-the-dark yellow-green instead of a sickly yet barely noticeable brown-green colour.

to:

** The Flood, even moreso more so than in ''Combat Evolved''. Limbs can be fully separated from the Combat Form and exist as their own entity, instead of popping into a small piece of fungus, and Flood blood is now a brightly coloured, glow-in-the-dark yellow-green instead of a sickly yet barely noticeable brown-green colour.



*** All vehicles can now be destroyed, including Shade Turrets, Phantom Dropships and their (and a Pelican's) turrets.

to:

*** All vehicles can now be destroyed, including Shade Turrets, Phantom Dropships and their (and a their/(a Pelican's) turrets.



** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text-based viewpoints from various characters who either originate from the game, the novels, or who are completely original.

to:

** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text-based viewpoints text entries from various characters who either originate from the game, the novels, or who are completely original.



* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex enat the point of impact. This vortex sucks nearby enemies in, shaving away at their health before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.

to:

* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex enat at the point of impact. This vortex sucks will suck nearby enemies NPC's and loose objects such as weapons and vehicles in, shaving away at their the health of NPC's before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.



** Doubly so for NASO; Noble difficulty with All Skulls On. Unlike the other games, SPV3 has very few cosmetic or advantageous skulls.

to:

** Doubly so for NASO; Noble difficulty with All Skulls On. Unlike the other main-series games, SPV3 has very few cosmetic or advantageous skulls.



* MeatMoss: Flood Hives areas suffering from a heavy Flood infestation that are encountered during the second half of the campaign. They can be easily identified by "Pods" of Flood Biomass attached to the walls, floor and ceiling of a hive, which will [[JumpScare burst open with a loud bang]] upon taking damage or with close proximity to the player. While these Pods mostly contain various Flood Forms, a few of them may contain rewards in the form of powerful weapons for the player to use.

to:

* MeatMoss: Flood Hives are areas suffering from that have been afflicted with a heavy Flood infestation that and are encountered during the second half of the campaign. They can be easily identified by "Pods" of Flood Biomass biomass attached to the walls, floor and ceiling of a the hive, which will [[JumpScare burst open with a loud bang]] upon taking damage or with close proximity to the player. While these Pods mostly contain various Flood Forms, a few of them may contain rewards in the form of powerful weapons for the player to use.



** Sentinels

to:

** As mentioned above, the Sentinels have had their forces bolstered with new units and incendiary weapons, which allow them to better combat the Flood.

Added: 1515

Changed: 1692

Removed: 206

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* 10SecondFlashlight: Averted with the regular flashlight, which can be used when you have the Health Regen Armour Upgrade (or no Armour Upgrades) equipped, but played straight with the VISR Armour Upgrade.



* EverythingTryingToKillYou: The "Angry" Skull. When activated, NPCs who are allied with the player (such as the UNSC and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead commiting all their efforts against a single adversary: [[OhCrap The Player]]).



** The Piercer borrows elements from both the Mauler and Spiker, as it is a sidearm (Mauler) of a traditional Brute design (both) that fires superheated spikes (Spiker)



* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex enat the point of impact. This vortex sucks nearby enemies in, shaving away at their health before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.



* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but the enemies have been modified to have a ridiculously increased rate-of-fire. In general, the mod itself is also more difficult when compared to the original game thanks to the wider variety of enemy troops and the weapons/vehicles they come equipped with.

to:

* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but Mode with the enemies have been modified to have a ridiculously increased rate-of-fire.AI and damage multipliers turned UpToEleven. In general, the mod itself is also more difficult when compared to the original game thanks to the wider variety of enemy troops and the weapons/vehicles they come equipped with.



* KillItWithFire: The Flood have a crippling weakness to fire and incendiary weapons. Fire is also a useful weapon against Covenant Troops, who will commonly run around in a blind panic if set ablaze.

to:

* KillItWithFire: The Flood have a crippling weakness to fire and incendiary weapons. Fire is These weapons are also a useful weapon against Covenant Troops, who will commonly run around in a blind panic if set ablaze.



* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade. While turned on, it will highlight enemies in red, allies in green, vehicles in either red or green depending on who last used it, certain objects in yellow, and the rest of the environment in blue.

to:

* {{Nerf}}: The Flood have received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage and can be knocked back with melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle has just became useful again...
* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade.Armour Upgrade. While turned on, it will highlight enemies in red, allies in green, vehicles in either red or green depending on who last used it, certain objects in yellow, and the rest of the environment in blue.



** [[EverythingTryingToKillYou "Angry"]] ([[FaceHeelTurn The UNSC]], The Covenant, the Flood and The Sentinels unite against the Master Chief. AI units that are allies for specific levels become enemies, and factions who normally engage in fights between each other will be allied against a single adversary: [[OhCrap The Player]]).

to:

** [[EverythingTryingToKillYou "Angry"]] [["Angry"]] ([[FaceHeelTurn The UNSC]], The Covenant, the Flood and The Sentinels unite against have united to kill the Master Chief. AI units that are allies for specific levels become enemies, and factions who normally engage in fights between each other will be allied against a single adversary: [[OhCrap The Player]]).Chief.



** "[[{{Pun}}Captain took my Keyes]]" (Vehicles cannot be driven by the player, forcing you to constantly fight while on-foot).
** "Moon" (Permanently enables the low gravity effect, and can only be found on The Pillar of Autumn)

to:

** "[[{{Pun}}Captain took my Keyes]]" (Vehicles cannot be driven by the player, forcing you to constantly fight while travel everywhere on-foot).
** "Moon" (Permanently enables the low gravity effect, and effect. This skull can only be found on The in the first mission, "The Pillar of Autumn)Autumn").



* TenSecondFlashlight: Averted with the regular flashlight, which can be used when you have the Health Regen Armour Upgrade (or no Armour Upgrades) equipped, but played straight with the VISR Armour Upgrade.



** The Hunters in the original game became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futiliy]] as their torso's exposed midsection has now been covered up at the front. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, in any single official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original Fuel Rod Cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.
*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round/Needler or Shredder supercombine/Plasma grenade stuck to their vulnerable areas or with a direct hit from a rocket. It's even possible, with good timing in dodging their rather slow melee attacks, to engage them in a melee-only fight and come out on top.

to:

** The Hunters in the original game became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futiliy]] futility]] as their torso's exposed midsection has now been covered up at the front. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, in any single official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original Fuel Rod Cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.
*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as slightly tougher than a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round/Needler or Shredder supercombine/Plasma grenade stuck to their vulnerable areas or with a direct hit from a rocket. It's even possible, with good timing in dodging their rather slow melee attacks, to engage them in a melee-only fight and come out on top.



*** The standard Carrier Forms are now referred to as Grunt Carrier Forms, which harkens back to the Carrier Form's original design concept of being derived from infected Grunts. The only other change they've received now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can even climb up walls.
*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage and can be knocked back with melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle has just became useful again...

to:

*** **** The standard Carrier Forms are now referred to as Grunt Carrier Forms, which harkens back to the Carrier Form's original design concept of being derived from infected Grunts. The only other change they've received is that they now spits spit out a larger number of Infection forms Forms upon detonation, while detonation.
****
Jackal Carrier forms Forms are new form partially inspired by the Jackal Combat Form featured in Halo Wars. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances and can even climb up walls.
*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out
sprinting towards enemies with surprising speed. However, their improved AI only method of attack is a weak swipe, their health is comparable to that of a Grunt Carrier Form, and new upgraded units. All forms now take damage and can be knocked back with melee attacks, and the small they spit out less infection form sitting in the chest is now a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle has just became useful again...upon death.
** Sentinels

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* 10SecondFlashlight: Averted with the regular flashlight, which can be used when you have the Health Regen Armour Upgrade (or no Armour Upgrades) equipped, but played straight with the VISR Armour Upgrade.



* BloodierAndGorier:
** Gravity Grenades will cause any organic enemy caught in it's vortex to bleed rapidly, to the degree that entire surfaces within the Gravity Grenade's vortex will be painted in multicoloured blood.
** The Flood, even moreso than in ''Combat Evolved''. Limbs can be fully separated from the Combat Form and exist as their own entity, instead of popping into a small piece of fungus, and Flood blood is now a brightly coloured, glow-in-the-dark yellow-green instead of a sickly yet barely noticeable brown-green colour.
* CaffeineBulletTime: The Reflex Enhancer, which slows down Chief's perception of time around him to half speed for 30 seconds.



* CaffeineBulletTime: The Reflex Enhancer, which slows down Chief's perception of time around him to half speed for 30 seconds.



*** While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have their own unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.

to:

*** While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have their own unique properties: The former only sets unshielded enemies on fire, fire after they've taken enough damage from it in a short period of time, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.



** However, this trope comes into full effect when the Flood are introduced, as infection forms can instantly kill marines and transform them into Human Combat Forms.

to:

** However, this trope comes into full effect when the Flood are introduced, as infection forms Infection Forms can instantly kill marines and transform them into Human Combat Forms.Forms if they manage to latch onto them.



* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry (every species excluding Hunters) that first appear during The Library who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on. Savage Covenant will use any weapon that are typically carried by other species (such as Elites equipped with Brute weapons), which even extends to human weaponry. Savage Covenant armed human weapons will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and SMGs, while Jackal Sharpshooters carry Battler Rifles, DMRs and Sniper Rifles). Savage Covenant are only as tough as standard Covenant infantry ranks, and while those armed with ballistic weaponry won't deal substantial damage to (your) energy shields. However, squads of Savage Covenant are typically armed with both ballistic and plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by those armed with the latter.

to:

* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry (every species excluding Hunters) that first appear during The Library who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on. Savage Covenant will use any weapon that are typically carried by other species (such as Elites equipped with Brute weapons), which even extends to human weaponry. Savage Covenant armed human weapons will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and SMGs, while Jackal Sharpshooters carry Battler Rifles, DMRs and Sniper Rifles). Savage Covenant are only as tough as standard Covenant infantry ranks, and while those armed with ballistic weaponry won't deal substantial damage to (your) energy shields. However, squads of Savage ballistic projectiles are significantly harder to dodge than the projectiles from Covenant are weaponry, which. typically armed with both ballistic and plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by those armed with the latter.



** "Captain took my [[{{Pun}}Keyes]]" (Vehicles cannot be driven by the player, forcing you to constantly fight while on-foot).

to:

** "Captain "[[{{Pun}}Captain took my [[{{Pun}}Keyes]]" Keyes]]" (Vehicles cannot be driven by the player, forcing you to constantly fight while on-foot).



** "Mantis" (Generates unique scripted challenges for you to survive, alongside an unfinished prototype of the Mantis from [[VideoGame:Halo4]] for you to use.)

to:

** "Mantis" (Generates unique scripted challenges for you to survive, alongside an unfinished prototype of the Mantis from [[VideoGame:Halo4]] Halo4 for you to use.)



*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round/Needler or Shredder supercombine/Plasma grenade stuck to their vulnerable areas or with a direct hit from a rocket. It's even possible, with good timing and dodging, to engage them in a melee-only fight and come out on top.

to:

*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round/Needler or Shredder supercombine/Plasma grenade stuck to their vulnerable areas or with a direct hit from a rocket. It's even possible, with good timing and dodging, in dodging their rather slow melee attacks, to engage them in a melee-only fight and come out on top.



**
** Combat and Carrier Forms now have different AI patterns depending on what species that Combat/Carrier Form was prior to infection: Elite Combat Forms now have energy shields, and will pull away to recharge once the shield goes down; Human Combat Forms are more accurate with their weapons and are commonly found carrying precision weaponry; and Brute Combat Forms retain the rush-while-firing-weapon tactics of the classic Combat Evolved combat forms. With the carrier forms, the Grunt (regular) Carrier form now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can even climb up walls.
*** On top of that, some combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over the regular forms: Upgraded Elite Forms have stronger shields, are more accurate with their weapons, and can use the secondary fire on certain weapons (i.e. The plasma pistol's overcharge); Upgraded Human Forms are infected ODST troopers still wearing their combat gear, covering up the infection form (the headshot region) forcing you need to focus on dismembering the Combat form and eventually killing it.

to:

**
** The Flood have been given the largest overhaul out of the enemies originally present in ''Combat Evolved'', with each Flood Form receiving their own additions and changes:
*** Infection Forms are still relatively the same by themselves, but can now instantly transform live Humans and Covenant species (excluding Hunters) into
Combat and or Carrier Forms if they manage to latch onto them, similar to Halo3. This means that Infection Forms can quickly overwhelm organic forces while simultaneously adding to their numbers.
*** Combat
Forms now have different AI patterns depending on what species that Combat/Carrier Combat Form was prior to infection: infection, making fights against the Flood more difficult and less repetitive.
****
Elite Combat Forms now have come in the same ranks as the Elites they infect and can utilize their energy shields, shields. The strength is and will pull away to recharge once the shield goes down; down;
****
Human Combat Forms are more accurate with their weapons and are commonly the most fragile, but have the highest weapon accuracy of any Combat Form. They're typically found carrying hanging at the back of most Flood Hordes, sniping away at enemies with precision weaponry; weapons such as the DMR and Brute Combat the Carbine, and will only run to melee enemies if said enemy is at close range or if their shooting arm is dismembered. Additionally, some Human Forms retain the rush-while-firing-weapon tactics of the classic Combat Evolved are infected ODST troopers still wearing their combat forms. With gear, which covers up the carrier forms, the Grunt (regular) Carrier form now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can even climb up walls.
*** On top of that, some combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over
Form protruding from the regular forms: Upgraded Elite Forms have stronger shields, are more accurate with their weapons, and can use the secondary fire on certain weapons chest (i.e. The plasma pistol's overcharge); Upgraded Human Forms are infected ODST troopers still wearing their combat gear, covering up the infection form (the headshot region) forcing and forces you need to focus on dismembering the Combat form and eventually Form instead of killing it.it instantly.
**** Brute Combat Forms are a new form who retain the rush-enemies-while-firing-weapon tactics of the classic "Combat Evolved" combat forms. The only other differences they have is slightly more health and being a larger target compared to other Combat Forms.
*** Carrier Forms now come in two types:
**** The standard Carrier Forms are now referred to as Grunt Carrier Forms, which harkens back to the Carrier Form's original design concept of being derived from infected Grunts. The only other change they've received now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can even climb up walls.

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** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from [[VideoGame/Halo3ODST]]), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game (where they only appeared in multiplayer), while the flamethrower also made an appearance in Halo 3 as a support weapon in campaign/multiplayer.
** On the Covenant side, we have: the Particle Carbine, which is similar to the Covanent Carbine from later games, but is a battery-powered weapon that is stronger against shields, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Plasma Pistol variant from [[VideoGame/Halo5Guardians]]), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.

to:

** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from [[VideoGame/Halo3ODST]]), Halo3ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game (where they only appeared in multiplayer), while the flamethrower also made an appearance in Halo 3 as a support weapon in campaign/multiplayer.
** On the Covenant side, we have: the Particle Carbine, which is similar to the Covanent Covenant Carbine from later games, but is a battery-powered weapon that is stronger against shields, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Plasma Pistol variant from [[VideoGame/Halo5Guardians]]), Halo5Guardians), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.



* BulletTime:

to:

* BulletTime:CaffeineBulletTime: The Reflex Enhancer, which slows down Chief's perception of time around him to half speed for 30 seconds.



* MeatMoss: Flood Hives areas suffering from a heavy Flood infestation that are encountered during the second half of the campaign. They can be easily identified by "Pods" of Flood Biomass attached to the walls, floor and ceiling of a hive, which will [[JumpScare burst open with a loud bang]] upon taking damage or with close proximity to the player. While these Pods mostly contain various Flood Forms, a few of them may contain rewards in the form of powerful weapons for the player to use.



** The personal energy shields of Elite Honor Guard Minors, Majors and Ultras have more in common with stationary energy shields than those used by other Elites, in that they rare invulnerable to all forms of ballistic weaponry. The only way the shields can be overloaded is through plasma, explosives, melee attacks or fire.
*** This also applies to Honor Guards who have fallen victim to a Flood Infection Form and transformed into Elite Combat Forms, who are granted the same energy shielding as their infectee but at 75% of it's original strength.
** Brute Chieftains are equipped with armour that makes them nigh-on invulnerable to everything except explosive/headshot weaponry and being splattered by a vehicle.

to:

** The personal energy shields of Elite Honor Guard Minors, Honor Guard Majors and Honor Guard Ultras have more in common with stationary energy shields than those used by other Elites, in that they rare are invulnerable to all forms of ballistic weaponry. The only way the shields can be overloaded is through plasma, explosives, melee attacks or fire.
*** This also applies to Honor Guards who have fallen victim to a Flood Infection Form and transformed into Elite Combat Forms, who are granted the same immune-to-ballistics energy shielding as their infectee but at 75% of it's original strength.
** Brute Chieftains are equipped with armour that makes them nigh-on invulnerable to everything except explosive/headshot explosive weaponry and being splattered by a vehicle.vehicle. Their helmets, on the other hand, can be destroyed, which leaves them vulnerable to headshot weaponry.



* RecursiveAmmo: The Cluster Grenade, a Brute invention and one of the new grenade types, explodes into several miniature fuel rod bombs that, like the standard grenade, explode when they come to a rest.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a significantly due to the wider range of precision weaponry that they can use, which allows Marines to quickly down enemies through headshots. Furthermore, the changes to the basic assault rifle (which is now much more accurate at medium-long ranges) have not just made it more useful to the player but to the marines as well (as the Assault Rifle is the weapon most commonly used by marines), making them much more effective against tougher enemies such as Elites. The additional weaponry also makes them better able to handle enemy vehicles (especially when armed with a rocket launcher); It is not uncommon for the marines to dispatch squads of enemies or even light vehicles such as Ghosts, Shadows and Banshees with minimal-to-zero player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemies like Grunts or Jackals.
** In short, the Marines will still drop like flies when under heavy fire, but they will generally pull their weight in a fight much better than the original game, where they were mostly [[TheLoad The Load]] aside from the occasional well-placed frag grenade, if they had a sniper rifle, or when they were manning your Warthog Turret.

to:

* RecursiveAmmo: The Cluster Grenade, a Brute invention and one of the new grenade types, explodes into several miniature fuel rod bombs that, like the standard grenade, also explode when they come to a rest.
* RedshirtArmy: The UNSC Marines, like in ''CE''.''Combat Evolved''. However, this is toned down a significantly due to the wider range of precision weaponry that they can use, which allows Marines to quickly down enemies through headshots. Furthermore, the changes to the basic assault rifle (which is now much more accurate at medium-long ranges) have not just made it more useful to the player but to the marines as well (as the Assault Rifle is the weapon most commonly used by marines), making them much more effective against tougher enemies such as Elites. The additional weaponry also makes them better able to handle enemy vehicles (especially when armed with a rocket launcher); It is not uncommon for the marines to dispatch squads of enemies or even light vehicles such as Ghosts, Shadows and Banshees with minimal-to-zero player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemies like Grunts or Jackals.
** In short, the Marines will still drop like flies when under heavy fire, but they will generally pull their weight in a fight much better than the original game, where they were mostly [[TheLoad The Load]] TheLoad aside from the occasional well-placed frag grenade, if they had a sniper rifle, or when they were manning your Warthog Turret.



* RegeneratingHealth: While SPV3 uses ''Combat Evolved's'' original RegeneratingShieldStaticHealth system, an armour upgrade called Health Regen allows you to regenerate health similar to the later games, where if some of your health is depleted, it regenerates once your shield has fully recharged. Despite this, because Health Regen will only heal two-thirds of your total health bar (maximum yellow bars); this means that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.

to:

* RegeneratingHealth: While SPV3 uses ''Combat Evolved's'' original RegeneratingShieldStaticHealth system, an armour upgrade called [[ExactlyWhatItSaysOnTheTin Health Regen allows you to regenerate health Regen]] does this once your shields are fully recharged, similar to the later games, where if some of your health is depleted, it regenerates once your shield has fully recharged.games in the series. Despite this, because Health Regen will only heal two-thirds of your total health bar (maximum yellow bars); this means that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.



* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry (every species excluding Hunters) that first appear during The Library who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on. Savage Covenant will use any weapon that are typically carried by other species (such as Elites equipped with Brute weapons), which even extends to human weaponry. Savage Covenant armed human weapons will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and SMGs, while Jackal Sharpshooters carry Battler Rifles, DMRs and Sniper Rifles). Savage Covenant are only as tough as standard Covenant infantry ranks, and while those armed with ballistic weaponry won't deal substantial damage to shielded enemies. However, squads of Savage Covenant are typically armed with both ballistic and plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by those armed with the latter.

to:

* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry (every species excluding Hunters) that first appear during The Library who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on. Savage Covenant will use any weapon that are typically carried by other species (such as Elites equipped with Brute weapons), which even extends to human weaponry. Savage Covenant armed human weapons will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and SMGs, while Jackal Sharpshooters carry Battler Rifles, DMRs and Sniper Rifles). Savage Covenant are only as tough as standard Covenant infantry ranks, and while those armed with ballistic weaponry won't deal substantial damage to shielded enemies.(your) energy shields. However, squads of Savage Covenant are typically armed with both ballistic and plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by those armed with the latter.



** "Moon" (Permanently enables the low gravity effect, which was originally present in The Pillar of Autumn)

to:

** "Moon" (Permanently enables the low gravity effect, which was originally present in and can only be found on The Pillar of Autumn)



** The Hunters in the original game became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futiliy]], with Frag/Plasma grenades simply bouncing off of their armour. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.

to:

** The Hunters in the original game became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futiliy]], with Frag/Plasma grenades simply bouncing off of futiliy]] as their armour. torso's exposed midsection has now been covered up at the front. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, in any single official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original fuel rod cannon.Fuel Rod Cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.


Added DiffLines:

**
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** The Skirmishers from [[Videogame/HaloReach Halo Reach]] are also present, supplementing the regular Jackals.

to:

** The Skirmishers from [[Videogame/HaloReach Halo Reach]] HaloReach are also present, supplementing the regular Jackals.
Is there an issue? Send a MessageReason:
None


** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from [[VideoGame:Halo3ODST]]), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game (where they only appeared in multiplayer), while the flamethrower also made an appearance in Halo 3 as a support weapon in campaign/multiplayer.
** On the Covenant side, we have: the Particle Carbine, which is similar to the Covanent Carbine from later games, but is a battery-powered weapon that is stronger against shields, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Plasma Pistol variant from [[VideoGame:Halo5Guardians]]), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.

to:

** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from [[VideoGame:Halo3ODST]]), [[VideoGame/Halo3ODST]]), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game (where they only appeared in multiplayer), while the flamethrower also made an appearance in Halo 3 as a support weapon in campaign/multiplayer.
** On the Covenant side, we have: the Particle Carbine, which is similar to the Covanent Carbine from later games, but is a battery-powered weapon that is stronger against shields, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Plasma Pistol variant from [[VideoGame:Halo5Guardians]]), [[VideoGame/Halo5Guardians]]), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.
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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spin-off games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). SPV3.1 (formally known as SPV3 Part 2), which will consist of the last five levels, is slated for release on the 25th of September, 2017.

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spin-off games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists consisted of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of completely remade the fourth level).level of the campaign). SPV3.1 (formally known as SPV3 Part 2), which will consist consisted of the last five levels, levels and a revamp of the first six, is slated for release on the 25th of September, 2017.



* ScrewTheRulesItsTheApocalypse: The Savage Covenant are regular Covenant infantry (every species excluding Hunters) that first appear during Two Betrayals who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on. The type of weaponry the Savage Covenant use varies massively, and while some use Covenant weapons that they aren't typically seen using (i.e. an Elite with a Brute Shot), others have gone as far as to break the Covenant's "no using human weapons" doctrine, getting their hands on Snipers, DMRs and even [[OhCrap Rocket Launchers]]. These Covenant are only as tough as their respective rank, and those armed with ballistic weaponry won't deal substantial damage to your shields. However, squads of Savage Covenant are typically armed with both ballistic and plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by those armed with the latter.
* SelfImposedChallenge: Hidden Skulls made an appearance in the game. They include:

to:

* ScrewTheRulesItsTheApocalypse: The Savage Covenant are regular Covenant infantry (every species excluding Hunters) that first appear during Two Betrayals The Library who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on. The type of weaponry the Savage Covenant will use varies massively, and while some use Covenant weapons any weapon that they aren't are typically seen using carried by other species (such as Elites equipped with Brute weapons), which even extends to human weaponry. Savage Covenant armed human weapons will use the closest analogue to the weapons they'd normally carry (i.e. an Elite with a Brute Shot), others have gone as far as to break the Covenant's "no using human weapons" doctrine, getting their hands on Snipers, Savage Jackals and Skirmishers will typically carry Pistols and SMGs, while Jackal Sharpshooters carry Battler Rifles, DMRs and even [[OhCrap Rocket Launchers]]. These Sniper Rifles). Savage Covenant are only as tough as their respective rank, standard Covenant infantry ranks, and while those armed with ballistic weaponry won't deal substantial damage to your shields.shielded enemies. However, squads of Savage Covenant are typically armed with both ballistic and plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by those armed with the latter.
* SelfImposedChallenge: Hidden Skulls made an appearance in the game.game, and can be activated from an in-game menu. They include:
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*** [[Ruined corridors which have been warped to the point that they now rest at odd angles or have even been transformed into completely vertical shafts.]]

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*** [[Ruined [[spoiler: Ruined corridors which have been warped to the point that they now rest at odd angles or have even been transformed into completely vertical shafts.]]
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** The Maw [[spoiler: revisits the new areas introduced during The Pillar of Autumn, which has now been transformed into a dimly-lit Flood Hive. Other areas explored in the expanded areas include:
*** The stairwell also seen in Pillar Of Autumn
*** Ruined corridors which have been warped to the point that they now rest at angles or even completely vertical at times.]]
*** And a crews quarters where mysteriously uninfected marine corpses lay upon cramped bunk beds.

to:

** The Maw [[spoiler: revisits the new areas introduced during The Pillar of Autumn, which has now been transformed into a dimly-lit Flood Hive. Other areas explored in the expanded areas include:
include:]]
*** [[spoiler: The stairwell also seen in Pillar Of Autumn
*** Ruined corridors which have been warped to the point that they now rest at angles or even completely vertical at times.
Autumn.]]
*** [[Ruined corridors which have been warped to the point that they now rest at odd angles or have even been transformed into completely vertical shafts.]]
*** [[spoiler:
And a crews quarters where quarters, which now resembles a morgue thanks to the mysteriously uninfected marine corpses lay upon cramped lying in hollow, rectangular sections in the wall ((presumably bunk beds.beds)).]]

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Flood to be further edited


''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spin-off games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). SPV3.1 (formally known as SPV3 Part 2), which will consist of the last five levels, is slated for release the of August/September 2017.

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spin-off games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). SPV3.1 (formally known as SPV3 Part 2), which will consist of the last five levels, is slated for release on the 25th of August/September September, 2017.



* AntiFrustrationFeatures: The final Warthog Run at the end of The Maw would normally be impossible with the "Captain took my Keyes" skull turned on (which stops the player from using the vehicle). However, if the skull is active when the player reaches that area, the timer is disabled and teleporters are placed at certain areas with ramps that are too steep for the player to climb up normally.
* ArtificialStupidity: In the initial release of SPV3, you always had to be extra careful when driving a Rocket 'Hog with a gunner. The Marines were still coded to treat the Rocket Turret like the regular Chaingun turret, and they didn't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that was right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will now only target enemies a certain distance away from the vehicle.
** In fact, this applies to nearly any enemy armed with an explosive weapon, including Fuel Rod Gun Hunters, Brutes carrying the Brute Shot, and Marines with Rocket Launchers. If they don't kill themselves by shooting into walls right next to them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.

to:

** The Maw [[spoiler: revisits the new areas introduced during The Pillar of Autumn, which has now been transformed into a dimly-lit Flood Hive. Other areas explored in the expanded areas include:
*** The stairwell also seen in Pillar Of Autumn
*** Ruined corridors which have been warped to the point that they now rest at angles or even completely vertical at times.]]
*** And a crews quarters where mysteriously uninfected marine corpses lay upon cramped bunk beds.
* AntiFrustrationFeatures: The final Deactivating the Phase Pulse Generators on Two Betrayals and getting through Warthog Run at the end of The Maw both require a vehicle to complete[[labelnote:Explanation]] all 3 generators require air vehicles to travel to, while certain ramps during the Warthog Run cannot be climbed by the player on foot[[/labelnote]]. This would normally be impossible with while the "Captain took my Keyes" skull turned on (which stops skull, which disables the player from using the vehicle). However, if vehicles, is turned on. If the skull is active when the player reaches that area, the timer is disabled and on during these sections, however, teleporters are placed at certain areas with ramps in key positions that are too steep for allow the player to climb up normally.
skip these normally impossible sections, while the Warthog Run's Timer is also deactivated.
* ArtificialStupidity: ArtificialStupidity:
**
In the initial release of SPV3, you always had to be extra careful when driving a Rocket 'Hog with a gunner. The Marines were still coded to treat the Rocket Turret like the regular Chaingun turret, and they didn't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that was right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will now only target enemies a certain distance away from the vehicle.
** *** In fact, this applies to nearly any enemy armed with an explosive weapon, including Fuel Rod Gun Hunters, Brutes carrying the Brute Shot, and Marines with Rocket Launchers. If they don't kill themselves by shooting into walls right next to them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.



** Sentinels now come in Constructor and Enforcer variants. Constructors support regular Sentinels by draining energy shields and cleaning up Infection forms, allowing the other Sentinels to focus on the more dangerous combat/carrier forms. The Enforcers provide heavy fire support with an Incineration Cannon and a Pulse Laser Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in regular and Sniper variants, and will drop their usable weapons upon death.

to:

** Sentinels now come in Aggressor, Sniper, Constructor and Enforcer variants. variants, the former two which can drop their weapons for the player to use.
*** Aggressors are the standard Sentinels armed with the Sentinel Beam.
*** Snipers are a variant of the standard Sentinel armed with the Sentinel Sniper Beam.
***
Constructors are miniature Sentinels that support regular Sentinels in combat by draining energy shields and cleaning up Infection forms, allowing the other Sentinels to focus on the more dangerous combat/carrier forms. The forms.
***
Enforcers are large Sentinel weapon platforms that provide heavy fire support with an dual Incineration Cannon Cannons and a Pulse Laser Suppressor, and Suppressors. They can also create [=slipspace=] ruptures that to summon in Sentinel reinforcements. The regular Sentinel now comes in regular and Sniper variants, and will drop their usable weapons upon death.reinforcements.



* BulletTime:



* DesperationAttack: Elite Ultras and sword-wielding Zealots will switch out their current weapons when their shields are down and they have taken some damage; Zealots will exchange their sword for the Void's Tear while attempting to pull back into cover, whereas Ultras will pull out an [[OhCrap Energy Sword]] before bum-rushing the enemy in a fit of rage.

to:

* DesperationAttack: Elite Ultras and sword-wielding Zealots will switch out their current weapons when their shields are down and they have taken some damage; Zealots will exchange their sword for the Void's Tear while attempting to pull back into cover, whereas Ultras will pull out an [[OhCrap Energy Sword]] before bum-rushing the enemy in a fit of rage.



* {{Expy}}/SuspiciouslySimilarSubstitute: The two new Brute weapons are this to the Brute weapons introduced in Halo 3:
** The Brute Plasma Pistol is this to the Mauler: both are shotgun-pistols that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the Brute Plasma Pistol replicates these two drawbacks by overheating after a few shots and draining its battery quicker than other energy weapons.
** The Shredder (read: Brute Needler) is this to the Spiker: both are automatic weapons that fire sharp projectiles and can quickly down foes who are not protected by energy shields.

to:

* {{Expy}}/SuspiciouslySimilarSubstitute: The two three new Brute weapons are this to the Brute weapons introduced in Halo 3:
** The Brute Plasma Pistol is this to the Mauler: Mauler, as both are shotgun-pistols that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the Brute Plasma Pistol replicates these two the Mauler's drawbacks by overheating after a few shots and draining its battery quicker than other energy weapons.
** The Shredder (read: Brute Needler) is this to the Spiker: Spiker, as both are automatic weapons that fire sharp projectiles and that can quickly down foes who are not protected by energy shields.shields and possess sharp attachments that also make the firearms effective melee weapons.
* FireBreathingWeapon: SPV3 adds several weapons that possess incendiary properties, which means that most of these weapons can deal afterburn damage by setting enemies on fire and are capable of detonating grenades dropped by enemies.
** The Brute Plasma Pistol's overcharge shot splits into several burning globs of plasma upon impact with a solid surface. While a glob cannot set enemies on fire, enemies that stand in one will be quickly whittled down by the constant damage they deal, which only increases with every additional glob that an enemy stands in. This makes the BPP's overcharge shot extremely effective when fired in a confined space.
** The Flamethrower expels a semi-liquid fuel which melts through shielded and unshielded enemies like no one's business. The fuel's adhesive nature allows the flames fired by the flamethrower to stick to surfaces, making it a powerful close-range area-denial weapon.
** SPV3's Forerunner weaponry all possess incendiary properties, which is what gives them the edge during combat encounters with the Flood.
*** The Sentinel Beam can set individual enemies alight after a few seconds of concentrated fire.
*** The Sentinel Sniper's high-powered beams can set individual enemies on ablaze in a single burst.
*** While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have their own unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.



* GrenadeLauncher: The Assault and Battle Rifles come in GL variants equipped with M45 Underslung Grenade Launchers. These launchers hold a maximum of up to 6 grenades, which travel in an arc when fired and detonate on impact. The grenades fired from the launcher are more powerful than the thrown frag grenades, capable of taking out entire groups of weaker enemies or a single target with a direct hit. The only drawbacks are that the weapon cannot use it's primary fire during the launcher's lengthy reload cycle, an standard grenades cannot be thrown while a GL weapon is active.



* HollywoodSilencer: Silenced variants of the Battle Rifle, SMG and the Sniper Rifle have, among other modifications, silencers attached to the end of their barrels. Firing a silenced weapon will not alert enemies, and they will only raise the alarm when you're in their line of sight.

to:

* HollywoodSilencer: Silenced variants of the Battle Rifle, SMG and the Sniper Rifle have, among other modifications, silencers attached to the end of their barrels. Firing a silenced weapon will not alert enemies, and they will only raise the alarm when you're in their direct line of sight.



* KillItWithFire:
** The Brute Plasma Pistol's overcharge shot splits into several burning globs of plasma on impact. Each glob deals a slight amount of damage to enemies that stand in them and can set off any grenades they come to rest on. This makes the BPP excellent when used in confined spaces.
** The Flamethrower, which melts through shields and health like no one's business, damaging targets over time with afterburn, and sets idle grenades off to boot, making it a powerful close-range/area denianl weapon.
** The Forerunner weapons all have unique incendiary properties: The Sentinel Beam will set enemies alight after a few seconds of continuous fire, while the Sentinel Sniper will set most enemies on fire in a single burst. While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.

to:

* KillItWithFire:
**
KillItWithFire: The Brute Plasma Pistol's overcharge shot splits into several burning globs of plasma on impact. Each glob deals a slight amount of damage to enemies that stand in them and can set off any grenades they come to rest on. This makes the BPP excellent when used in confined spaces.
** The Flamethrower, which melts through shields and health like no one's business, damaging targets over time with afterburn, and sets idle grenades off to boot, making it a powerful close-range/area denianl weapon.
** The Forerunner weapons all
Flood have unique a crippling weakness to fire and incendiary properties: The Sentinel Beam weapons. Fire is also a useful weapon against Covenant Troops, who will set enemies alight after a few seconds of continuous fire, while the Sentinel Sniper will set most enemies on fire commonly run around in a single burst. While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.blind panic if set ablaze.



* NoSell: The personal energy shields of Elite Honor Guard Minors, Majors and Ultras have more in common with stationary energy shields than those used by other Elites, in that they rare invulnerable to all forms of ballistic weaponry. This forces you to use plasma, explosives, melee attacks or fire to drop their shields; only then will they become vulnerable to bullets.
* PointDefenseless: Averted with the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant and the Flood during the first and last missions. Also averted with Pelicans, which possess 4 automated mounted on the chin, wings and passenger bay of the vehicle that come in 2 configurations[note]1 variant has 4 Chainguns, while another replaces the wing-mounted chainguns with 2 homing missile pods[/note]. This makes sections of the game where the Pelicans fly in while enemies are present considerably easier.
* RecursiveAmmo: The Cluster Grenade, a brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits into several fuel rod bombs that, like the standard grenade, explode when they come to a rest.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a quite bit due to the wider range of precision weaponry that they can use. Furthermore, the changes to the basic assault rifle (which is now much more accurate at medium range) have not just made it more useful to the player but to the marines as well (as the Assault Rifle is the weapon most commonly used by marines), making them much more effective against tougher enemies such as Elites. The additional weaponry also makes them better able to handle enemy vehicles (especially when armed with a rocket launcher); It is not uncommon for the marines to dispatch squads of enemies or even light vehicles such as ghosts, shadows and banshees with minimal-to-zero player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemies like Grunts or Jackals.

to:

* NoSell: NoSell:
**
The personal energy shields of Elite Honor Guard Minors, Majors and Ultras have more in common with stationary energy shields than those used by other Elites, in that they rare invulnerable to all forms of ballistic weaponry. This forces you to use The only way the shields can be overloaded is through plasma, explosives, melee attacks or fire fire.
*** This also applies
to drop Honor Guards who have fallen victim to a Flood Infection Form and transformed into Elite Combat Forms, who are granted the same energy shielding as their shields; only then will they become vulnerable infectee but at 75% of it's original strength.
** Brute Chieftains are equipped with armour that makes them nigh-on invulnerable
to bullets.
everything except explosive/headshot weaponry and being splattered by a vehicle.
* PointDefenseless: Averted with the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against can mow down the Covenant and the Flood during the first and last missions. in seconds. Also averted with Pelicans, which possess 4 automated mounted on the chin, wings and passenger bay of the vehicle that come in 2 configurations[note]1 variant has 4 Chainguns, Chainguns identical to those on the Pillar of Autumn, while another replaces the wing-mounted chainguns with 2 homing missile pods[/note]. This makes sections of the game where the Pelicans fly in while enemies are present considerably easier.
* RecursiveAmmo: The Cluster Grenade, a brute Brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits types, explodes into several miniature fuel rod bombs that, like the standard grenade, explode when they come to a rest.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a quite bit significantly due to the wider range of precision weaponry that they can use. use, which allows Marines to quickly down enemies through headshots. Furthermore, the changes to the basic assault rifle (which is now much more accurate at medium range) medium-long ranges) have not just made it more useful to the player but to the marines as well (as the Assault Rifle is the weapon most commonly used by marines), making them much more effective against tougher enemies such as Elites. The additional weaponry also makes them better able to handle enemy vehicles (especially when armed with a rocket launcher); It is not uncommon for the marines to dispatch squads of enemies or even light vehicles such as ghosts, shadows Ghosts, Shadows and banshees Banshees with minimal-to-zero player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemies like Grunts or Jackals.



** You can also heal Marines (along with yourself) who are inside a warthog fully up to twice by pressing the flashlight button, which activates health packs placed between the driver and passenger seats.
* RegeneratingHealth: While the game uses Combat Evolved's original RegeneratingShieldStaticHealth system where you could only heal using medkits, an armour upgrade called Health Regen allows you to regenerate health similar to the later games, where if some of your health is depleted, it regenerates once your shield has fully recharged. Despite this, because Health Regen will only heal two-thirds of your total health bar (maximum yellow bars); this means that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.

to:

** You However, this trope comes into full effect when the Flood are introduced, as infection forms can also heal Marines (along with yourself) who are inside a warthog fully up to twice by pressing the flashlight button, which activates health packs placed between the driver instantly kill marines and passenger seats.
transform them into Human Combat Forms.
* RegeneratingHealth: While the game SPV3 uses Combat Evolved's ''Combat Evolved's'' original RegeneratingShieldStaticHealth system where you could only heal using medkits, system, an armour upgrade called Health Regen allows you to regenerate health similar to the later games, where if some of your health is depleted, it regenerates once your shield has fully recharged. Despite this, because Health Regen will only heal two-thirds of your total health bar (maximum yellow bars); this means that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.



* SecondaryFire: The Assault and Battle Rifles have GL variants that allow you to shoot impact grenades that travel further and are slightly more powerful than thrown grenades. However, you cannot throw standard grenades when using a GL weapon.



** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use. Unfortunately due to game limitations, you cannot use a small weapon at the same time (thus having it take up one of your weapon slots), and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making it very situational (though you can still melee enemies and use grenades). The Elite's energy swords are also still unusable.

to:

** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though and the Energy Sword is also still unusable in CE.
*** However,
you can find ones unique Jackal Shields not attached to an a Jackal's arm here and there which you can indeed use. Unfortunately due to game limitations, you cannot use a small dual wield it with another weapon at the same time (thus having it take permanently takes up one of your two weapon slots), slots) and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making this). Although it very situational (though you makes up for this by being virtually invulnerable to all forms of weaponry (excluding Plasma Pistol/Gravity Grenade EMPs), and the player can still melee enemies and use grenades). The Elite's energy swords are also still unusable.grenades while the shield is active.



*** Sentinels now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Pulse-Laser Suppressor used by Sentinel Enforcers are are not dropped and thus unusable.

to:

*** Sentinels The Sentinel Beam is now drop dropped from Sentinels Sentinel Aggressors once they're destroyed. However, the Incineration Cannon and the Pulse-Laser Suppressor used by Sentinel Enforcers are are not dropped and are thus unusable.

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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). SPV3.1 (formally known as SPV3 Part 2), which will consist of the last five levels, is slated for release the of August/September 2017.

You can download the latest version of the mod (plus the other programs needed to run it) from the [[https://www.reddit.com/r/halospv3/ official Subreddit]] Tropes applying to the original ''Combat Evolved'' can be found [[Videogame/HaloCombatEvolved here]].

'''As the mod is still under development, this page and the tropes featured are subject to change.'''

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff spin-off games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). SPV3.1 (formally known as SPV3 Part 2), which will consist of the last five levels, is slated for release the of August/September 2017.

You can download the latest version of the mod (plus (including the other programs needed to run it) from the [[https://www.reddit.com/r/halospv3/ official Subreddit]] Subreddit]]. You can find more information about the mod on the [[http://halo-spv3.wikia.com/wiki/Halo_SPV3_Wiki official Wiki]].
Tropes applying to the original ''Combat ''Halo: Combat Evolved'' can be found [[Videogame/HaloCombatEvolved here]].

'''As '''Please note that as the mod is still under development, this page and the tropes featured may contain multiple instances of incorrect information, and are thus subject to change.'''
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Added DiffLines:


'''As the mod is still under development, this page and the tropes featured are subject to change.'''
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* AntiFrustrationFeatures: The final Warthog Run at the end of The Maw would be impossible

to:

* AntiFrustrationFeatures: The final Warthog Run at the end of The Maw would normally be impossibleimpossible with the "Captain took my Keyes" skull turned on (which stops the player from using the vehicle). However, if the skull is active when the player reaches that area, the timer is disabled and teleporters are placed at certain areas with ramps that are too steep for the player to climb up normally.



** On the Covenant side, we have: the Particle Carbine, which is similar to the Covanent Carbine from later games, but is a battery-powered weapon that is stronger against shields, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Requesitions Weapon from [[VideoGame:Halo5Guardians]]), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.

to:

** On the Covenant side, we have: the Particle Carbine, which is similar to the Covanent Carbine from later games, but is a battery-powered weapon that is stronger against shields, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Requesitions Weapon Plasma Pistol variant from [[VideoGame:Halo5Guardians]]), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.



*** The standard Sniper-Rifle has a 343-Era blue-coloured scope, while the Silenced variant has a Bungie-Era green-coloured scope in addition to a silencer attachment.

to:

*** The standard Sniper-Rifle has a 343-Era blue-coloured scope, scope (similar to the 343I-era games), while the Silenced variant has a Bungie-Era green-coloured scope (similar to the Bungie-era games) in addition to a silencer attachment.



* RecursiveAmmo: The Cluster Grenade, a brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits int several fuel rod bombs that, like the standard grenade, explode when they come to a rest.

to:

* RecursiveAmmo: The Cluster Grenade, a brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits int into several fuel rod bombs that, like the standard grenade, explode when they come to a rest.



* RegeneratingHealth: While the game uses Combat Evolved's original RegeneratingShieldStaticHealth system where you could only heal using medkits, an armour upgrade called Health Regen allows you to adopt a form of Halo Reach's health system, where if some of your health is depleted, it regenerates once your shield has fully recharged. Despite this, because Health Regen will only heal two-thirds of your total health bar (maximum yellow bars); this means that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.

to:

* RegeneratingHealth: While the game uses Combat Evolved's original RegeneratingShieldStaticHealth system where you could only heal using medkits, an armour upgrade called Health Regen allows you to adopt a form of Halo Reach's regenerate health system, similar to the later games, where if some of your health is depleted, it regenerates once your shield has fully recharged. Despite this, because Health Regen will only heal two-thirds of your total health bar (maximum yellow bars); this means that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.
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*** Plasma pistols (excluding the voids) can now slowly lose charge the longer you hold an overcharge, and can EMP Covenant vehicles with a charged shot (excluding the Brute Plasma Pistol).

to:

*** Plasma pistols (excluding the voids) can now Void's Tear) slowly lose charge drain their battery the longer you hold an overcharge, and can EMP Covenant vehicles with a charged shot (excluding the Brute Plasma Pistol).
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*** When you reach [[the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way]]. This, alongside the fact that the canyon's [[spoiler: modified layout]] means you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".

to:

*** When you reach [[the [[spoiler:the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way]]. This, alongside the fact that the canyon's [[spoiler: modified layout]] means you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".



** "Angry" (Allied Marines turn on you and work *with* the Covenant).
** "Blind" (Removes the HUD).
** "Drought" (Enemies no longer drop weapons)
** "Captain took my Keyes" (Vehicles cannot be driven).

to:

** "Angry" (Allied Marines turn on you [[EverythingTryingToKillYou "Angry"]] ([[FaceHeelTurn The UNSC]], The Covenant, the Flood and work *with* The Sentinels unite against the Covenant).
Master Chief. AI units that are allies for specific levels become enemies, and factions who normally engage in fights between each other will be allied against a single adversary: [[OhCrap The Player]]).
** "Blind" (Removes the HUD).
HUD elements such as Crosshairs, Motion Tracker, Health/Shield/Armour Upgrade Energy/Ammo/Grenade Counters and Shield level sound effects).
** "Drought" (Enemies no longer drop weapons)
weapons, forcing you to scavenge weapons and ammo placed in predetermined spots on the map)
** "Captain took my Keyes" [[{{Pun}}Keyes]]" (Vehicles cannot be driven).driven by the player, forcing you to constantly fight while on-foot).



** "Mantis" (Generates unique scripted events and an untextured Mantis mech for you to use.)

to:

** "Mantis" (Generates unique scripted events and challenges for you to survive, alongside an untextured unfinished prototype of the Mantis mech from [[VideoGame:Halo4]] for you to use.)



** The Hunters in the original game were a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futiliy]], with Frag/Plasma grenades simply bouncing off of their armour. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.

to:

** The Hunters in the original game were became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futiliy]], with Frag/Plasma grenades simply bouncing off of their armour. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.



** The Marines have also done this to a degree as well, as mentioned in RedshirtArmy.
** Combat and Carrier Forms now have different AI patterns depending on what species that Combat/Carrier Form was prior to infection; Elite Combat Forms now have energy shields, and will pull away to recharge once the shield goes down; Human Combat Forms are more accurate with their weapons and are commonly found carrying precision weaponry, and Brute Combat Forms retain the rushing and gunning tactics of the classic Combat Evolved combat forms. With the carrier forms, the Grunt (regular) Carrier form now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can even climb up walls.

to:

** The Marines have also done this to a degree as well, as mentioned in RedshirtArmy.
well. See RedshirtArmy above.
** Combat and Carrier Forms now have different AI patterns depending on what species that Combat/Carrier Form was prior to infection; infection: Elite Combat Forms now have energy shields, and will pull away to recharge once the shield goes down; Human Combat Forms are more accurate with their weapons and are commonly found carrying precision weaponry, weaponry; and Brute Combat Forms retain the rushing and gunning rush-while-firing-weapon tactics of the classic Combat Evolved combat forms. With the carrier forms, the Grunt (regular) Carrier form now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can even climb up walls.

Added: 1031

Changed: 5151

Removed: 2211

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* AntiFrustrationFeatures: The final Warthog Run at the end of The Maw would be impossible



* ContinuityNod: All over the place. The mod does a good job of meshing the original game's story and gameplay with elements that were either cut or would only be introduced in later games and novels, which led to situations wherein certain enemies and weapons that by all rights should have been present during the events of the original game were not.
** For starters, Brutes are present. They're basically the same as their Halo 2 counterparts, though they borrow their armour design and ranking structure from Halo 3.

to:

* ContinuityNod: All over the place. The mod does a good job of meshing the original game's story and gameplay with elements that were either cut or would only be introduced in later games and novels, which on in the franchise (which led to situations wherein certain enemies and weapons that by all rights should have been present during the events of the original game were not.
not).
** For starters, Brutes are present. They're basically the same as similar to their Halo 2 counterparts, though they borrow their wearing very little armour design and ranking structure from carrying weapons tailor-made for them and the armour they do wear uses a predominantly Halo 3.3 design. However, they are treated as their own separate race in the Covenant instead of just a poor mans Elite.



** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces all appearances of the Scorpion in the original game that have been released so far, and yes, it has twin tank cannons and twin machine guns! Sparrowhawks are also present in the game, appearing as an alternate choice to the Banshee during Two Betrayals.

to:

** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces all appearances of the Scorpion in the original game that have been released so far, and yes, it has twin tank cannons and twin machine guns! Sparrowhawks are also present in the game, appearing as an alternate aerial vehicle choice to the Banshee during Two Betrayals.



** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from Halo 3:ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game, where they only appeared in multiplayer, while the flamethrower also made an appearance in Halo 3's campaign.
** On the Covenant side, we have: the Particle Carbine, which is similar to the Covanent Carbine from later games, but is a battery-powered weapon with the overheat mechanic as opposed to the magazine-fed system from the regular version, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Req Weapon from ''Halo 5: Guardians''), the Phantom dropship, the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.

to:

** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from Halo 3:ODST), [[VideoGame:Halo3ODST]]), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game, where game (where they only appeared in multiplayer, multiplayer), while the flamethrower also made an appearance in Halo 3's campaign.
3 as a support weapon in campaign/multiplayer.
** On the Covenant side, we have: the Particle Carbine, which is similar to the Covanent Carbine from later games, but is a battery-powered weapon with the overheat mechanic as opposed to the magazine-fed system from the regular version, that is stronger against shields, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Req Requesitions Weapon from ''Halo 5: Guardians''), [[VideoGame:Halo5Guardians]]), the Phantom dropship, dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.



*** Plasma pistols can now slowly lose charge the longer you hold an overcharge, and can EMP Covenant vehicles with a charged shot.

to:

*** Plasma pistols (excluding the voids) can now slowly lose charge the longer you hold an overcharge, and can EMP Covenant vehicles with a charged shot.shot (excluding the Brute Plasma Pistol).



*** Any vehicle that has an enemy driving it (excluding the Banshee) can now be hijacked. Doing so will kill the driver and force enemy passengers to disembark the vehicle.

to:

*** Any vehicle that has an enemy driving it (excluding Shade turrets, the Banshee) Banshee outside of Assault on the Control Room and Two Betrayals) can now be hijacked. Doing so will kill the driver and force the remaining enemy passengers to disembark the vehicle.



*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode from Halo 3: ODST, Sprint, Health Regeneration and Radar.

to:

*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode from Halo 3: ODST, Sprint, Health Regeneration and Radar.Regeneration.



** Enemies now possess a wider variety of ranks and colours that not only denote ranking, but also combat roles and weapons/equipment used.
*** Grunts Rankings are identified by their methane "backpacks": [[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Gunners (Green, only found manning Shade Cannons).[[/labelnote]]
*** Jackal Rankings are identified through the colour of their equipment, which also denotes the weapon they use.
*** For regular Jackals: [[labelnote:Rankings]]Blue shield (uses Plasma Pistol) = Minor, Orange Shield (uses Brute Plasma Pistol) and Violet Shield (uses Needler) = Major.[[/labelnote]]
*** For Jackal Snipers: [[labelnote:Rankings]] Purple optic light = Minor (uses Particle Carbine), Green optic light = Major (uses Focus Rifle) and Red optic light = Ultra (uses Sniper Rifle).[[/labelnote]]
*** Elites, like in the original game, possess the largest variety of ranks and colours: [[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces.) and Zealots (Gold).[[/labelnote]]
*** Hunter Rankings, like Jackals, also denote the weapon they use: [[labelnote:Rankings]] Gold Armour + Green Lights = Minor (uses Fuel Rod Cannon), Blue Armour + Orange Lights = Major (uses Assault Beam) and Black Armour + Purple Lights = Spec-Ops (Shade Cannon).[[/labelnote]]
*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks: [[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major), Shielded Power Armour = Powered Armour Brute (White = Minor, Grey = Major), and Powered Armour + Ornate Helmet = Brute Chieftain (Red and Black = Chieftain, Gold = War Chieftain).[[/labelnote]]
*** Skirmishers: [[labelnote:Rankings]] Unarmoured = Minor, Armour + wrist shields = Major.[[/labelnote]]

to:

** Enemies now possess a wider variety of ranks and colours that not only denote ranking, toughness/intelligence, but also combat roles (Grunt gunners, enemies with Spec-Ops ranks) and weapons/equipment used.
*** Grunts Rankings are identified by their methane "backpacks": [[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Gunners (Green, only found manning Shade Cannons).[[/labelnote]]
*** Jackal Rankings are identified through the colour of their equipment, which also denotes the weapon they use.
*** For regular Jackals: [[labelnote:Rankings]]Blue shield (uses Plasma Pistol) = Minor, Orange Shield (uses Brute Plasma Pistol) and Violet Shield (uses Needler) = Major.[[/labelnote]]
*** For Jackal Snipers: [[labelnote:Rankings]] Purple optic light = Minor (uses Particle Carbine), Green optic light = Major (uses Focus Rifle) and Red optic light = Ultra (uses Sniper Rifle).[[/labelnote]]
*** Elites, like in the original game, possess the largest variety of ranks and colours: [[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces.) and Zealots (Gold).[[/labelnote]]
*** Hunter Rankings, like Jackals, also denote the weapon they use: [[labelnote:Rankings]] Gold Armour + Green Lights = Minor (uses Fuel Rod Cannon), Blue Armour + Orange Lights = Major (uses Assault Beam) and Black Armour + Purple Lights = Spec-Ops (Shade Cannon).[[/labelnote]]
*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks: [[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major), Shielded Power Armour = Powered Armour Brute (White = Minor, Grey = Major), and Powered Armour + Ornate Helmet = Brute Chieftain (Red and Black = Chieftain, Gold = War Chieftain).[[/labelnote]]
*** Skirmishers: [[labelnote:Rankings]] Unarmoured = Minor, Armour + wrist shields = Major.[[/labelnote]]
used (Jackal infantry/snipers, Hunters).



*** The Battle Rifle variants can be determined by the colour of their ammo counter and scope lens: [[labelnote:Variants]]Green = Regular, Blue = GL, and Red = Spec-Ops.[[/labelnote]]

to:

*** The Battle Rifle variants can be determined by the colour of their ammo counter and scope lens: [[labelnote:Variants]]Green = Regular, Blue = GL, and Red = Spec-Ops.[[/labelnote]]Silenced.[[/labelnote]]
*** The standard Sniper-Rifle has a 343-Era blue-coloured scope, while the Silenced variant has a Bungie-Era green-coloured scope in addition to a silencer attachment.
*** Averted with the Silenced SMG, whose changes are primarily cosmetic, not coloured-based; the changes include a silencer attached to the end of the barrel, with the SMG also getting an additional 2x scope with an orange lens.



*** Averted with the Spec-Ops variants of the Sniper Rifle and SMG, as their changes are cosmetic, not coloured-based; Both of them have silencers attached to the end of the barrel, with the SMG also getting an additional 2x scope with an orange lens.



* DummiedOut: Ghosts used to be able to boost in the original release, but the feature was removed due to it causing pacing errors, using very heavy scripting, and for generally being very buggy.

to:

* DummiedOut: Ghosts used to be able to boost in DesperationAttack: Elite Ultras and sword-wielding Zealots will switch out their current weapons when their shields are down and they have taken some damage; Zealots will exchange their sword for the original release, but Void's Tear while attempting to pull back into cover, whereas Ultras will pull out an [[OhCrap Energy Sword]] before bum-rushing the feature was removed due to it causing pacing errors, using very heavy scripting, and for generally being very buggy.enemy in a fit of rage.



** The Brute Plasma Pistol is this to the Mauler: both are shotgun-pistols that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the Brute Plasma Pistol replicates these two drawbacks by overheating after a few shots and draining its battery more quickly.

to:

** The Brute Plasma Pistol is this to the Mauler: both are shotgun-pistols that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the Brute Plasma Pistol replicates these two drawbacks by overheating after a few shots and draining its battery more quickly.quicker than other energy weapons.



* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but the enemies have been modified to have a ridiculously increased rate-of-fire and kill times to counteract their weak durability and lower rankings. In general, the mod itself is also more difficult when compared to the original game thanks to the wider variety of enemy troops and the weapons/vehicles they come equipped with.

to:

* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but the enemies have been modified to have a ridiculously increased rate-of-fire and kill times to counteract their weak durability and lower rankings.rate-of-fire. In general, the mod itself is also more difficult when compared to the original game thanks to the wider variety of enemy troops and the weapons/vehicles they come equipped with.



* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers. Firing the weapon will not alert enemies, and will only react when you're in their line of sight.

to:

* HollywoodSilencer: Spec-Ops Silenced variants of the Battle Rifle, SMG and the Sniper Rifle have have, among other modifications, silencers attached silencers. to the end of their barrels. Firing the a silenced weapon will not alert enemies, and they will only react raise the alarm when you're in their line of sight.



** The Flamethrower, which melts through shields and health like no one's business and sets targets alight to boot, making it the most powerful close-range weapon in the game.

to:

** The Flamethrower, which melts through shields and health like no one's business business, damaging targets over time with afterburn, and sets targets alight idle grenades off to boot, making it the most a powerful close-range weapon in the game.close-range/area denianl weapon.



* MoreDakka: The Hunter Shade Cannon; a portable shade turret used by Spec-Ops Hunters, and the Heavy Machine Gun Turret; a portable warthog chaingun that can also be deployed as a stationary turret.
* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade. While turned on, it will highlight enemies in red, allies in green, vehicles in either red or green depending on who last used it, and the environment in different colours.
* NoSell: The Elite Honor Guard's energy shields are invulnerable to ballistic weaponry, which forces you to use plasma, explosives, melee attacks or fire to drop their shields; only then will they become vulnerable to bullets.
* PointDefenseless: Averted with the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant and the Flood during the first and last missions. Also averted with Pelicans, which possess 4 automated mounted on the chin, wings and passenger bay of the vehicle that come in 2 configurations[note]4 Chainguns, or 2 homing missile pods replacing the chainguns on the wings[/note]. This makes sections of the game where the Pelicans fly in while enemies are present considerably easier.
* RecursiveAmmo: The Cluster Grenade, a brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits int several fuel rod bombs that, like the standard grenade, explode when they come to rest.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a quite bit due to the wider range of precision weaponry that they can use. Furthermore, the changes to the basic assault rifle (making it much more accurate at range) have not just made it more useful to the player but to the marines as well, making them much more effective against tougher enemies, Elites in particular. The additional weaponry also makes them better able to handle enemy vehicles (especially when armed with a rocket launcher). It is not uncommon for the marines to dispatch squads of enemies or even light vehicles such as ghosts, shadows and banshees with minimal or even no player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemies like Grunts or Jackals.

to:

* MoreDakka: The Hunter Shade Cannon; equivalent to a portable shade turret used by Spec-Ops Hunters, and the HMG-49 Heavy Machine Gun Turret; Gun; equivalent to a portable warthog chaingun Warthog Chaingun that can also be deployed as a stationary turret.
* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade. While turned on, it will highlight enemies in red, allies in green, vehicles in either red or green depending on who last used it, certain objects in yellow, and the rest of the environment in different colours.
blue.
* NoSell: The Elite Honor Guard's personal energy shields are of Elite Honor Guard Minors, Majors and Ultras have more in common with stationary energy shields than those used by other Elites, in that they rare invulnerable to all forms of ballistic weaponry, which weaponry. This forces you to use plasma, explosives, melee attacks or fire to drop their shields; only then will they become vulnerable to bullets.
* PointDefenseless: Averted with the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant and the Flood during the first and last missions. Also averted with Pelicans, which possess 4 automated mounted on the chin, wings and passenger bay of the vehicle that come in 2 configurations[note]4 configurations[note]1 variant has 4 Chainguns, or while another replaces the wing-mounted chainguns with 2 homing missile pods replacing the chainguns on the wings[/note].pods[/note]. This makes sections of the game where the Pelicans fly in while enemies are present considerably easier.
* RecursiveAmmo: The Cluster Grenade, a brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits int several fuel rod bombs that, like the standard grenade, explode when they come to a rest.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a quite bit due to the wider range of precision weaponry that they can use. Furthermore, the changes to the basic assault rifle (making it (which is now much more accurate at medium range) have not just made it more useful to the player but to the marines as well, well (as the Assault Rifle is the weapon most commonly used by marines), making them much more effective against tougher enemies, Elites in particular. enemies such as Elites. The additional weaponry also makes them better able to handle enemy vehicles (especially when armed with a rocket launcher). launcher); It is not uncommon for the marines to dispatch squads of enemies or even light vehicles such as ghosts, shadows and banshees with minimal or even no minimal-to-zero player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemies like Grunts or Jackals.



* RegeneratingHealth: While the game uses Combat Evolved's original RegeneratingShieldStaticHealth system where you could only heal using medkits, an armour upgrade called Health Regen allows you to adopt a form Halo Reach's health system, where if some of your health is depleted, you can regenerate your health once your shield has fully recharged. Despite this, Medkits do not become a redundant feature, as Health Regen will only heal two-thirds of your total health bar (maximum yellow bars), meaning that only medkits can fully heal you.
* SaveScumming: Manual saves now exist for the first time in a Halo campaign, allowing you to do this on higher difficulties.
* SecondaryFire: The Assault and Battle Rifles have GL variants that allow you to shoot impact grenades that travel further than thrown grenades. However, you cannot throw standard grenades when using a GL weapon.
* ScrewTheRulesItsTheApocalypse: The Savage Covenant are regular Covenant infantry (Every species excluding Hunters) that first appear during Two Betrayals who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on, even going so far as to break the Covenant's "No using human weapons" doctrine. These Covenant are only as tough as their respective rank, and their weaponry can means that your shields won't take as much damage. However, Savage Covenant normally work in tandem with regular Covenant troops, and their human armaments will quickly chew through your health once your shields are broken by plasma fire.

to:

* RegeneratingHealth: While the game uses Combat Evolved's original RegeneratingShieldStaticHealth system where you could only heal using medkits, an armour upgrade called Health Regen allows you to adopt a form of Halo Reach's health system, where if some of your health is depleted, you can regenerate your health it regenerates once your shield has fully recharged. Despite this, Medkits do not become a redundant feature, as because Health Regen will only heal two-thirds of your total health bar (maximum yellow bars), meaning bars); this means that only medkits do not become a redundant feature, as they are the only way you can fully heal you.
yourself.
* SaveScumming: Manual saves now exist for the first time in a Halo campaign, allowing you to do this if you have trouble with certain sections on higher difficulties.
* SecondaryFire: The Assault and Battle Rifles have GL variants that allow you to shoot impact grenades that travel further and are slightly more powerful than thrown grenades. However, you cannot throw standard grenades when using a GL weapon.
* ScrewTheRulesItsTheApocalypse: The Savage Covenant are regular Covenant infantry (Every (every species excluding Hunters) that first appear during Two Betrayals who, out of desperation of being overrun by the Flood and the lack of working Covenant weapons to combat them with, have taken to using any weapon they can get their hands on, even going so on. The type of weaponry the Savage Covenant use varies massively, and while some use Covenant weapons that they aren't typically seen using (i.e. an Elite with a Brute Shot), others have gone as far as to break the Covenant's "No "no using human weapons" doctrine. doctrine, getting their hands on Snipers, DMRs and even [[OhCrap Rocket Launchers]]. These Covenant are only as tough as their respective rank, and their those armed with ballistic weaponry can means that your shields won't take as much damage. deal substantial damage to your shields. However, squads of Savage Covenant normally work in tandem are typically armed with regular Covenant troops, both ballistic and their human armaments plasma weapons, and those armed with the former will quickly chew through your health once your shields are broken by plasma fire.those armed with the latter.



** "Angry" (All allies turn on you).

to:

** "Angry" (All allies (Allied Marines turn on you).you and work *with* the Covenant).



* StarfishLanguage: The Elites still retain their classic Halo CE backwards dialogue. The Brutes have also taken a page out of the Elites book, as most of their speech consists of their lines from Halo 2 and 3, but reversed.
* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games. The pistol is no longer a one hit kill against them, and most attacks against them from the front will be a [[NoSell No-Sell]], with Frag/Plasma grenades simply bouncing off of their armour. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.
*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round/Plasma grenade stick/ Needler or Shredder supercombine to their vulnerable areas or with a direct hit from a rocket. It's possible to even engage in a melee fight with them and come out on top.

to:

* StarfishLanguage: The Elites still retain their classic Halo CE backwards dialogue. The Brutes have also taken a page out of the Elites book, as most of their speech (excluding grunts, growls and other pain/death noises) consists of their lines from Halo 2 and 3, but reversed.
* TookALevelInBadass: TookALevelInBadass:
**
The Hunters in the original game were an a [[AntiClimaxBoss Anti Climax Boss]] literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games. games; The pistol is no longer a one hit kill against them, and most attacks against attacking them from the front will be a is an [[NoSell No-Sell]], exercise in futiliy]], with Frag/Plasma grenades simply bouncing off of their armour. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.
*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round/Plasma grenade stick/ Needler round/Needler or Shredder supercombine supercombine/Plasma grenade stuck to their vulnerable areas or with a direct hit from a rocket. It's possible to even possible, with good timing and dodging, to engage them in a melee melee-only fight with them and come out on top.



*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage from melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle just became useful again...

to:

*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage from and can be knocked back with melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle has just became useful again...



** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time (thus having it take up one of your weapon slots), and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making it very situational (though you can still melee enemies and use grenades). The Elite's energy swords are also still unusable.

to:

** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately use. Unfortunately due to game limitations, you cannot use a small weapon at the same time (thus having it take up one of your weapon slots), and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making it very situational (though you can still melee enemies and use grenades). The Elite's energy swords are also still unusable.



*** Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** Strangely though, you can encounter unusable friendly vehicles in the form of warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use them to breeze through the lengthy corridor in the next area. H
*** Sentinel Beams now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Suppressor used by Sentinel Enforcers are are not dropped and thus unusable.

to:

*** ** Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** Strangely though, you can encounter unusable friendly vehicles in the form of warthogs Warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use them to breeze through the somewhat lengthy corridor in the next area. H
area.
*** Sentinel Beams Sentinels now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Pulse-Laser Suppressor used by Sentinel Enforcers are are not dropped and thus unusable.

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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). SPV3.1 (formally known as SPV3 Part 2), which will consist of the last five levels plus an original level titled "None Left Behind", is slated for release the of June 2017.

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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). SPV3.1 (formally known as SPV3 Part 2), which will consist of the last five levels plus an original level titled "None Left Behind", levels, is slated for release the of June August/September 2017.



** None Left Behind is [[spoiler: an entirely new level added to the campaign that revisits the second level "Halo". The mission involves you helping the Marines escape from Halo before Chief blows up the ring, while under siege by the Covenant, the Flood and the Sentinels]].



** Sentinels now come in Constructor and Enforcer variants. Constructors support regular Sentinels by draining energy shields and cleaning up Infection forms, allowing the other Sentinels to focus on the more dangerous combat/carrier forms. The Enforcers are armed with an Incineration Cannon and a Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants and drop their usable weapons upon death.

to:

** Sentinels now come in Constructor and Enforcer variants. Constructors support regular Sentinels by draining energy shields and cleaning up Infection forms, allowing the other Sentinels to focus on the more dangerous combat/carrier forms. The Enforcers are armed with provide heavy fire support with an Incineration Cannon and a Pulse Laser Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants regular and Sniper variants, and will drop their usable weapons upon death.



*** Any vehicle that has an enemy driving it (excluding the Banshee) can now be hijacked. Doing so will kill the driver and force any passengers to disembark the vehicle.

to:

*** Any vehicle that has an enemy driving it (excluding the Banshee) can now be hijacked. Doing so will kill the driver and force any enemy passengers to disembark the vehicle.



** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text-based viewpoints from various characters who either originate from the game, the novel, or who are completely original. Terminal entries can be read from Heroic difficulty, and reading them on each difficulty excluding Normal will yield an new entry.

to:

** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text-based viewpoints from various characters who either originate from the game, the novel, novels, or who are completely original. Terminal entries can be read from Heroic difficulty, and reading them on each difficulty excluding Normal will yield an new entry.original.



*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks: [[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major) and Optic light + Energy shields = Powered Armour Brute (White = Minor, Black = Major).[[/labelnote]]

to:

*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks: [[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major) and Optic light + Energy shields Major), Shielded Power Armour = Powered Armour Brute (White = Minor, Grey = Major), and Powered Armour + Ornate Helmet = Brute Chieftain (Red and Black = Major).Chieftain, Gold = War Chieftain).[[/labelnote]]



* EnemyDetectingRadar: Endemic to the Halo series. An armour ability called Radar allows you to track stationary targets while you have it equipped, and is the successor to the Radar Enhancer (a pickup that had the same effects, except it only lasted for 80 seconds.

to:

* EnemyDetectingRadar: Endemic to the Halo series. An armour ability A new pickup called the Radar Enhancer allows you to track stationary targets while you have it equipped, and is the successor to the Radar Enhancer (a pickup that had the same effects, except it only lasted for 80 seconds.



* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers. Any kills made with them will not alert enemies to your position unless they see you making that kill.

to:

* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers. Any kills made with them Firing the weapon will not alert enemies to your position unless they see you making that kill.enemies, and will only react when you're in their line of sight.



** The different Forerunner weapons all have unique incendiary properties: The Sentinel Beam will set enemies alight after a few seconds of continuous fire, while the Sentinel Sniper will set most enemies on fire in a single burst. While unusable by the player, the Sentinel Enforcer's Suppressor and Incineration Cannon also have unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.

to:

** The different Forerunner weapons all have unique incendiary properties: The Sentinel Beam will set enemies alight after a few seconds of continuous fire, while the Sentinel Sniper will set most enemies on fire in a single burst. While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.



* NoSell: The Elite Honor Guard's energy shields are invulnerable to ballistic weaponry, which forces you to use plasma, explosives or fire to drop their shields; only then will they become vulnerable to ballistics .

to:

* NoSell: The Elite Honor Guard's energy shields are invulnerable to ballistic weaponry, which forces you to use plasma, explosives explosives, melee attacks or fire to drop their shields; only then will they become vulnerable to ballistics .bullets.



* RecursiveAmmo: The Cluster Grenade, a brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits int several fuel rod bombs that, like the standard grenade, explode when they come to a rest.

to:

* RecursiveAmmo: The Cluster Grenade, a brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits int several fuel rod bombs that, like the standard grenade, explode when they come to a rest.



* StarfishLanguage: The Elites still retain their classic Halo CE backwards dialogue. The Brutes have also taken a page out of the Elites book, as their speech consists of their lines from Halo 2 and 3, but reversed.

to:

* StarfishLanguage: The Elites still retain their classic Halo CE backwards dialogue. The Brutes have also taken a page out of the Elites book, as most of their speech consists of their lines from Halo 2 and 3, but reversed.



*** On top of that, certain combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over the regular forms: Upgraded Brute Forms have extra armour and increased speed; Upgraded Elite Forms have stronger shields, are more accurate with their weapons, and can use the secondary fire on certain weapons (i.e. The plasma pistol's overcharge); Upgraded Human Forms are infected ODST troopers still wearing their combat gear, covering up the infection form (the headshot region) forcing you need to focus on dismembering the Combat form and eventually killing it.

to:

*** On top of that, certain some combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over the regular forms: Upgraded Brute Forms have extra armour and increased speed; Upgraded Elite Forms have stronger shields, are more accurate with their weapons, and can use the secondary fire on certain weapons (i.e. The plasma pistol's overcharge); Upgraded Human Forms are infected ODST troopers still wearing their combat gear, covering up the infection form (the headshot region) forcing you need to focus on dismembering the Combat form and eventually killing it.
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** The Skirmishers from [[Videogame/Halo:Reach]] are also present, supplementing the regular Jackals.

to:

** The Skirmishers from [[Videogame/Halo:Reach]] [[Videogame/HaloReach Halo Reach]] are also present, supplementing the regular Jackals.



** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! Sparrowhawks are also present in the game, appearing as an alternate choice to the Banshee during Two Betrayals.

to:

** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, has twin tank cannons and it even has twin machine guns! Sparrowhawks are also present in the game, appearing as an alternate choice to the Banshee during Two Betrayals.



** On the Covenant side, we have: the Particle Carbine, which is very similar to the carbine from later games, but is a plasma weapon with the overheat mechanic as opposed to the magazine-fed system from the regular version; the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Req Weapon from ''Halo 5: Guardians''), the Phantom dropship, the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.
** Flood Infection Forms can now infect live targets and turn them into Combat Forms like in Halo 3. The Brute and the Jackal can now be infected into their own flood forms. Interesting to note is that the Jackal form, like the Grizzly and Sparrowhawk, was introduced and only exists in Halo Wars, the only difference being that this form is a carrier form rather than a combat form.

to:

** On the Covenant side, we have: the Particle Carbine, which is very similar to the carbine Covanent Carbine from later games, but is a plasma battery-powered weapon with the overheat mechanic as opposed to the magazine-fed system from the regular version; version, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Req Weapon from ''Halo 5: Guardians''), the Phantom dropship, the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.
** Flood Infection Forms can now infect live targets and turn them into Combat Forms like in Halo 3. The Brute and the Jackal can now be infected into their own flood forms. Interesting to note is that the Jackal form, like the Grizzly and Sparrowhawk, was introduced and only exists existed in Halo Wars, the only difference being that this form is a carrier form rather than a combat form.

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** The four floors of the Library will also receive this treatment; preview in-game screenshots show that the large "screens" that run the sides of certain corridors now emit a green, yellow, orange or red as you progress up the floors of the facility.

to:

** The four floors of the Library will also receive this treatment; preview in-game screenshots show that the large "screens" that run the sides of certain the long corridors are now emit a coloured green, yellow, orange or red as you progress up the floors of the facility.



* EnemyDetectingRadar: Endemic to the Halo series. An armour ability called Radar allows you to track stationary targets while you have it equipped, and is the successor to the Radar Enhancer (a powerup that had the same effects, except it only lasted for 80 seconds.

to:

* EnemyDetectingRadar: Endemic to the Halo series. An armour ability called Radar allows you to track stationary targets while you have it equipped, and is the successor to the Radar Enhancer (a powerup pickup that had the same effects, except it only lasted for 80 seconds.



** The Shredder (read: Brute Needler) is this to the Spiker: both are rapid-fire weapons that fire sharp projectiles and can quickly down foes that are not protected by energy shields.

to:

** The Shredder (read: Brute Needler) is this to the Spiker: both are rapid-fire automatic weapons that fire sharp projectiles and can quickly down foes that who are not protected by energy shields.



* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but the enemies have been modified to have a ridiculously increased rate-of-fire and kill times to counteract their weak durability. In general, the mod itself is also more difficult when compared to the original game thanks to the wider variety of enemy troops and the weapons/vehicles they come equipped with.

to:

* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but the enemies have been modified to have a ridiculously increased rate-of-fire and kill times to counteract their weak durability.durability and lower rankings. In general, the mod itself is also more difficult when compared to the original game thanks to the wider variety of enemy troops and the weapons/vehicles they come equipped with.



** The Brute Plasma Pistol's overcharge shot splits into several burning globs of plasma on impact. Each glob deals a slight amount of damage to enemies that stand in them and can set off any grenades they come to rest on. This makes the BPP excellent when used in confined spaces.



* NoSell: The Elite Honor Guard's energy shields are invulnerable to ballistic weaponry, which forces you to use plasma, explosives or fire to drop their shields, and only then will they become vulnerable to ballistics

to:

* NoSell: The Elite Honor Guard's energy shields are invulnerable to ballistic weaponry, which forces you to use plasma, explosives or fire to drop their shields, and shields; only then will they become vulnerable to ballistics ballistics .



* ScrewTheRulesItsTheApocalypse: The Savage Covenant are regular Covenant infantry (Every species excluding hunters) that first appear in the second half of the campaign who, like the Brutes from Halo 2, have broken the "No using human weapons" doctrine out of desperation of being overrun by the Flood and the lack of effective Covenant weapons to fight them with. These Covenant are only as tough as their respective rank, and their use of human weaponry means that your shields won't take as much damage. However, Savage Covenant normally work in tandem with regular Covenant troops, and their human armaments will quickly chew through your health once your shields are broken by plasma fire.

to:

* ScrewTheRulesItsTheApocalypse: The Savage Covenant are regular Covenant infantry (Every species excluding hunters) Hunters) that first appear in the second half of the campaign during Two Betrayals who, like the Brutes from Halo 2, have broken the "No using human weapons" doctrine out of desperation of being overrun by the Flood and the lack of effective working Covenant weapons to fight combat them with. with, have taken to using any weapon they can get their hands on, even going so far as to break the Covenant's "No using human weapons" doctrine. These Covenant are only as tough as their respective rank, and their use of human weaponry can means that your shields won't take as much damage. However, Savage Covenant normally work in tandem with regular Covenant troops, and their human armaments will quickly chew through your health once your shields are broken by plasma fire.



** "Mantis" (Generates a unique enemy encounter alongside an untextured Mantis mech for you to use.)

to:

** "Mantis" (Generates a unique enemy encounter alongside scripted events and an untextured Mantis mech for you to use.)



* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games. They can still be felled with a single Sniper Rifle round, Plasma grenade or a Needler/Shredder supercombine to their vulnerable areas, or with a direct hit from a rocket, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and Frag/Plasma grenades will simply bounce off of their armour. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games [i]and[/i] an arm-mounted shade cannon which swaps their usual charge shot weaponry with [[MoreDakka a literal handheld plasma machine gun]] in addition to their original fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.
*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through the above mentioned methods. It's possible to even engage in a melee fight with them and come out on top.
** The Marines have also done this to a degree as well, as mentioned above (see RedshirtArmy above).
** Combat and Carrier Forms now have different AI patterns depending on what species that Combat/Carrier Form was prior to infection; Elite Combat Forms now have energy shields, and will pull away to recharge once the shield goes down; Human Combat Forms are more accurate with their weapons and are commonly found carrying precision weaponry, and Brute Combat Forms retain the rushing and gunning tactics of the classic Combat Evolved combat forms. With the carrier forms, the Grunt (regular) Carrier form now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can climb up walls.
*** On top of that, certain combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over the regular forms: Upgraded Brute Forms have extra armour and increased speed; Upgraded Elite Forms have stronger shields, are more accurate with their weapons, and can use the secondary fire on certain weapons (i.e. The plasma pistol's overcharge); while Upgraded Human Forms are infected ODST troopers still in combat gear, which covers up the infection form (the headshot region), meaning that you need to focus on dismembering the Combat form and eventually killing it.
*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage from melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now one-shot by something other than the shotguns and explosives. The Sniper Rifle just became useful again...

to:

* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games. They can still be felled with a single Sniper Rifle round, Plasma grenade or a Needler/Shredder supercombine to their vulnerable areas, or with a direct hit from a rocket, but the The pistol is no longer a one hit kill against them. Most them, and most attacks against them from the front will be a [[NoSell No-Sell]], and with Frag/Plasma grenades will simply bounce bouncing off of their armour. They also have come equipped with a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon Hunter Assault Beam from later games [i]and[/i] an arm-mounted shade cannon Shade Cannon which swaps their usual charge shot charged-shot weaponry with [[MoreDakka a literal handheld plasma machine gun]] gun]], in addition to their original fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.
*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through the above mentioned methods.from a single Sniper Rifle round/Plasma grenade stick/ Needler or Shredder supercombine to their vulnerable areas or with a direct hit from a rocket. It's possible to even engage in a melee fight with them and come out on top.
** The Marines have also done this to a degree as well, as mentioned above (see RedshirtArmy above).
in RedshirtArmy.
** Combat and Carrier Forms now have different AI patterns depending on what species that Combat/Carrier Form was prior to infection; Elite Combat Forms now have energy shields, and will pull away to recharge once the shield goes down; Human Combat Forms are more accurate with their weapons and are commonly found carrying precision weaponry, and Brute Combat Forms retain the rushing and gunning tactics of the classic Combat Evolved combat forms. With the carrier forms, the Grunt (regular) Carrier form now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can even climb up walls.
*** On top of that, certain combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over the regular forms: Upgraded Brute Forms have extra armour and increased speed; Upgraded Elite Forms have stronger shields, are more accurate with their weapons, and can use the secondary fire on certain weapons (i.e. The plasma pistol's overcharge); while Upgraded Human Forms are infected ODST troopers still in wearing their combat gear, which covers covering up the infection form (the headshot region), meaning that region) forcing you need to focus on dismembering the Combat form and eventually killing it.
*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage from melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now now be one-shot by something other than the shotguns shotgun and explosives. The Sniper Rifle just became useful again...



*** Wraiths that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** Strangely though, you can encounter unusable friendly vehicles in the form of warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use them to breeze through the lengthy corridor in the next area. However, you can still use the turret mounted on the back, though your energy shields will not protect the vehicle.
*** Sentinel Beams now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Suppressor used by Sentinel Enforcers are unusable.

to:

*** Wraiths that were onboard on board the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** Strangely though, you can encounter unusable friendly vehicles in the form of warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use them to breeze through the lengthy corridor in the next area. However, you can still use the turret mounted on the back, though your energy shields will not protect the vehicle.
H
*** Sentinel Beams now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Suppressor used by Sentinel Enforcers are are not dropped and thus unusable.
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moved to ymmv


*** Sentinel Beams now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Suppressor used by Sentinel Enforcers are unusable.
* WhatCouldHaveBeen:
** A lot of weapons went through various stages of development. One of the more infamous cases was the Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine.
** There were also many changes made to the forerunner weapons that were shown off in the first SPV3.1 sneak peek video. The Suppressor and the Incineration Cannon were originally intended to be used by the player, but are now only used by Sentinel Enforcers as weapons. There was also a weapon called the Scatter-Sniper that had two modes of fire; a standard "shotgun" mode, and a sniper mode when scoped in. The Scatter-Sniper also adopted the grenade detonation effect from the Impaler, but was eventually cut and the grenade detonating feature was rolled into the Sentinel Sniper (which is essentially the same weapon, minus the "shotgun" mode).
** Destroy-able trees also used to be a thing.
** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved.
*** The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved.
*** The Commander and its Evolved counterpart were 2 original levels that would've revisited the Cartographer Island (from both the fourth level and its Evolved remake), where you played as Thel 'Vadam (before he became the Arbiter) trying to prevent a Brute uprising.
** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut due to only having a few encounters available to use overall.
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the different games, game/weapon mechanics like the Battle Rifle's variable fire mode, and even vehicles and NPCs such as the Shadow and the Blind Wolf.

to:

*** Sentinel Beams now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Suppressor used by Sentinel Enforcers are unusable.
* WhatCouldHaveBeen:
** A lot of weapons went through various stages of development. One of the more infamous cases was the Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine.
** There were also many changes made to the forerunner weapons that were shown off in the first SPV3.1 sneak peek video. The Suppressor and the Incineration Cannon were originally intended to be used by the player, but are now only used by Sentinel Enforcers as weapons. There was also a weapon called the Scatter-Sniper that had two modes of fire; a standard "shotgun" mode, and a sniper mode when scoped in. The Scatter-Sniper also adopted the grenade detonation effect from the Impaler, but was eventually cut and the grenade detonating feature was rolled into the Sentinel Sniper (which is essentially the same weapon, minus the "shotgun" mode).
** Destroy-able trees also used to be a thing.
** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved.
*** The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved.
*** The Commander and its Evolved counterpart were 2 original levels that would've revisited the Cartographer Island (from both the fourth level and its Evolved remake), where you played as Thel 'Vadam (before he became the Arbiter) trying to prevent a Brute uprising.
** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut due to only having a few encounters available to use overall.
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the different games, game/weapon mechanics like the Battle Rifle's variable fire mode, and even vehicles and NPCs such as the Shadow and the Blind Wolf.
unusable.

Added: 127

Changed: 256

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** In particular, the first level, the Pillar of Autumn, starts of normally with a fairly short, frenetic firefight through the ship's corridors. Once you reach the second maintenance access way, the level opens up with treks through vehicle tunnels and large, open rooms where unstable gravity introduces slow motion platforming and an amazing sense of verticality that was not present in the original level.
** The second level, Halo, is mostly the same, but adds 2 new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue 3 marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and disabling/boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing. Polaski and Alpha Base were both featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved) but never actually appeared or were even referenced in the game itself.
** As mentioned above, there is an alternate version of The Silent Cartographer available in addition to the standard version, the latter which uses the original level layout with the only changes being updated enemy encounters and weapon placement. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but radically alters the layout of the map, featuring a lush jungle island setting, with the security facility situated next to a subterranean cave system and the map facility itself being situated on the ocean floor! Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to Bravo 022's crash site before proceeding back into the map facility itself. Furthermore, instead of simply activating the map room via a one-click console, you must also activate several generators in a now-massive room while facing increasingly challenging waves of Covenant reinforcements.
** The Assault on the Control Room is kept largely the same layout-wise, but instead of simply walking into the Control Room's canyon after the Hunter Room, the level has been expanded with another tank run through an underground cavern and more Forerunner hallways, before finally reaching a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon (which has been opened up at the opposite end).
*** When you reach the last open canyon in your vehicle of choice, a surviving ODST squad is engaging the Covenant from a crashed pelican, and will accompany you the rest of the way. This, alongside the fact that you now have to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".
** None Left Behind is an entirely new level added to the campaign that revisits the second level "Halo". The mission involves you helping the Marines escape from Halo before Chief blows up the ring, while under siege from the Flood and the Sentinels.

to:

** In particular, the first level, the Pillar of Autumn, starts of normally with a fairly short, frenetic firefight through the ship's corridors. Once you reach the second [[spoiler:second maintenance access way, the level opens up with treks through vehicle tunnels and large, open rooms where unstable gravity introduces slow motion platforming and an amazing sense of verticality that was not present in the original level.
level]].
** The second level, Halo, is mostly the same, but adds [[spoiler: 2 new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue 3 marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and disabling/boarding boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing. landing]]. [[spoiler: Polaski and Alpha Base Base]] were both featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved) but never actually appeared or were even referenced in the game itself.
** As mentioned above, there is an alternate version of The Silent Cartographer available in addition to the standard version, the latter which uses the original level layout with the only changes being updated enemy encounters and weapon placement. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but [[spoiler: radically alters the layout of the map, featuring a lush jungle island setting, with the security facility situated next to a subterranean cave system and the map facility itself being situated on the ocean floor! Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to Bravo 022's crash site before proceeding back into the map facility itself. Furthermore, instead of simply activating the map room via a one-click console, you must also activate several generators in a now-massive room while facing increasingly challenging waves of Covenant reinforcements.
reinforcements]].
** The Assault on the Control Room is kept largely the same layout-wise, but instead of [[spoiler: simply walking into the Control Room's canyon after the second Hunter Room, the level has been expanded with another tank run through an underground cavern and more Forerunner hallways, before finally reaching a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon (which has been opened up at the opposite end).
end)]].
*** When you reach the [[the last open canyon in your vehicle of choice, a surviving ODST Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way. way]]. This, alongside the fact that the canyon's [[spoiler: modified layout]] means you now have ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".
** None Left Behind is [[spoiler: an entirely new level added to the campaign that revisits the second level "Halo". The mission involves you helping the Marines escape from Halo before Chief blows up the ring, while under siege from by the Covenant, the Flood and the Sentinels.Sentinels]].



** Large groups of Marines have a nasty habit of committing friendly fire, which can be lethal if armed with precision weapons.



** The Skirmishers from Halo:Reach are also present, supplementing the regular Jackals.

to:

** The Skirmishers from Halo:Reach [[Videogame/Halo:Reach]] are also present, supplementing the regular Jackals.



** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! Sparrowhawks are also present in the game, and appear during Two Betrayals.

to:

** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! Sparrowhawks are also present in the game, and appear appearing as an alternate choice to the Banshee during Two Betrayals.



** Sentinels now come in Constructor and Enforcer variants. Constructors support regular Sentinals by draining energy shields and cleaning up Infection forms, allowing the other Sentinels to focus on the more dangerous combat/carrier forms. The Enforcers are armed with an Incineration Cannon and a Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants and drop their usable weapons upon death.

to:

** Sentinels now come in Constructor and Enforcer variants. Constructors support regular Sentinals Sentinels by draining energy shields and cleaning up Infection forms, allowing the other Sentinels to focus on the more dangerous combat/carrier forms. The Enforcers are armed with an Incineration Cannon and a Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants and drop their usable weapons upon death.



** The different forerunner weapons all have unique incendiary properties: The Sentinel Beam will set enemies alight after a few seconds of continuous fire, while the Sentinel Sniper will set most enemies on fire in a single burst. While unusable by the player, the Sentinel Enforcer's Suppressor and Incineration Cannon also have unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.

to:

** The different forerunner Forerunner weapons all have unique incendiary properties: The Sentinel Beam will set enemies alight after a few seconds of continuous fire, while the Sentinel Sniper will set most enemies on fire in a single burst. While unusable by the player, the Sentinel Enforcer's Suppressor and Incineration Cannon also have unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.
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None


** Sentinels now come in Constructor and Enforcer variants. Constructors fly around repairing various Forerunner structures, but defend themselves with their Constructor Beam if they come under attack. The Enforcers are armed with an Incineration Cannon and a Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants and drop their usable weapons upon death.

to:

** Sentinels now come in Constructor and Enforcer variants. Constructors fly around repairing various Forerunner structures, but defend themselves with their Constructor Beam if they come under attack.support regular Sentinals by draining energy shields and cleaning up Infection forms, allowing the other Sentinels to focus on the more dangerous combat/carrier forms. The Enforcers are armed with an Incineration Cannon and a Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants and drop their usable weapons upon death.

Changed: 989

Removed: 467

Is there an issue? Send a MessageReason:
None


* AdaptationInducedPlothole: A very minor example from the second level, Halo. In the original game, you were the only survivor from the "lifeboat" escape pod's crash. Here, however, there is a small squad of Marines just outside the pod when you wake up who will follow and assist you. Despite this, Cortana still talks as if there were no other survivors. It's possible they arrived while the Master Chief was blacked out, or that these survivors did come from Chief's pod, and that Cortana might only be referring to dead marines, but this is never addressed.
* ArtificialStupidity: Always be extra careful when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and they won't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that is right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will only target enemies a certain distance away from the vehicle.

to:

* AdaptationInducedPlothole: A very minor example from the second level, Halo. In the original game, you were the only survivor from the "lifeboat" escape pod's crash. Here, however, there is a small squad of Marines just outside the pod when you wake up who will follow and assist you. Despite this, Cortana still talks as if there were no other survivors. It's possible they arrived while the Master Chief was blacked out, or that these survivors did come from Chief's pod, and that Cortana might only be referring to dead marines, but this is never addressed.
* ArtificialStupidity: Always In the initial release of SPV3, you always had to be extra careful when driving a Rocket 'Hog with a gunner. The Marines are were still coded to treat the projectile-based Rocket Turret like a hitscan weapon, the regular Chaingun turret, and they won't didn't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that is was right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will now only target enemies a certain distance away from the vehicle.
Is there an issue? Send a MessageReason:
None


*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks: [[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major) and Optic light + Energy shields = Boss (White = Minor, Black = Major).[[/labelnote]]

to:

*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks: [[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major) and Optic light + Energy shields = Boss Powered Armour Brute (White = Minor, Black = Major).[[/labelnote]]



* HarderThanHard: The new Noble difficulty, which is a modified actually Easy Mode where enemies have a ridiculously increased fire rate and are incredibly smart to counteract their weak durability. In general, the mod itself is also more difficult than the original game thanks to the wider variety of enemy troops, weapons and vehicles.

to:

* HarderThanHard: The new Noble difficulty, which is a modified actually Easy Mode where Mode, but the enemies have been modified to have a ridiculously increased fire rate rate-of-fire and are incredibly smart kill times to counteract their weak durability. In general, the mod itself is also more difficult than when compared to the original game thanks to the wider variety of enemy troops, weapons troops and vehicles.the weapons/vehicles they come equipped with.



* MoreDakka: The Hunter Shade Cannon; a portable shade turret used by Spec-Ops Hunters, and the Heavy Machine Gun Turret; a portable warthog chaingun that can also be deployed as a stationery turret.

to:

* MoreDakka: The Hunter Shade Cannon; a portable shade turret used by Spec-Ops Hunters, and the Heavy Machine Gun Turret; a portable warthog chaingun that can also be deployed as a stationery stationary turret.

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