Easy
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- "Your foes cower and fall before your unstoppable onslaught, yet final victory will leave you wanting more."
- — Description from Halo: Combat Evolved, Halo 2, Halo: Combat Evolved Anniversary, and Halo: The Master Chief Collection.
Easy is the first and least challenging difficulty setting present in mainline games within the Halo franchise. Easy is characterized by lower enemy counts, weaker enemy targeting of players, and the enemy's overall lower resistance to damage than higher difficulty settings.
Summary[edit]
The icon for the Easy difficulty setting is represented by a bare and unobstructed shield, other difficulties are represented by the same shield but with the addition of weapons and skulls laid across it. The shield originally featured the Marathon logo carved into its center, but has since been removed with the release of Halo: Reach. Easy is encouraged for players who are new to Halo and first-person shooters in general, and who want to learn the plot of the games without much challenge from the game's myriad of enemies. The Easy and Normal difficulty options feature additional control mapping tutorials to aid players, such as a look inversion test; these tutorials are skipped on Heroic and Legendary.
Achievements, Challenges, and Commendations will generally not progress on this difficulty. Additionally, collectibles such as skulls traditionally cannot be earned on Easy.
General differences[edit]
Notable differences on this difficulty in general include:
- NPCs deal reduced damage, have lower accuracy, and are less aggressive.
- NPC projectiles are slower with poorer tracking.
- NPCs rarely, if ever, throw grenades or overcharge plasma pistols.
- Low rank NPCs are common and higher ranks are rare.
- Easy otherwise shares much in common with Normal difficulty.
Halo: Combat Evolved and Halo: Combat Evolved Anniversary[edit]
Difficulty values[edit]
| Difficulty setting | Easy value | Description |
|---|---|---|
| Health | ||
| Enemy Damage | 0.3 | Enemy damage multiplier |
| Enemy Vitality | 0.6 | Enemy maximum body vitality scale |
| Enemy Shield | 0.6 | Enemy maximum shield vitality scale |
| Enemy Recharge | 0.5 | Enemy shield recharge scale |
| Friend Damage | 0.4 | Friend damage multiplier |
| Friend Vitality | 0.8 | Friend maximum body vitality scale |
| Friend Shield | 0.8 | Friend maximum shield vitality scale |
| Friend Recharge | 0.5 | Friend shield recharge scale |
| Infection Forms | -0.4 | Toughness of infection forms (may be negative) |
| Ranged Fire | ||
| Rate of Fire | 0.8 | Enemy rate of fire scale |
| Projectile Error | 0.75 | Enemy projectile error scale, as a fraction of their base firing error |
| Burst Error | 1.25 | Enemy burst error scale; reduces intra-burst shot distance |
| New Target Delay | 1.4 | Enemy new-target delay scale factor |
| Burst Separation | 1.2 | Delay time between bursts scale factor for enemies |
| Target Tracking | 0 | Additional target tracking fraction for enemies |
| Target Leading | 0 | Additional target leading fraction for enemies |
| Overcharge Chance | 0.2 | Overcharge chance scale factor for enemies |
| Special Fire Delay | 1.2 | Delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies |
| Guidance vs Player | 0.5 | Guidance velocity scale factor for all projectiles targeted on a player |
| Melee Delay Base | 1.5 | Delay period added to all melee attacks, even when berserk |
| Melee Delay Scale | 2 | Multiplier for all existing non-berserk melee delay times |
| Grenades | ||
| Grenade Chance Scale | 0.2 | Scale factor affecting the decisions to throw a grenade |
| Grenade Timer Scale | 1.2 | Scale factor affecting the delay period between grenade thrown from the same encounter (lower is more often) |
| Placement | ||
| Major Upgrade (normal) | 0.15 | Fraction of actors upgraded to their major variant when mix = normal |
| Major Upgrade (few) | 0.05 | Fraction of actors upgraded to their major variant when mix = few |
| Major Upgrade (many) | 0.25 | Fraction of actors upgraded to their major variant when mix = many |
General differences[edit]
- Players and NPCs have reduced durability and shield recharge speed.
- NPCs have slower reaction times, do not lead shots, and are less likely to melee.
- Minor ranks have a small chance to spawn as their major ranks.
Specific differences[edit]
- The Pillar of Autumn: A unique version of Johnson's speech plays.[2]
- 343 Guilty Spark: Two additional shotguns are placed.[3]
- The Library: NPC spawn count is reduced down to 75%.[4]
- The Maw: An extra Hunter encounter is present.[5][verification needed]
Halo 2 and Halo 2: Anniversary[edit]
Difficulty values[edit]
| Difficulty setting | Easy value | Description |
|---|---|---|
| Health | ||
| Enemy Damage | 0.1 | Enemy damage multiplier |
| Enemy Vitality | 1 | Enemy maximum body vitality scale |
| Enemy Shield | 1 | Enemy maximum shield vitality scale |
| Enemy Recharge | 1.4 | Enemy shield recharge scale |
| Friend Damage | 0 | Friend damage multiplier |
| Friend Vitality | 1 | Friend maximum body vitality scale |
| Friend Shield | 1 | Friend maximum shield vitality scale |
| Friend Recharge | 1 | Friend shield recharge scale |
| Infection Forms | 0 | Toughness of infection forms (may be negative) |
| Ranged Fire | ||
| Rate of Fire | 0.9 | Enemy rate of fire scale |
| Projectile Error | 1 | Enemy projectile error scale, as a fraction of their base firing error |
| Burst Error | 1 | Enemy burst error scale; reduces intra-burst shot distance |
| New Target Delay | 1.25 | Enemy new-target delay scale factor |
| Burst Separation | 1 | Delay time between bursts scale factor for enemies |
| Target Tracking | 0 | Additional target tracking fraction for enemies |
| Target Leading | 1 | Additional target leading fraction for enemies |
| Overcharge Chance | 0 | Overcharge chance scale factor for enemies |
| Special Fire Delay | 10 | Delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies |
| Guidance vs Player | 0.5 | Guidance velocity scale factor for all projectiles targeted on a player |
| Melee Delay Base | 1 | Delay period added to all melee attacks, even when berserk |
| Melee Delay Scale | 3 | Multiplier for all existing non-berserk melee delay times |
| Grenades | ||
| Grenade Chance Scale | 0 | Scale factor affecting the decisions to throw a grenade |
| Grenade Timer Scale | 1 | Scale factor affecting the delay period between grenade thrown from the same encounter (lower is more often) |
| Placement | ||
| Major Upgrade (normal) | 0 | Fraction of actors upgraded to their major variant when mix = normal |
| Major Upgrade (few) | 0 | Fraction of actors upgraded to their major variant when mix = few |
| Major Upgrade (many) | 0 | Fraction of actors upgraded to their major variant when mix = many |
| Vehicles | ||
| Player Vehicle Ram Chance | 0 | Chance of deciding to ram the player in a vehicle |
General differences[edit]
- Players and Friendly NPCs are no longer affected by Health difficulty settings.
- Enemy shield recharge speed is now increased as opposed to being reduced.
- NPC durability and accuracy are now the same values as Normal difficulty.
- NPCs now lead their shots.
- NPCs will no longer throw grenades, overcharge plasma pistols, or attempt to vehicle ram players.
- Difficulty no longer affects the delay period of berserk melee attacks.
- Minor ranks no longer have any chance to spawn as higher ranks. Any majors, ultras, or captains encountered on Easy have been manually placed by mission designers.
Specific differences[edit]
- Outskirts: Unique Cortana dialogue plays.[7]
- Metropolis: A unique version of Johnson's speech plays.[8]
- Delta Halo: During the opening cutscene there is a grunt playing on the ground, on Easy he will be holding a "tree toy".[9]
Halo 3 and Halo 3: ODST[edit]
- "Laugh as helpless victims flee in terror from their inevitable slaughter. The game basically plays itself."
- — Description from Halo 3 and Halo 3: ODST.
Difficulty values[edit]
| Difficulty setting | Easy value | Description |
|---|---|---|
| Health | ||
| Enemy Damage | 0.1 | Enemy damage multiplier |
| Enemy Vitality | 1 | Enemy maximum body vitality scale |
| Enemy Shield | 1 | Enemy maximum shield vitality scale |
| Enemy Recharge | 1.4 | Enemy shield recharge scale |
| Friend Damage | 0 | Friend damage multiplier |
| Friend Vitality | 1 | Friend maximum body vitality scale |
| Friend Shield | 1 | Friend maximum shield vitality scale |
| Friend Recharge | 1 | Friend shield recharge scale |
| Infection Forms | -0.5 | Toughness of infection forms (may be negative) |
| Ranged Fire | ||
| Rate of Fire | 1 | Enemy rate of fire scale |
| Projectile Error | 1 | Enemy projectile error scale, as a fraction of their base firing error |
| Burst Error | 1 | Enemy burst error scale; reduces intra-burst shot distance |
| New Target Delay | 1 | Enemy new-target delay scale factor |
| Burst Separation | 1 | Delay time between bursts scale factor for enemies |
| Target Tracking | 0 | Additional target tracking fraction for enemies |
| Target Leading | 1 | Additional target leading fraction for enemies |
| Overcharge Chance | 0 | Overcharge chance scale factor for enemies |
| Special Fire Delay | 10 | Delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies |
| Guidance vs Player | 0.1 | Guidance velocity scale factor for all projectiles targeted on a player |
| Melee Delay Base | 1 | Delay period added to all melee attacks, even when berserk |
| Melee Delay Scale | 4 | Multiplier for all existing non-berserk melee delay times |
| Grenades | ||
| Grenade Chance Scale | 0 | Scale factor affecting the decisions to throw a grenade |
| Grenade Timer Scale | 3 | Scale factor affecting the delay period between grenade thrown from the same encounter (lower is more often) |
| Placement | ||
| Major Upgrade (normal) | 0 | Fraction of actors upgraded to their major variant when mix = normal |
| Major Upgrade (few) | 0 | Fraction of actors upgraded to their major variant when mix = few |
| Major Upgrade (many) | 0 | Fraction of actors upgraded to their major variant when mix = many |
| Vehicles | ||
| Player Vehicle Ram Chance | 0 | Chance of deciding to ram the player in a vehicle |
General differences[edit]
- NPC reaction time is no longer difficulty dependent.
- NPC projectile speeds are now the same values as Normal difficulty.
- Meta-point score is reduced to 25% of that of Normal difficulty.
Specific differences[edit]
- Sierra 117: Phantom chin gun AI is disabled on Easy and Normal.[11][verification needed]
- Crow's Nest: Drone vent encounter ends after killing 20 drones.[12]
- Tsavo Highway: Reduced NPC encounters.[13]
- The Covenant: On Easy and Normal an extra Spartan Laser is placed and AI ignore Banshees.[14][verification needed]
- Halo: Easter egg vehicles are disabled. Flood meteorite wait timer is set to 120 seconds on Easy and Normal.[15] "Trench run" events are set to their lowest speed.[16]
Halo: Reach[edit]
- "Laugh as helpless victims flee in terror from their inevitable slaughter. Achievements cannot be unlocked on this difficulty."
- — Description from Halo: Reach.
Difficulty values[edit]
| Difficulty setting | Easy value | Description |
|---|---|---|
| Health | ||
| Enemy Damage | 0.2 | Enemy damage multiplier |
| Enemy Vitality | 1 | Enemy maximum body vitality scale |
| Enemy Shield | 1 | Enemy maximum shield vitality scale |
| Enemy Recharge | 1.4 | Enemy shield recharge scale |
| Friend Damage | 0 | Friend damage multiplier |
| Friend Vitality | 1 | Friend maximum body vitality scale |
| Friend Shield | 1 | Friend maximum shield vitality scale |
| Friend Recharge | 1 | Friend shield recharge scale |
| Ranged Fire | ||
| Rate of Fire | 1 | Enemy rate of fire scale |
| Projectile Error | 1 | Enemy projectile error scale, as a fraction of their base firing error |
| Burst Error | 1 | Enemy burst error scale; reduces intra-burst shot distance |
| New Target Delay | 1.5 | Enemy new-target delay scale factor |
| Burst Separation | 1 | Delay time between bursts scale factor for enemies |
| Target Tracking | 0 | Additional target tracking fraction for enemies |
| Target Leading | 1 | Additional target leading fraction for enemies |
| Overcharge Chance | 0.25 | Overcharge chance scale factor for enemies |
| Special Fire Delay | 10 | Delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies |
| Guidance vs Player | 0.1 | Guidance velocity scale factor for all projectiles targeted on a player |
| Melee Delay Base | 1 | Delay period added to all melee attacks, even when berserk |
| Melee Delay Scale | 4 | Multiplier for all existing non-berserk melee delay times |
| Grenades | ||
| Grenade Chance Scale | 0 | Scale factor affecting the decisions to throw a grenade |
| Grenade Timer Scale | 3 | Scale factor affecting the delay period between grenade thrown from the same encounter (lower is more often) |
| Placement | ||
| Major Upgrade (normal) | 0 | Fraction of actors upgraded to their major variant when mix = normal |
| Major Upgrade (few) | 0 | Fraction of actors upgraded to their major variant when mix = few |
| Major Upgrade (many) | 0 | Fraction of actors upgraded to their major variant when mix = many |
| Vehicles | ||
| Player Vehicle Ram Chance | 0.1 | Chance of deciding to ram the player in a vehicle |
General differences[edit]
- NPC reaction time is now once again difficulty dependent.
- NPCs can once again overcharge plasma pistols and attempt to vehicle ram players.
Specific differences[edit]
- ONI: Sword Base: On Easy and Normal the Target locator will be refilled at 3 separate points during the mission.[18]
- Nightfall: On Easy and Normal players will start with 60 total rounds for their Sniper Rifle unless playing co-op.[19]
- Tip of the Spear: Waypoints appear sooner.[20]
- Long Night of Solace: Sabre controls are displayed on screen when playing on Easy and Normal.[21]
- The Package: On Easy and Normal an extra DMR and Sniper Rifle are placed.[22]. Two less Covenant waves are encountered at Halsey's Lab.
Halo 4[edit]
- "Laugh as helpless victims flee in terror from their inevitable slaughter."
- — Description from Halo 4.
Difficulty values[edit]
| Difficulty setting | Easy value | Description |
|---|---|---|
| Health | ||
| Enemy Damage | 0.25 | Enemy damage multiplier |
| Enemy Vitality | 1 | Enemy maximum body vitality scale |
| Enemy Shield | 1 | Enemy maximum shield vitality scale |
| Enemy Recharge | 1.4 | Enemy shield recharge scale |
| Friend Damage | 0 | Friend damage multiplier |
| Friend Vitality | 1 | Friend maximum body vitality scale |
| Friend Shield | 1 | Friend maximum shield vitality scale |
| Friend Recharge | 1 | Friend shield recharge scale |
| Ranged Fire | ||
| Rate of Fire | 0.7 | Enemy rate of fire scale |
| Projectile Error | 0.7 | Enemy projectile error scale, as a fraction of their base firing error |
| Burst Error | 0.7 | Enemy burst error scale; reduces intra-burst shot distance |
| New Target Delay | 1.5 | Enemy new-target delay scale factor |
| Burst Separation | 0.8 | Delay time between bursts scale factor for enemies |
| Target Tracking | 0 | Additional target tracking fraction for enemies |
| Target Leading | 1 | Additional target leading fraction for enemies |
| Overcharge Chance | 0 | Overcharge chance scale factor for enemies |
| Special Fire Delay | 10 | Delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies |
| Guidance vs Player | 0.1 | Guidance velocity scale factor for all projectiles targeted on a player |
| Melee Delay Base | 1 | Delay period added to all melee attacks, even when berserk |
| Melee Delay Scale | 4 | Multiplier for all existing non-berserk melee delay times |
| Grenades | ||
| Grenade Chance Scale | 0 | Scale factor affecting the decisions to throw a grenade |
| Grenade Timer Scale | 3 | Scale factor affecting the delay period between grenade thrown from the same encounter (lower is more often) |
| Placement | ||
| Major Upgrade (normal) | 0 | Fraction of actors upgraded to their major variant when mix = normal |
| Major Upgrade (few) | 0 | Fraction of actors upgraded to their major variant when mix = few |
| Major Upgrade (many) | 0 | Fraction of actors upgraded to their major variant when mix = many |
| Vehicles | ||
| Player Vehicle Ram Chance | 0.1 | Chance of deciding to ram the player in a vehicle |
| Trick Dodge Chance Scale | 1 | Multiplies the chance that a flying vehicle will trick to dodge danger |
General differences[edit]
- NPC projectile speeds are once again slower than Normal difficulty.
- NPCs fire more accurately and with shorter delays in between bursts.
- NPCs can no longer overcharge plasma pistols.
Specific differences[edit]
- Requiem: On Easy and Normal Banshees spawn with less health.[24]
- Forerunner: On Easy, Normal, and any co-op difficulty events during the ghost escape sequence are delayed.[25]
- Shutdown: On Easy and any co-op difficulty events during the didact bridge attack sequence are delayed.[26]
Halo 5: Guardians[edit]
- "Casually operate with impunity and slaughter foes with ease. Recommended for players new to Halo."
- — Description from Halo 5: Guardians
Difficulty values[edit]
| Difficulty setting | Easy value | Description |
|---|---|---|
| Health | ||
| Enemy Damage | 0.25 | Enemy damage multiplier |
| Enemy Vitality | 1 | Enemy maximum body vitality scale |
| Enemy Shield | 1 | Enemy maximum shield vitality scale |
| Enemy Recharge | 1 | Enemy shield recharge scale |
| Friend Damage | 0 | Friend damage multiplier |
| Friend Vitality | 1 | Friend maximum body vitality scale |
| Friend Shield | 1 | Friend maximum shield vitality scale |
| Friend Recharge | 1 | Friend shield recharge scale |
| Ranged Fire | ||
| Rate of Fire | 0.5 | Enemy rate of fire scale |
| Projectile Error | 1 | Enemy projectile error scale, as a fraction of their base firing error |
| Burst Error | 1 | Enemy burst error scale; reduces intra-burst shot distance |
| New Target Delay | 1.5 | Enemy new-target delay scale factor |
| Burst Separation | 1 | Delay time between bursts scale factor for enemies |
| Target Tracking | 0 | Additional target tracking fraction for enemies |
| Target Leading | 1 | Additional target leading fraction for enemies |
| Overcharge Chance | 0.1 | Overcharge chance scale factor for enemies |
| Special Fire Delay | 10 | Delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies |
| Guidance vs Player | 0.1 | Guidance velocity scale factor for all projectiles targeted on a player |
| Melee Delay Base | 1 | Delay period added to all melee attacks, even when berserk |
| Melee Delay Scale | 4 | Multiplier for all existing non-berserk melee delay times |
| Grenades | ||
| Grenade Chance Scale | 0 | Scale factor affecting the decisions to throw a grenade |
| Grenade Timer Scale | 3 | Scale factor affecting the delay period between grenade thrown from the same encounter (lower is more often) |
| Grenade Detonation Timer Scale | 1 | Scale factor affecting how long grenades will take before exploding |
| Grenade Arming Timer Scale | 1 | Scale factor affecting the minimum possible time before grenades explode |
| Grenade Velocity Scale | 1 | Scale factor affecting how fast grenades are initially thrown |
| Placement | ||
| Major Upgrade (normal) | 0 | Fraction of actors upgraded to their major variant when mix = normal |
| Major Upgrade (few) | 0 | Fraction of actors upgraded to their major variant when mix = few |
| Major Upgrade (many) | 0 | Fraction of actors upgraded to their major variant when mix = many |
| Vehicles | ||
| Player Vehicle Ram Chance | 0.1 | Chance of deciding to ram the player in a vehicle |
| Trick Dodge Chance Scale | 1 | Multiplies the chance that a flying vehicle will trick to dodge danger |
| Vehicle Boarding Chance Scale | 0.2 | Enables a random dice roll for vehicle boarding (1.0 is the default behavior of no dice roll as long as all other conditions are met) |
| Cover | ||
| Hide Time | 0 | Scalar for time spent in cover |
| Shield Fraction Hide | 1 | Scalar for what percentage shield left before entering cover behavior |
| Cover Vitality Threshold | 1 | Scalar for what percentage vitality left before entering cover behavior |
| Bunker Open Duration | 1 | Scalar for how long to stay open while bunkering |
| Bunker Closed Duration | 1 | Scalar for how long to stay closed while bunkering |
General differences[edit]
- Enemy shield recharge speed is no longer affected by difficulty.
- NPC accuracy and burst behavior changes have been reverted from Halo 4.
- NPCs can once again overcharge plasma pistols.
- NPC chance to board vehicles has been reduced.
Halo Infinite[edit]
- "Take in the sights and sounds around the Ring as you slaughter outmatched adversaries. Recommended for players new to Halo."
- — Description from Halo Infinite
Difficulty values[edit]
| Difficulty setting | Easy value | Description |
|---|---|---|
| Health | ||
| Enemy Damage | 0.25 | Enemy damage multiplier |
| Enemy Vitality | 1 | Enemy maximum body vitality scale |
| Enemy Shield | 1 | Enemy maximum shield vitality scale |
| Enemy Recharge | 1 | Enemy shield recharge scale |
| Friend Damage | 0 | Friend damage multiplier |
| Friend Vitality | 1 | Friend maximum body vitality scale |
| Friend Shield | 1 | Friend maximum shield vitality scale |
| Friend Recharge | 1 | Friend shield recharge scale |
| Ranged Fire | ||
| Rate of Fire | 0.5 | Enemy rate of fire scale |
| Projectile Error | 1 | Enemy projectile error scale, as a fraction of their base firing error |
| Burst Error | 1 | Enemy burst error scale; reduces intra-burst shot distance |
| New Target Delay | 1.5 | Enemy new-target delay scale factor |
| Burst Separation | 1 | Delay time between bursts scale factor for enemies |
| Target Tracking | 0 | Additional target tracking fraction for enemies |
| Target Leading | 1 | Additional target leading fraction for enemies |
| Overcharge Chance | 0.1 | Overcharge chance scale factor for enemies |
| Special Fire Delay | 10 | Delay between special-fire shots (overcharge, banshee bombs) scale factor for enemies |
| Guidance vs Player | 0.1 | Guidance velocity scale factor for all projectiles targeted on a player |
| Melee Delay Base | 1 | Delay period added to all melee attacks, even when berserk |
| Melee Delay Scale | 4 | Multiplier for all existing non-berserk melee delay times |
| Grenades | ||
| Grenade Chance Scale | 0.1 | Scale factor affecting the decisions to throw a grenade |
| Grenade Timer Scale | 3 | Scale factor affecting the delay period between grenade thrown from the same encounter (lower is more often) |
| Grenade Detonation Timer Scale | 1 | Scale factor affecting how long grenades will take before exploding |
| Grenade Arming Timer Scale | 1 | Scale factor affecting the minimum possible time before grenades explode |
| Grenade Velocity Scale | 1 | Scale factor affecting how fast grenades are initially thrown |
| Placement | ||
| Major Upgrade (normal) | 0 | Fraction of actors upgraded to their major variant when mix = normal |
| Major Upgrade (few) | 0 | Fraction of actors upgraded to their major variant when mix = few |
| Major Upgrade (many) | 0 | Fraction of actors upgraded to their major variant when mix = many |
| Vehicles | ||
| Player Vehicle Ram Chance | 0.1 | Chance of deciding to ram the player in a vehicle |
| Trick Dodge Chance Scale | 1 | Multiplies the chance that a flying vehicle will trick to dodge danger |
| Vehicle Boarding Chance Scale | 0.2 | Enables a random dice roll for vehicle boarding (1.0 is the default behavior of no dice roll as long as all other conditions are met) |
| Cover | ||
| Hide Time | 0 | Scalar for time spent in cover |
| Shield Fraction Hide | 1 | Scalar for what percentage shield left before entering cover behavior |
| Cover Vitality Threshold | 1 | Scalar for what percentage vitality left before entering cover behavior |
| Bunker Open Duration | 1 | Scalar for how long to stay open while bunkering |
| Bunker Closed Duration | 1 | Scalar for how long to stay closed while bunkering |
| Global Kung Fu | ||
| Max Attackers | 100 | |
| Threat Tokens | ||
| Max High Tokens | 2 | |
| Max Low Tokens | 5 | |
| Max Engagement Tokens | 40 | |
| Grenade Tokens | ||
| Max Grenade Tokens | 3 | |
| Min Grenade Tokens | 2 | |
| Grenade Clump Threshold | 4 | |
| Grenade Token Cooldown | 15 | |
| Effectiveness Tokens | ||
| Max Effectiveness Tokens | 3 | |
| Weapon Fidget Chance per Second | 0.09 | |
General differences[edit]
- NPCs can once again throw grenades.
Halo Wars[edit]
General differences[edit]
This section is a stub. You can help Halopedia by expanding it.
Halo Wars 2[edit]
- "Cut through your foes with ease and revel in your unstoppable onslaught. Recommended for players new to Halo Wars 2."
- — Description from Halo Wars 2
General differences[edit]
- Enemy AI will not build up their forces or upgrade their buildings and bases as feverishly.
- Leader powers will rarely be used against the player.
- Damage taken to a player's units will be lowered exponentially.
Awards[edit]
- In Halo: The Master Chief Collection:
- Completing Halo: Combat Evolved Anniversary unlocks the blue Halo nameplate.
- Completing Halo 2: Anniversary's campaign unlocks the bronze Halo nameplate.
- Completing Halo 3's campaign unlocks the silver Halo nameplate.
- Completing Halo 4's campaign unlocks the gold Halo nameplate.
- Completing all campaigns (except Halo 3: ODST and Halo: Reach) on Easy unlocks the platinum Halo nameplate.
- Completing Halo 3: ODST's campaign unlocks the bronze Superintendent nameplate.
Sources[edit]
- ^ Halo: Combat Evolved Editing Kit, game file
tags\globals\globals.globals - ^ Halo: Combat Evolved, campaign level The Pillar of Autumn
- ^ Halo: Combat Evolved, campaign level 343 Guilty Spark
- ^ Halo: Combat Evolved Editing Kit, game file
data\levels\c20\scripts\c20main.hsc:
(if (= "easy" (game_difficulty_get_real))
(begin
(if debug (print "Difficulty Adjusted for Easy"))(set spawn_scale (* spawn_scale 0.75))(player_add_equipment (player0) easy_start true)
)
) - ^ Halo: Combat Evolved Editing Kit, game file
data\levels\d40\scripts\d40main.hsc:
(if (= (game_difficulty_get_real) "easy")
(begin
(device_set_position enc2_1_door2 1)(device_set_position enc2_1_door1 1)
)(begin
(enc2_2_hunter1)(sleep 120)(enc2_2_hunter2)
)
) - ^ Halo 2 Editing Kit, game file
tags\globals\globals.globals - ^ Halo 2, campaign level Outskirts
- ^ Halo 2, campaign level Metropolis
- ^ Halo 2 Editing Kit, game file
data\scenarios\solo\05a_deltaapproach\scripts\05a_deltaapproach_cinematics.hsc:
(if (= "easy" (game_difficulty_get_real))
(begin
(object_create_anew tree_toy)(objects_attach grunt_01 "right_hand" tree_toy "")(sleep 150)(object_destroy tree_toy)
)
) - ^ Halo 3 Editing Kit, game file
tags\globals\globals.globals - ^ Halo 3 Editing Kit, game file
data\levels\solo\010_jungle\scripts\010_jungle_mission.hsc:
; disable the chin gun on easy and normal
(if (<= (game_difficulty_get) normal)
(begin
(cs_shoot FALSE)(cs_enable_targeting FALSE)(cs_enable_looking FALSE)
)
) - ^ Halo 3 Editing Kit, game file
data\levels\solo\020_base\scripts\020_base_mission.hsc:
((= (game_difficulty_get_real) easy)(set bugger_difficulty 20)) - ^ Halo 3 Editing Kit, game file
data\levels\solo\030_outskirts\scripts\030_outskirts_mission.hsc - ^ Halo 3 Editing Kit, game file
data\levels\solo\100_citadel\scripts\100_citadel_mission.hsc:
(if
(or
;AI ignore banshees on easy and normal(= (game_difficulty_get) easy)(= (game_difficulty_get) normal)
)(begin
(sleep_until (volume_test_players vol_beach_banshee_fight))(ai_set_targeting_group beach_banshee_cov 1)(ai_set_targeting_group beach_hornet 1)
)
)
- ^ Halo 3 Editing Kit, game file
data\levels\solo\120_halo\scripts\120_halo_mission.hsc:
((= (game_difficulty_get_real) easy) (set number_var 120)) - ^ Halo 3 Editing Kit, game file
data\levels\solo\120_halo\scripts\120_halo_trench.hsc - ^ Halo: Reach Editing Kit, game file
tags\globals\globals.globals - ^ Halo: Reach Editing Kit, game file
data\levels\solo\m20\scripts\m20.hsc - ^ Halo: Reach Editing Kit, game file
tags\levels\solo\m30\m30.scenario - ^ Halo: Reach Editing Kit, game file
data\levels\solo\m35\scripts\m35_mission.hsc:
(global short b_easy_waypoint_time (* 30 30)) - ^ Halo: Reach Editing Kit, game file
data\levels\solo\m45\scripts\m45_mission.hsc:
; difficulty is easy or normal - do the tutorial
(wake sabre_tutorial) - ^ Halo: Reach Editing Kit, game file
data\levels\solo\m60\scripts\m60_mission.hsc:
(if
(or
(= (game_difficulty_get) easy)(= (game_difficulty_get) normal)
)(begin
(object_create noob_dmr)(object_create noob_sniper)
)
) - ^ Halo 4 Editing Kit, game file
tags\globals\globals.globals - ^ Halo 4 Editing Kit, game file
tags\environments\solo\m020\scripts\m020_mission.hsc - ^ Halo 4 Editing Kit, game file
tags\environments\solo\m30_cryptum\scripts\m30_cryptum_escape.hsc - ^ Halo 4 Editing Kit, game file
tags\environments\solo\m70_liftoff\scripts\m70_spire_03.hsc:
if game_is_cooperative() or game_difficulty_get_real() == "easy" then
sleep_s(0.25)
|
| |||||

