UNSC and Covenant Factions remade V2

Last post 12-12-2009, 10:41 PM by Shadow Titan. 182 replies.
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  •  10-15-2009, 10:53 PM 748883 in reply to 748874

    Re: UNSC and Covenant Factions remade V2

    again, the post above yours shows how it COULD fit, but that is only one idea. instead of expanding the cirlce menu, you could upgrade buildings like you do with your base, only it would be unit production buildings, and there would be more units when they are upgraded. (not always better units, but sometimes) example  - Air Pad has the vulture and hornet, well if you wanted to add a pelican and a bomber of some kind it would go as follows.

    Air pad level 1(origional) - hornet, vulture (pelican)

    air pad level 2 - hornet, vulture, bomber

    the hornet must be in all levels of the airpad because it is a mainline unit.

    the vulture must be in all levels of the airpad because it is a uber unit.

    also, the tank and marines and spartans follow the same rules and must always be available, however, things like cobras, wolverines, and flamethrowers could be replaced by things like, snipers or antiviecle soldiers(javalin) ect.    i dont know what to replace a cobra or wolverine with,

     In addition to your question im going to add something of my own, artilery should either be a unit trained in the depot, or a building that cost alot and takes a long time to build. ex:  covanant mega turret on your base, but cost money to build, and fire.(amount based off of other facors for ballance.    this could also be a mobile covanant mega turret, or other artilery pieace.

    ex. unsc: 120 mm cannon. similar to the ww2 artilary, but futeristic. i will make a breif draw up of it.

    stationed on a base. cost alot to build and run. no upgrades, 1 minute cooldown, needs teck 5.(late game only, duh)

    mobile version - needs factory level 3, replaces cobra. cost 1000 supplys 5 pop. has infinite range. fire a shell that will hit a target, and destroy it(scarab might live, depending on damage, not tanks though)(the shell should be equal to 3 rounds from covanant mega turret) in addition to the shell, it also releases shapenal similar to canister shell, but stronger and maby bigger. (also, if it is found to be to weak for cost and maintaince, it leaves napalm on the ground for 15 secondes !) cost per shot is 100, time between shots is 1 minute. has light armor and high health, ie, can do alot of damage with very little, but takes a long time to heal. not mobile while firing. cannot fire while in the red zone.

    upgrade 1 defenders: a squad of marines protects the artilery, getting the same bonus as they would from cover (4 man squad no matter what, 1 per corner)

    upgrade 2 emp rounds (y ability) drops a special shell that damage the target, same as normal, but also leaves an emp generator where it hit (similar to disruption bomb, but the thing lasts for a whole minute and can be turned off midway by destroning the generator(it has a health bar and is not invulnerable) the y ability takes 3 minutes to charge.

    see, its good, but very weak at the same time....


    So long as there is a Moon,
    Flowers will never die....
    and neither will us Wolves.
  •  10-16-2009, 12:28 AM 748917 in reply to 734015

    Re: UNSC and Covenant Factions remade V2

    I think that Marines should have battle rifles when upgraded to medic, or to stay in canon they should have the magnum with the times 2 scope.  also the elephant should have an upgradable turret after the defense turrets upgrade. so that its circle menu has the infantry on the right the flame mortar, rail gun and missile launcher on the left and the unlock on top and flag on bottom of circle menu. Or at least be able to lock infantry inside while locked down and released when a suficient force is produced.  Another idea was from another post i looked at where the grunts should be given a upgraded Y ability that is they are given fuel rod like the rpg for the marines. 

    One of the biggest changes that should have been made was that Anders should have been given Cutters economic boost and that Cutter should have gotten Anders. ODST for 900 resources upgrade would have been such a better idea than 1800 resources, even if people think that its cheap cause its only tier 3 upgrade. Another air unit could be the hornet but made as an anti-air unit, having its main gun be like a wolverine and upgrade to four missiles like the wolverine. it may sound dumb but its good for if your vulture is being overwhelmed by hawks or hornets they would be a good help. and make it for an easier counter than building a VD for wolverines themselves. 

    For the covenant i think that the suicidal grunts need some sort of combat boost, they are beasts when it comes to suiciding, if taken a whole base with twelve squads but when it comes to the shooting their pistols do nothing, a needler upgrade would be the most idealistic for them. Also drones was a great suggestion. Those things in Firefight are such a hassle in groups. Squads of four with plasma pistols or needlers are good starters. Plus they are flying infantry making them quick but still susceptible to infantry. The last idea i got was the Prowler/Spectra for the Brute Chieftain/Arbiter Prophet division.

    Those are my ideas. And yes I know welcome to the halo wars forum posts. 

  •  10-16-2009, 3:28 AM 749027 in reply to 748917

    Re: UNSC and Covenant Factions remade V2

    I only have a couple of suggestions for you:

    1. Cut Brutes. They are not necessary for a Halo game.

    2. If they are in, separate them from Elites. Have the game set after/during The Great Schism (sp?). Actually, that would be really cool. A Covenant focused game centred around The Great Schism would be awesome. I would insta-buy it, even if I still didn't have the console.

    3.  Drones are necessary,

    4. An Elite leader would also be awesome. If you go by divisions instead, an Elite focussed one.

    5. Please, please, please, no Flood. They would make for terrible gameplay, and, quite frankly, I'm sick of them.

    6. Stronger role from grunts, possibly don't differentiate between suicide grunts and regulars, but give them all both a suicide function and a grenade function. Not sure how you'd manage this, maybe pressing certain button changed mode, y ability was either grenade or kamikaze depending on which mode they were in.  

    7. Space battles might work, but also might not... 

    Looks like that was more than I intended. Sorry about that.

    EDIT: I had a couple more ideas after I posted, and after reading the guy above me's post.

    8. More to differentiate between the factions. Many of the suggestions, while good ideas, are really only achieving to turn the Covenant and UNSC to identical, e.g. spectre=hog, sniper=jackal, anti-air air = vamp. Radically different factions would be good. Like, more different than the current ones, sort of like AOM different, rather than just a couple of differences, build completely different factions from the ground up. E.g. they could gather resources differently or something, instead of having vehicle/air/infantry buildings for both have maybe mainline/hard counter/super units buildings for one of them. That would be pretty cool.

    9.  A just Elite unit would be good, instead of only getting Elites as part of grunt squads/EHGs for POR.

    EDIT 2:

    10. Don't use needlers as anti-air again, because frankly, they're not. They're antipersonnel (that does mean like infantry right?). Fuel Rods would be a nice upgrade for Grunts, and wouldn't turn Covenant into clones of UNSC either because although they fulfill similar roles to rockets, they go about it completely differently.

    EDIT 3: FN Howard, welcome to the forums! 


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  •  10-16-2009, 10:49 AM 749185 in reply to 749027

    Re: UNSC and Covenant Factions remade V2

    OK I'm going to go through my ideas for individual units for each team starting with UNSC aircraft because they are my fave. 

     Plus will base each units role on modern day vehicles used by armies all over the world. 

    Hornet - Apache helicopter gunship. Intimidating, strong air-to-ground fire, Heavy set, well armoured and brimming with armour piercing weapons and anti infantry/light vehicle heavy MG's.

    Sparrow hawk (Hawk) - Cobra Light Helicopter Gunship. Fast, Strikes key targets, provides close support for ground operations, guards transports (pelicans), has relatively good anti-air capabilities. Now it could have a laser, BUT (a big but) it would be a SLOW recharging "Y" ability.

    Vulture - AC130. Fly's high above the battlefield giving heavy ground support.

    UNSC, also needs a strike bomber of some sort. High accuracy, medium "poundage" bomb.  


    You can't have Slaughter without Laughter.
    The ship of failure, sails on a sea of excuses.
    My names outdated. It should be: Replace the super upgrade with something better.
  •  10-16-2009, 11:06 AM 749188 in reply to 749027

    Re: UNSC and Covenant Factions remade V2

    The Kelvinator:

    I only have a couple of suggestions for you:

    1. Cut Brutes. They are not necessary for a Halo game.

    R: Brutes are needed as an offset to the elites. 

    2. If they are in, separate them from Elites. Have the game set after/during The Great Schism (sp?). Actually, that would be really cool. A Covenant focused game centred around The Great Schism would be awesome. I would insta-buy it, even if I still didn't have the console.

    R: So a Covie Separatists, Covie Loyalists, sort of thing. 

    3.  Drones are necessary,

    R: Hell Yes!!! 

    4. An Elite leader would also be awesome. If you go by divisions instead, an Elite focussed one.

    R: I don't like the idea of leaders. I am more up for separate faction split, So elite Covies and Brute Covies. Not sure how you could split the UNSC. 

    5. Please, please, please, no Flood. They would make for terrible gameplay, and, quite frankly, I'm sick of them.

    R: Ditto 

    6. Stronger role from grunts, possibly don't differentiate between suicide grunts and regulars, but give them all both a suicide function and a grenade function. Not sure how you'd manage this, maybe pressing certain button changed mode, y ability was either grenade or kamikaze depending on which mode they were in. 

    R: How about separating Grunts from the other Covie infantry, then give the Covies Grunt infantry Suicide grunts and Grunt H. Weapons Specialists with Fuel Rods. For a cheaper the MUCH weaker anti vehicle unit. to support your armies, (basically a cheaper Hunter)

    7. Space battles might work, but also might not... 

    R: Separate game. Plus would need MAJOR work balancing wise. 

    Looks like that was more than I intended. Sorry about that.

    EDIT: I had a couple more ideas after I posted, and after reading the guy above me's post.

    8. More to differentiate between the factions. Many of the suggestions, while good ideas, are really only achieving to turn the Covenant and UNSC to identical, e.g. spectre=hog, sniper=jackal, anti-air air = vamp. Radically different factions would be good. Like, more different than the current ones, sort of like AOM different, rather than just a couple of differences, build completely different factions from the ground up. E.g. they could gather resources differently or something, instead of having vehicle/air/infantry buildings for both have maybe mainline/hard counter/super units buildings for one of them. That would be pretty cool.

    R: Specialised buildings is a VERY good idea. Also the idea of each team having similar units as in snipers=jackal they would have to be different in some way, so being used in slightly different ways

    9.  A just Elite unit would be good, instead of only getting Elites as part of grunt squads/EHGs for POR.

    R: Yes an Elite squad would be good AND so would a Brute Soldier squad, not just Brute Commandoes.  

    EDIT 2:

    10. Don't use needlers as anti-air again, because frankly, they're not. They're antipersonnel (that does mean like infantry right?). Fuel Rods would be a nice upgrade for Grunts, and wouldn't turn Covenant into clones of UNSC either because although they fulfill similar roles to rockets, they go about it completely differently.

    R: Well the small needlers would not be good at it, but the Heavy needlers would be good at it. Already had an idea about the Fuel Rod and the Grunt. The only problem with the Fuel Rod as an air counter for infantry, as it is hard for an AA Wraith to shoot down a Hornet and it can fire dozens of F.R's a grunt squad is going to have it's work cut out.

    EDIT 3: FN Howard, welcome to the forums! 

    R: Yeah FN Howard welcome! 


    You can't have Slaughter without Laughter.
    The ship of failure, sails on a sea of excuses.
    My names outdated. It should be: Replace the super upgrade with something better.
  •  10-16-2009, 11:08 AM 749191 in reply to 749188

    Re: UNSC and Covenant Factions remade V2

    Where did the original thing go?
    Burn the land and boil the sea, you can't take the sky from me.
  •  10-16-2009, 5:39 PM 749648 in reply to 749191

    Re: UNSC and Covenant Factions remade V2

    i think i have a list of units around here somewere that should be added, but i also wanted to add drone and mongoose

    Drone - starts with light armor and plasma pistol, can fly. high ability to dodge, low armor and health. y ability to attack aircraft by landing on it and using melee attacks for high damage. (viecles too?) 4 to a group

    upgrade one- plasma rifles -  this would increase attack speed and damage.

    upgrade 2 - the swarm - increases stats by 50 percent, ie, adds two drones to the group.

    upgrade 3 - drone hive - drones get glowing armor like in odst on the mission the hive. this increases health points, and also makes drones faster.

     Mongoose - starts with a mongoos, driver and assault rifle soldier, is good against infanty, comes in groups of 2. fast, light armor, some health, low damage (bonus to infantry).

    upgrade 1 - rocket launcher - makes the mongoose gunner carry a rocket launcher. the rocket launcher locks on to targets, and does high damage (not to heavy armor)

    upgrade 2 - engine enhancement - gives the mongoose more speed (fast as hogs ?) and slightly more armor, making them more vercitile.

    upgrade 3 - barrage (y ability) similar to the wolverine barrage ability, except only launches 2 missles, so it is weaker, however the missles are slightly stronger (still weaker than their barrage though)


    So long as there is a Moon,
    Flowers will never die....
    and neither will us Wolves.
  •  10-16-2009, 5:42 PM 749654 in reply to 749027

    Re: UNSC and Covenant Factions remade V2

    im going to get a list of units, upgrades and teams i think this game needs, also changes similar to hunter shield attack and whatnot on my comp, that way i can just copy and pase my ideas into the box if you guys were to need something like deployable snipers (idea is already posted in this forum pg 5?) that way i can get it all in one group, and make changes to it as needed. (similar to the idea of this forum and assembling 2 new teams ??  but with more units not in use...)

    also, the scorpion tank should have an upgrade to have marrines on the 4 central track areas, thats all halo, and its kinda messed up that they didnt add that, the marrines could have br's or assault rifles,( when i played in halo, i ussually ended up with assault rifles and one good weapon, sniper or rocket launcher)


    So long as there is a Moon,
    Flowers will never die....
    and neither will us Wolves.
  •  10-16-2009, 8:11 PM 749731 in reply to 749654

    Re: UNSC and Covenant Factions remade V2

    UNSC should get a thermite trooper(look thermite up on halopedia its used in some support weapons) starts with thermite grenades(massive vehicle + building damage no air damage and no good infantry damage horrible accuracy with such small area of effect)

    tech 1, cost 225, light infantry, pop 1, one person at 0 upgrades

    1st upgrade- tech 2 resources 400= magnum M6J carbine- gives the trooper a M6J carbine(variant of the M6 series pistols) which is used against infantry and air units(does low damage)

    2nd upgrade- tech 3 resources 900= buddies from hell- gives the trooper some buddies(2 more troopers)


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  •  10-16-2009, 8:47 PM 749754 in reply to 734264

    Re: UNSC and Covenant Factions remade V2

    Rebel Support:I like the mongoose idea

    Ok the mongoose idea sounds very good. They would have to figure a spot to put it in though. They can't just take away cobras Wolverines and Scorpions


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  •  10-16-2009, 9:26 PM 749784 in reply to 749754

    Re: UNSC and Covenant Factions remade V2

    Okay good, I like this. I'm gonna throw something buy you guys. When you build a unit, should you just get that one unit or a squad. Ex: 1 marine or squad of marines. Benefits would be a larger pop count. Another suggestion if you like the single unit. Infantry is able to ride on scorpion tanks, sit in the Warthog passenger seat, ride in the elephant, ride in the Pelican and use the Hornets two empty spots for transport.
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-16-2009, 9:29 PM 749786 in reply to 749731

    Re: UNSC and Covenant Factions remade V2

    Yogi393:

    UNSC should get a thermite trooper(look thermite up on halopedia its used in some support weapons) starts with thermite grenades(massive vehicle + building damage no air damage and no good infantry damage horrible accuracy with such small area of effect)

    tech 1, cost 225, light infantry, pop 1, one person at 0 upgrades

    1st upgrade- tech 2 resources 400= magnum M6J carbine- gives the trooper a M6J carbine(variant of the M6 series pistols) which is used against infantry and air units(does low damage)

    2nd upgrade- tech 3 resources 900= buddies from hell- gives the trooper some buddies(2 more troopers)

    Well interesting idea, but I want to add more Infantry for the UNSC. Ex: Rocket Marine, Sniper, Flamethrower, Machine Gunnner, EMP trooper, Medic, Commando and some others
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-16-2009, 9:35 PM 749793 in reply to 749784

    Re: UNSC and Covenant Factions remade V2

    I want tier one units for all of the unit types (infantry air, ect) like the warthog, hornet, and marines are tier 1 units that can be accesed early on from the three unit buildings, making the early game much more interesting, plus I dont want the early/ late game advantage thing, just get rid of it, well im off for the night!

    kiunk:
    go drown in a fire

  •  10-16-2009, 9:36 PM 749795 in reply to 749793

    Re: UNSC and Covenant Factions remade V2

    Encrypted AI:I want tier one units for all of the unit types (infantry air, ect) like the warthog, hornet, and marines are tier 1 units that can be accesed early on from the three unit buildings, making the early game much more interesting, plus I dont want the early/ late game advantage thing, just get rid of it, well im off for the night!
    Okay, but tier 2 units, will they require more reactors/generators to have access to 
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-16-2009, 9:55 PM 749815 in reply to 749795

    Re: UNSC and Covenant Factions remade V2

    Okay here's what I got so far for the covenant infantry wise

    Grunt

    Jackel (shield)

    Hunter: 

    Drone

    Jackel (Sniper) 

    Elite: Covie faction 1

    Brute: Covie faction 2

    Engineer: Covie faction 2 has bombs strapped to them. Covie faction 1 has dissemble upgrade 

    Honor Guard: Covie Faction 1

    Prophet: Covie faction 1

    Brute Stalker: Covie faction 2

    Chieftain: Covie faction 2 (has War chieftain upgrade)


    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
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