Halo: Reach EVOLVED 2.0 Release Trailer (Reach Campaign Mod)

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Halo: The Master Chief Collection
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Salutations! I know it's been a while since my last upload, but the newest update for Halo: Reach EVOLVED, now 2.0, has been released! A metric ton of changes have been implemented into the mod thanks to fan feedback, inconsistencies between the maps, and a bunch of other personal things I wanted to change. The biggest difference is overall difficulty, which has been increased across the board.

DOWNLOAD HERE: https://www.nexusmods.com/halothemasterchiefcollection/mods/23

==2.0 UPDATE CHANGE LIST==

-Overall difficulty addressed. Mod is more challenging than previous versions.
-All enemies have unique firing patterns for every weapon they wield, and fire faster and more accurately than in previous versions.
-Fixed melee cooldown oversight. Only the Energy Sword has the ability to melee super fast now. However, pistol-type weapons, including the Magnum, Needler, and Plasma Pistol, have slightly faster melee cooldowns than other weapons.
-Fixed inconsistent melee damage from Exodus onwards; only the Eviscerator has increased melee damage now.
-Fixed inconsistent Grunt backpack garbage on certain levels. Also, Grunt backpack garbage is now properly colored.
-Brute Stalkers have their own helmet garbage now.
-Jetpack Elites are now green like their Halo 2 Anniversary counterparts.
-Heavy Grunts use the Major Grunt as the parent.
-Brute Stalkers use the Brute Captain as the parent.
-Hunters appear as large red dots on the motion tracker, just like vehicles.
-NEW HUNTER VARIANT: THE PYRO HUNTER! Violet-colored Hunter equipped with a plasma flamethrower.
-Shotgun spare ammunition increased from 18 to 24.
-Assault Rifle has significantly less spare ammunition, from 600 to 360. Your starting Assault Rifle on Nightfall will still have 600 spare rounds, however.
-Battle Rifle does less shield damage and has a smaller red reticle radius, requiring the user to be more precise with their shots.
-Magnum's headshot dot has been restored.
-Plasma Spate has slightly more maximum spread and has a smaller red reticle radius, requiring the user to be more precise with their shots. Red reticle range is not altered, however.
-Brute Plasma Spate fires fully automatic instead of 4-round burst.
-Eviscerator's heat-based properties have been restored, and the projectiles do human bullet damage instead of plasma. Projectiles bounce off of shields. Melee damage slightly buffed (118.5 to 125).
-Needler is now a bright pink, like its Halo 3 counterpart. Rate of fire and projectile speed slightly decreased.
-Needle Rifle's maximum bloom is slightly decreased.
-Plasma Grenades, when stuck to enemies, now do much better damage against shields. Detonation time increased to 2 seconds to indirectly buff Frag Grenades.
-Rocket Launcher takes significantly less time to lock on to vehicles and aircraft. Target-tracking visuals adjusted to look like its Halo 2 counterpart.
-Aggro Hunter's projectiles travel slightly faster (15 to 20 world units), now do slightly more damage (7 to 8)
-Plasma Caster now automatically fires its charged shot after the trigger is held for 3 seconds.
-Wraith secondary autocannons had their fire rates nerfed (10 min to 7 min), not as accurate in the beginning. This is to not only allow players to approach the Wraith easier, but to also knock its DPS down a few pegs to ultimately play a more supportive role.
-Scorpion's co-axial machine gun is now fired by using left trigger instead of switching to it. Shoutout to DrkSteel for his Scorpion Cannon tags that enable this behavior!
-Gauss Cannon does 50% less damage.
-Updated encounters throughout the Campaign!

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Music by: Martin O'Donnell and Michael Salvatori

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#Halo #HaloMods #HaloReachEvolved




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