Halo Wars 2?

Last post 06-11-2010, 9:06 PM by spartan440. 397 replies.
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  •  11-13-2009, 11:03 AM 771195 in reply to 770839

    Re: Halo Wars 2?

    Idk. Yes. Yes. I would want it to be deeper. More of a real rts instead of a gateway rts thats basic. More depth (units, abilities, blah blah) would be great. I'd also like to be able to build buildings anywhere rather than only on a given slot (think Warcraft 1 and 2). It would be a huge improvement.
    I'm the Angel of Death...
  •  11-13-2009, 11:08 AM 771200 in reply to 771195

    Re: Halo Wars 2?

    zornig katze:Idk. Yes. Yes. I would want it to be deeper. More of a real rts instead of a gateway rts thats basic. More depth (units, abilities, blah blah) would be great. I'd also like to be able to build buildings anywhere rather than only on a given slot (think Warcraft 1 and 2). It would be a huge improvement.

    Think any RTS except for this one.


    COMMON SENSE:
    So rare it's a go'damn super power
    Oooh, my Common Sense is tingling

    DäRKSTäRxMëRC

    You got me good, munn.


  •  11-13-2009, 12:17 PM 771240 in reply to 771200

    Re: Halo Wars 2?

    I posted a massive new team layout(i think its called'' unsc and covi fractions remade v2'',its in my posts,use a bit of sense and you will find it)and i think it would be brilliant,the people who made the thread did anyway.Oh,space battles,no,they were telling me i couldn't have 100 on the screen at once ,let alone a crusier thats bigger than the screen.New leaders,again im not too fond of,especially the prophets.If robot what a good base for HW2,they would have a look at my team layout.Any questions,post them.Anygood improvements or points,post them.

  •  11-13-2009, 1:21 PM 771254 in reply to 771240

    Re: Halo Wars 2?

    My 2 cents about Halo Wars 2 would be the plot. i think they should just stick with the Spirit of Fire and where ever it ends up or goes. i personally don't want a dovetail to another Halo game where things line up. just make it a totally independent storyline so the writers can do what they want.

    if you don't remember "finding family" by Socom427 or whatever his name was, he took the endin of HW and did his own interpretation. now that talk of HW2 is back on the table, mayble i'll try and write a FF based on possible HW2 plots?

    eh, who am i kiddin'. this is a multiplayer thread. . . .


    New story out! Halo: Below the Brine
    (it's the best story you're not reading!)
  •  11-14-2009, 4:01 AM 771705 in reply to 771254

    Re: Halo Wars 2?

    heres a list of ideas on how to make a good HW2.

    1.custom armies- you can customise your units and team. of course there are default teams but a slot either side for your unique team.this includes units upgrades,powers,ecobonus.

    2.intorduce territory-this makes fight for land very competive.split up map into squares,red is enemy,green is allied,white is neutral.to capture remove all enemy STRUCTURES not troops and build an outpost inside.

    3.fixed bases - get rid of them,they ruin it ,start with an outpost that makes engineers and mongooses.free build would be much better.

    4.leader powers- cut covi leader powers,replace with support powers. makes the game more even.eg - mega turret barrage or a blast from covi ship.

    5.more leader powers- UNSC-carpet bomb,mac, cyro,napame bomb(leathal vs air, infantry and light vehicles)emp bomb ( no effect on infantry ,stuns air and vehicles for twice the time of cyro)for covi= ship blast of some sort,plasma bomb(= to nabame bomb) mega turret barrage.

    6. 5 tech levels-why? it adds more upgrades, it spreads the units better(tech 0- just marines,engineers,tech1-scouts,marines,anti infantry units,engineers,tech2-more adv infantry, light vehicles.tech3 - only difference is all infantry and scorps and hornets avalible.tech4- more adv vehicles and air.tech 5 - everything.

    6 long reactor builds- by this i mean,first reactor = 2 mins,second = 5 mins more,third= 7 mins, forth= 10mins,fifth=12mins to build.this encourages early war ,rushes and discourages turtles.

    7.pop limit- every sector captured adds pop,start off at 100. massive wars, yes.

    8.unit pop-infantry very low(1-2) light vehicles(2-4),air (6-8) heavy vehicles(6-8), uber units (15-20),why, makes infantry very appealing to use.gets rid of full pop vehicles or air.but vehicles and air must be made unbelievablely powerful so they seem worth it.and uber units have to kill an army by itself.

    9.rock paper scissors- didn't work in HW, dont try again.

    10.new game types- some infestion one where the first team to get to a certain forerunner building turns into a flood team that never runs out of men and all enemy are limited to tech3 and last one to survive wins.(not including flood)also king of the hill would be great and a free for all.

    11. equality- make unsc and covi equal its stupid having covi weak.

    thats all i can think of for now, i will draw up a set of equal teams for covi and unsc later.(it would be brill if somone from robot comments on these ideas,if they used these ideas HW2 is destined for sucsess) if you disagree with anything please say, the more we fine tune these ideas the better they become.

  •  11-14-2009, 4:04 AM 771706 in reply to 771705

    Re: Halo Wars 2?

    HW2 ideas (part 2)

    Idea for equal teams (unsc first, covi later)

    Engineers- these are the first unit avaliable,conist of 3 soldiers with magnums,there Y ability is to build, when you press y a circlular menu comes up(like if you select the barracks).They can build supply pads first and reactors,but at the bottom of the circular menu is an arrow down,in other words it go's down a page.There is the defenses,at tech 0 all you can build is concrete barriers.they are not garrisonable cover but when units are near them and on the right side they recieve a defense bonus.at tech 1 ,barracks becomes avaliable and turret socets are also avaliable.turrets are only built near structures.in the defences mg turret is avaliable.( this is in ODST ,the mission where your in the warthhog in the park)these are good versus infantry and actuall baracades are also avaliable(better than barriers but do the exact same thing).Defenses should cost pop (2-3)(does not include barriers).but can be built anywhere.At tech2  outposts and the vehicle depot become avaliable. outposts are used to secure territory.In defenses, towers become avaliable. basically there towers with a mg in it and infantry can garrison in it.(the mg turret is the one in H3,good vs infantry).At tech 3 air pad and field armory become avaliable. in defenses the guass turret can now be built(also in ODST),this is great versus all vehicles but not as good at killing scorps but does resonable damage.at tech 4 no more buildings, only new defences,include a AA gun of some sort and trip mine fields.at tech 5, the last thing is the radio beacon, this calls in vultures, they are no longer built in the air pad.i dont think there is any defenses i missed. tech 0

    upgrades for engineers-newblood,repair abilty, adv training(builds quicker,does not effect reactor build ),armor plating,smgs.you would probably only get to choose 3 out 5 when customising your army.

    MARINES-consist of 4 smgs.two ability slots,Y is one and hold X for other.upgrades- newblood,greanade(excellent versus infantry),rocket(good vs vehicles),assault rifle(damage upgrade=needler)body armor(increases health)adv helms,(from H1,increases range and line of sight)basic training(avoids enemy fire by taking cover and rolling,defence bonus in other words),group zeal(marines shoot the same eneny at the same time to kill enemies quicker,they work together,attack bonus),medic or sergeant,not both.(medic heals, sergeant motivates,attack bonus)and torches(if there is a system where there is a day night cycle the sights at night would be reduced but if they had torchs ther sights would remain the same. you choose 5 out of 10. avaliable at tech0 unit.

    FLAMERS-basically the same, maybe there second abilty could be throw poisonus gas greanade,new blood would be an option.tech 1 unit

    SNIPERS- start at two, with sniper rifles. range should be more than there line of sight. upgrades- uranium rounds, body armor,new blood,bonocular abilty(one sniper spots targets for the other for short time),torches,close quarters( snipers take out magnums if enemy get too close)choose 4 out of 6 upgrades,tech 1 unit

    if you noticed there are two anti infantry and are still wondering why well one is short range the other is long.same with covi.

    HEAVY INFANTRY- these are the big infantry, consists of 4 armored, battle rifle marines and come with greanades.upgrades - newblood,shotgun ability(same as forges in HW campaign,kills an entire squad or damages it badly)rocket, pelican gunship suport special abilty(hold Y,for covi heavy squads its invisablty so they need somthing to make it fair,2 pelicans come down and stay there for 15 seconds,rocket barrage vehicles and chain gun infantry, chain gun is on the front and back of pelican,special abilitys are only usable once).3 out 5 abilitys, tech 2 unit

    SPECIAL FORCES-the spartans, brilliant killers,but when it jacks vehicles it should destroy it.other than that no difference.starts with battle rifle.tech 2 unit.

    BUILDING KILLERS-cyclops, double health and damage.good at destroying building but now its main use is clearing defenses.it should take no more than3-5 seconds to destoy whatever defence it is,barrier=3 seconds ,tower = 5 and so on. upgrades.greased bearing, steel plating,(extra health),drill ( makes it kill building faster)chain gun,(this is on the opposite hand of cyclops, makes it effective vs infantry)and the other ones it has already.3 out of ?,tech 2 unit.

    LIGHT MG TEAM-3 in total two with magnums.its the mg from H2,(in first mission and others,smaller mg)can be garrisoned in buildings.,dont know about upgrades, somone else should make them up.tech 2 unit. Y abilty is set up.

    HEAVY MG TEAM -3 again ,2 with smgs,also from halo 2,( its the much bigger one)it does more damage than light mg and cant be garisoned in buildings,Y ability is set up. tech 2 unit.

    AT TEAM-  anti tank team, consist of 3, 2 with rocket launchers(like the one the spartan used in campaign) and the other with a smg,upgrades-newblood, AT greanade,body armor,special ability is emp generator.(from halo 3) tech 2 unit.

    AA TEAM -consist of 3 ,2 with magnums, one holding a missile pod.not sure on upgrades but it has to be very powerful vs air.tech3 unit

    MEDIC SQUAD-4 in total,all with smgs,they heal men in there proximity.upgrades= ,body armor,basic training,revive(men that are wounded and dying can be revived by medics)tech 3unit

    AIRBORNE-now i know what your thinking isn't there ODSTs already.these are not odsts,there parasoot airborne.the difference between them and odsts is that they can be dropped into fog of war ,odsts cant.consist of5 assualt rifle men and are basically heavy troops.same abilitys,same upgrades.now when you build them in a barracks they dont come out they get added to your leader powers.5 max at one time.drop out of sky above where asked.tech 3 unit,

    ODSTS-the real ones,3 in a squad come with silenced smgs,rocket and greanade as standerd and very hard to kill, special ability never runs out and its c4,can be placed on building and defences,are built same way as airborne and 3 squads max at one time.tech 4 unit.avaliable to all.

    thats the infantry now to the vehicles.

    MONGOOSES- scouts, fastest unsc unit.starts off with no passenger. upgrades- passenger,(assualt rifle),granades,(throws granades)grippy tyres,(faster) rocket. 2 out 4. tech 1 unit.

    WARTHOGS-warthogs are a key unit in unsc,when customising you have 4 options.tech 2 unit.

    1.AA warthog , gives hog the big anti air gun it has in H1 really good vs air and infantry,upgrades -gunner(just machine gun)LAAG,(this is the AA gun) passenger (throw granades and has a assault rifle)

    2 transport hog- now i thought how this could be in anyway useful and i found one,first it can garrison 2 squads in it and onesquad shoots enemy while riding in it.and it can use camoflague as an ability. this means it can transport troops behind enemy lines and if it stands still it can be invisable.the only way an enemy notices it if infantry come near it ,air and vehicles dont notice it.

    3 grenadeer hog- is the medium hog,its cannon fires grenades and the passenger shoots rockets.so its good vs infanrty and light vehicles.but it gets beaten by the covi equivilant and AT teams ,tanks and hornets.upgrades- gunner ,grenadeer, passenger(comes with rocket)

    4.guass hog- this is anti vehicle hog ,destroys nearly all other light vehicles and is definetly superior to the covi equivilant,but is terrible vs infantry.upgrades- gunner ,passenger(comes with rocket)and then guass cannon.

    you can only choose one of these hogs.

    ELEPHANTS-the exact same except is stronger,deploys mongooses and turrets do more damage.tech 2 unit.avaliable to all

    SCORPION-does more damage vehicles.starts without gunner though.upgrades - power turret,canister,(not the ability just the damage),driver mg, passenger mg.(makes it ok vs infantry)tech 3 unit

    COBRA- fine nothing wrong with it.tech 4 unit

    WOLVERINE-again nothing wrong with it. tech 4 unit

    GREMLIN-same no problem ,tech 4 unit avaliable to all

    RHINO- artilery unit very very powerful,massive range,good vs infantry and vehicles but at close range ,useless.Y ability lock down ,hold X ability heated shells.(like canister)tech 5 unit

    GRIZZLY-now this was a super unit but odsts are no longer super units,but it would be a massive disapointment to let it go.so now its an infantry killer and air killer.,explosive shells and 3 machine guns to deal with infantry and missile lanchers on turret (not dual, just normal)this should be 10 pop. and loose to scorps ,cobras,gremlins,and guass hogs in number.theres a problem though with this idea,covi have no equvilant.can any one think of one.tech 5 unit

    now the air

    PELICAN-first air is transport it has a chain gun on front and back,can carry 3 squads, a mongoose and a warthog at once.tech 2 unit,Y abilty is land.,pelicans when shot down should always go out of control and crash.some men should survive this.

    HORNET-same except chain gun not mg.tech 3 unit.good vs infantry and vehicles.

    HEAVY TRANSPORT -on a multiplayer map in h2 there was a masive crashed unsc transport thing ,this should be the heavy transport,dont know the weapons but should carry a scorpion ,2 warthhogs ,1 mongoose and 4 squads at once.tech4 unit.

    this would be a good layout for UNSC.

  •  11-14-2009, 4:07 AM 771708 in reply to 771706

    Re: Halo Wars 2?

    oh and i forgot to mention a few things

    VULTURES-extra 50% health ,2 chain guns ,on it somwhere .upgrades- dual lanchers (more anti air missiles are fired)mega barrage, and then the ultra barrage.(16 missiles fired instead of 8 but twice as long recharge)

    now i forgot to mention a new support ability,remember in h2 they dropped weapon pods,well i think they should do this on this on hw2, every unit in a radius of the drop should gain health, a limited offensive bonus and all ablitys should be half the time in recharge.also special ablitys like i mentioned should be recharged if they come near it.this would be in the support powers menu and have a long recharge.

    And i had decided before to bring the pop. down to 70.

  •  11-14-2009, 4:12 AM 771711 in reply to 771708

    Re: Halo Wars 2?

    Ok now to the covi side.

    ENGINEER- the flying one ,constructs building, explodes when killed but no weapons,exact same as unsc,except in defenses.barrier at tech 0,shield barrier(from H1),shade turret(kills infantry,from H1+HW, every shot kills a soldier)tech 1, tech 2 is sniper tower ( one with all the turrets),tech 3 = shade turret from H3 - kills vehicles( is slower but only minorly than guass)AA gun of some sort at tech 4 along with the vehicle barriers (H3)tech 5 = nothing really ,except in structures, scarrab construction facility.make it cloakable(invisable when asked,should cost resources)

    GRUNTS-this is one of those units with two options,(this means its customable and you select only one of these option from the custom army menu ,not in game)

    1.grunt squad with elite-same as one in HW except, only 2 grunts get needlers with the upgrade,and needler combine is rare but happens.why, makes it more halo like.elite should have a sheild,small but there. upgrades-peons,plasma grenades(throws two always and one always sticks,also alot more powerful vs infantry),needler,deacon,suicide(special ability, only once,one grunt two plasma grenades,work it out),fuel rod gun, (one grunt,two shots,cant shoot air, well can but misses)(only good vs light defences and vehicles)some armor upgrade,others aswell but i have not got any more ideas.

    2. grunt squad - in campaign ,5 at start ,peons adds 2,and deacon is 8 in total,why? does more damage than other squad early game,( which is better 7 guns or 5) but is not as strong,health wise. good early game, there purpose fades the higher the tech. 4 needlers with upgrade, 4 fuel rod shots. same upgrades but without suicide ability.also throws 3 plasma grenades, can you see this units purpose?.(kevinator this cant be possibly be compared to marines)tech 1 unit

    JACKALS- consist of 3 at start with shields,hard to kill unless you flank,plasma pistol jackals.fire much faster and more accurately than grunts.used as short range anti infantry . upgrades - reinforcements(newblood),basic training, (roll away from frags),others aswell.tech 1 unit.

    SNIPER JACKELS-same as HW just take away shields and start with beams,(whoever thought they could hold a sheild and snipe at the same time was an idiot,sorry if that offends anyone)consist of 2. range longer than line of sight, upgrades-  googels(increases line of sight,i think in H3 that sniper jackels wore googels)others aswell.tech 1 unit.

    HEAVY TROOPERS-another unit with options,

    1. Basic heavy troppers-4 elites at start ,all with plasma rifles and sheilds larger than grunt squad elite. upgrades-reinforcements,(adds elite),plasma grenades, fuel rod gun,special ability= deployable cover(two come out and elite get defensive bonus,heavy fire breaks them),carbines or dual plasma rifles(not both,select one and the other cant be selected,carbine adds range and damage but not as much damage as dual plasma rifles,two in each squad recieve them)sheild of the foruners(3 seconds in  cover and sheilds go back up,origanally 8 seconds)assualt armor(defensive bonus).and others, tech 2 unit.

    2 Jet pack elites- 3 at the start,walking and when attacking hover around,Y aility is fly for long period,this is faster and can go over obsicals.upgades-reinforcements,dual plasma rifles(two recieve them),plasma grenades,(no special ability),assault armor,others.(hover gives defensive and offensive bonus)tech 2 unit.

    3. invisable elites-always cloaked, only fire when told or if somone shoots them.consist of 3 with plasma rifles.upgrades- plasma grenades, reinforcements,needler or energy sword(not both,needler is very damaging,at moderate range,fire in quick bursts so elites stay in invisabily for longer,commonly causes needler combines,explodes automatically,energy swords are even more damaging but you have to get close and one shot and to invisablity is gone,for both),assualt armor,others.tech 2 unit.(invisablity is a defensive bonus but these elites sheilds are smaller)

    SPECIAL FORCES- elite honer guard, starts with dual plasma rifles,very strong and damaging,not as good as spartans by a mile but not as big a limit.upgrades-honor guard armor,(stronger than assualt armor and gives him a short term invisablity ability),rage(not arbeiter rage,runs up to enemy squads with a plasma rifle and a sword,double damage during the brief time the ability is active),plasma grenades,others.tech 2 unit.

    BUILDING KILLER-the hunters,this works really well for them because there not vehicle killers or infantry and there rare(in some halo manual it said that) so building killers suits them.there health is fine, there good at killing building but ,like cyclops there better at destroying defences.fuel rod gun it first and then melee the remains out of the way.when selected to kill infantry or vehicles they should melee, not shoot.(only exception is tanks,they shoot them,very little effect,cant shoot air ,unless its landed)tech 2 unit. similar upgrades as HW.

    LIGHT MG TEAM-the plasma turret in H2, same size as unsc one.garisonable in buildings.powerful vs infantry.consist of 3 grunts with plasma pistols and a grunt maning the turret. Y to set up,upgrades-peons(starts off at 3),plasma grenades(maybe) other things that improve accuracy and health.tech 2 unit

    HEAVY MG TEAM-the plasma turret from H3 ,not garrisonable,heavier damage,starts at 3grunts, gos to 4, all with needlers.other upgrades aswell.tech 2 unit

    AT TEAM- consists of 4 ,3 with fuel rod guns ,one with plasma pistol.upgrades-peons (adds FRG grunt),plasma grenades,others too.tech 2 unit

    AA TEAM- the AA turret in H2 (mission with odsts). as good as missile pod,make it fire realy fast to make up for the fact it is not a missile turret.consists of 3 ,plasma pistols. upgrades- ?, tech 3 unit

    AIRBORNE-Drones,start at 5, with plasma pistols, very damaging, not OP health but decent enough health.when built in hall, come out of hall,(not like unsc airborne)always flying,upgrades- needler(gives only two needlers),drone leader,(shielded one with red plasma rifle),jack air(no this is not what you think,they claw at air, kill the driver and let it fall,exploding on impact with the ground)and others,tech 4 unit. 5.max at once

    i missed one ,damit

    ODST ELITES- or what ever there called,(drop in pods in H2)consist of 3 elites with plasma rifles,plasma grenades,FRG as standerd.special ability also never runs out,its invisability for brief periods. upgrades-energy sword,(an elite takes out a energy sword others remain the same) and others.built in hall,appear in powers.3 max at once.tech 5 unit

    now to the vehicles.

    GHOST-no difference, only faster,automatic boost,better vs infantry.tech 1 unit

    SPECTRE-cannon is class vs infantry,slow, boost abilty(automatic) upgrades-ram(ram),passenger(2 elites,plasma rifles),fuel rod gun(cant be purchased unless passenger is purchased first,makes it good vs vehicles,not tanks) some armor upgrade,the boost upgrade,others.tech 2 unit.(this unit beats the LAAG warthog and the passenger warthog and is equal to grenadeer but looses to guass)

    SHADOW-this is like the elephant,except infantry,about 3 squads can garrison on top,making it a transport vehicle aswell.it deploys all infantry,along with ghosts.turret on the front is very powerful against everything(not as good at killing vehicles).tech 2 unit.upgrades-? 

    WRAITH-rounds reach target much faster,about the same fire speed,double its previous damage,useless vs infantry and air,no machine guns at start.slower too. upgrades-heavy sheild,(heavier slightly,maybe longer is the word),scorched earth,(not an ablity,just adds explosive damage which makes it better vs builings),duel canons,(halo 2 wraith,ok vs infantry),plasma mod,passenger gunner,(adds halo 3 wraith turret,making it good vs infantry),boosted ram(damages infantry and light vehicles). others,tech 3 unit.(6-8 rockets should kill a wraith or scorpion)(that reminds me rockets and grenades should have much longer recharges).

    AA WRAITH - its an AA fuel rod cannon wraith,it kills air like wolverines.upgrades-gunner,(halo 3 turret only)boosted ram,others.tech 4 unit.

  •  11-14-2009, 4:16 AM 771713 in reply to 771711

    Re: Halo Wars 2?

    sorry accidentally  posted it,AA Wraith is tech 4 btw.

    AT VEHICLE-covi need a vehicle that is AT.i cant think of one.tech 4 unit

    LOCUST-exact same ,it subs in for gremlin.tech 4 unit.(see not every thing is mirriored)

    i dont know what to sub for grizzly.

    now to the skies.

    PHANTOM- carries small groups of men,is like one in H3.dont know about upgrades.tech 3 unit.

    BANSHEE-more health,fires fuel rods at air ,dodges fire, and when not fighting,dont stop go round in tight circles.upgrades-same just add a few more. tech 3 unit

    SPIRIT-turret destroys infantry and air.equvilent of abatross,and for gods sake, when it lands the men should get out of the sides.

    VAMPIRE- same.

    UBER UNITS

    SCARAB-bit bigger ,double health, double damage of both AA gun and laser,has side turrets that shoot infantry,2 squads can also garrison in it.this seems insane,but you can only get a scarab ONCE and then its gone. so its going to be hard to kill,first you must bring its health to nothing and then it gos down.stalls for 20 seconds,in this time you must jack it with a spartan(or elite honour guard by holding X on it)and then it blows up killing your spartan and all forces in its massive blast radious.if you dont kill it in that time, it regains a quarter of its health and moves on.scarabs cant be repaired.tech 5 unit.

    ok and last of all the brutes.only one or two changes.

    GRUNTS-swaps a elite with a brute,has a red plasma rifle.

    HEAVY TROPPERS- another one with options.

    1.normal heavy troppers-4 brutes with plasma rifles as standerd,upgrades-pack leader(adds brute leader,one with flag on his back, with carbine,damage boost),spikers or brute shots,(2 brutes recieve weapons,spiker is better vs infantry,than a brute shot,brute shots are good vs infantry and light vehicles),armor upgrade, spike grenade(AT grenade and good vs infantry),special ablity is a bubble shield,others too.tech 2 unit.

    2.jet pack brutes-these brutes avoid fire by boosting around.consist of 4 in total. all start with spikers,upgrades-brute shots or carbines,spike grenades,armor upgrades,others,tech 2 unit.

    3.invisable brutes- same as elites, fire when told or shot.start with red plasma rifles and consist of 4,upgrades-maulers or needlers,(needlers do same for brutes as elites,maulers are short ranged and deadly,so like swords),fire bomb grenades,others.tech 2 unit.

    SPECIAL FORCES- brute chieftain like on H3,exact same. upgrades-stun(stuns),spike grenades,special ability= invinciblity(for 10 seconds) tech 2 unit.

    BRUTE ODSTS -new unit consist of 3 all with red plasma rifles, spike grenades and FRG as standerd.upgrades-carbines(to all),brute leader(in fire fight in ODST the brute with a FRG at wave 5 of a round,he joins them).special ability= phantom gunship support(long recharge phantom from H2, the one with the 3 cannons,2 of them support them for 20 seconds.3 max at one time ,tech 5 unit.

    CHOPPER - same. bit weaker

    PROWLER- same as spectre just with brutes with brute shots on the side,ram more powerful,faster and no boosting(beats LAAG warthog and carrier warthog and equal to grenadeer gets beaten by guass)

    thats the entire lot, maybe in a few days i might have more stuff to make HW2  brilliant.please post what you think are good and bad ideas.

    ARTILERY WRAITH-like rhiono,looks like H1 wraith,very explosive shells,tech 5 unit.avaliable to all covi teams.

  •  11-14-2009, 4:17 AM 771714 in reply to 771711

    Re: Halo Wars 2?

    Wow, that was "UNBELIVEABLE" lol.

    Ill be keeping an eye on you dude!

    :P


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  •  11-14-2009, 4:25 AM 771717 in reply to 771714

    Re: Halo Wars 2?

    UNITS I LEFT OUT.

    HAWKS-now are anti air air,machine guns replaced by missiles,(like wolverines)and cannon fires much faster and causes slight emp to air.(only) upgrades-?

    vultures i already explained.

    ok to covi.

    MEDIC GRUNTS-consist of 5 and do exact same things as unsc medics.

    em, i think thats it.

    now,heres a new idea,did you every go into 3v3 and get mac blasted,cyro bombed, carpet bombed, beamed or vortexed purposely by your allies.well i think it would be nice if there was a rebel option in the menu where you could go against your own team and be by yourself.I thought about making your army turn into a repel or heritic team and in theory it could work(definetly for heritics,not so easy for rebels)

    it would be only a matter of when you rebel your units change,like in HW when marines turn into odsts,but it would be hard to make new teams for them,altough they are going to be weaker so they would not have as unit types, and it would be hard on memory.if that doesnt work make it that your a new team and all you have to change is your colour.

    if there were rebel teams this is what i think they should be like.im not going to develop im just going to mention breifly.

    REBEL SOLDIERS-same

    REBEL SNIPERS-infantry killer.

    SUICIDE REBELS-good vs vehicles and infantry.

    SPECIAL FORCES REBELS- an armor plated robot with a chain gun,thats it.

    AT REBELS-rocket infantry good vs air and vehicles.

    REBEL MOTERBIKE - weakest scout in the game,like r12germans used in WW2.

    REBEL JEEP - modern day humvey,good only vs infantry.

    REBEL TRUCK-truck with mg on top and deploys infantry.(really weak,4 rockets kill it)

    REBEL TANK-one of those flak cannon tanks the modern day army use(in bf bad company,game, and frontlines fuel of war),has missiles on side of turret(flak is good vs infantry,missiles good vs air and vehicles,really weak though)

    SPECIAL VEHICLE-like a locust just bigger,with cannons and machine guns.(counts as uber unit)

    GUNSHIP - attack helicopter,chain gun at front and missile strike of some sort.

    TRANSPORT HELICOPTER-transports infantry and light vehicles.

    of course rebels are seriously  weak er than unsc and covi.

    ok heritics.

    GRUNT SQUAD-consist of 3 grunts with needlers and two elites with carbines.

    HERITIC SNIPERS-3 elite carbiners,dont have jackels.

    SENTINALS- i know they fly but they are not that strong,they are in a group of 3 and have sheilds.

    SPECIAL FORCES-heritic leader,flys two plasma rifles,ablity to create hola drones(basically clones that arent real)

    SUICIDE GRUNTS-same as HW but now serious vs vehicles.

    GHOST- same.

    SPECTRE- weaker.

    SHADOW - same,weaker.

    WRAITH-  same weaker,(all heritic vehicles have patterns on them)

    BANSHEE- same.

    PHANTOM- same, weaker

    SUPER SENTINAL- anti air,stuns them.double damage compared to HW one.

    UBER SENTINAL- oh yes,the one from H2, kicks ass,plasma turret sort of thing kills infantry,then they have an ability to destroy vehicles(crush)and mega barrage aswell which does mega damage.sheilds at front stop most damage including anti air but flank and its super easy to kill.

    all rebel units would also be much less pop and resoures,for example the uber sentinal would only be pop of 10.tech would also be lower as well.due to the fact after tech 3 they have practically no extra units.

    this is only an idea but i want to see what you's think.

     

  •  11-14-2009, 4:31 AM 771719 in reply to 771717

    Re: Halo Wars 2?

    Ok, i have done it, i figured out out a way of making covi and unsc different,taking a note from HW. ok its building layout ill start as always with unsc.

    At tech 0- they start with engineers and a mongoose. also an outpost that deploys engineers.(defenses are as before btw)

    At tech 1- outposts can build mongooses, engineer can build a barracks and supply distributer(ill explain later,but works in the same way as supply pad)barracks can build marines,flamers,snipers.thats it.

    At tech 2 - enginner can build vehicle depot,and field armory and outposts,and muntion stores,and oil supply pads(all explained later). At barracks  heavy troppers,cyclops,light mg team, AA and AT team and special forces become avaliable.in vehicle depot,warthhog and elephant become avaliable.

    At tech 3- engineer can build hangers.in the barracks medics and heavy mg become avaliable,in vehicle depot,scorpions and in the hanger pelicans and hornets.

    At tech 4-airborne become avaliable in barracks,in vehicle depot,wolves,gremlins,cobras.in hanger abatross(heavy transport) and hawks become avaliable.

    At tech 5- engineers can build space uplink, in barracks the odsts become avaliable,in the vehicle depot - rhinos,grizzly space uplink-vulture.

    not alot changes for unsc because they will act as the control,user friendly team,as for covi,things become a little different.

    At tech 0-start with an engineer and a ghost,and an engineer den(on odst)this deploys engineers only.(defenses also remain the same for covi)

    At tech 1-engineer can build a hall,this deploys grunts,short ranged jackels,ghosts and hunters,and light mg(this is a twist,sort of makes unsc defensive and covi rushers,or offensive,during tech one,hunters being the key)also engineers can build supply pads (or whatever there called in HW).

    At tech 2 -engineer can build plasma conversion facility(also explained later),and Operations centre,this builds heavy infantry, heavy mg team, sniper jackels,spectres,and banshees.(banshees give the covi air advantage early game but there is counters  for them at this time ,unsc also have elephants aswell,hard choice.)also they build there outposts and tech lab of some sort.

    At tech 3-engineers build reclaimation centre,this builds,special forces,AT team, AA team,medics,wraiths,shadows,locusts and phantoms.(covi and unsc mostly even off here but covi still have an ace up there slieve)

    At tech 4- war factory-airborne,AA wraith,AT vehicle(still undecided),unit to equal grizzly t5,vampire,spirit,and some artilery unit.(massive wraith,tech 5)

    At tech 5- all units are avaliable,scarab contruction facility,and special op elites,(in war factory),scarab also avaliable.

    as you can see tech one to three each have a side with an advantage in this area,at tech 1 unsc are defensive and covi are offensive,in tech 2 unsc have the edge in infantry section,(with the elephant and special forces)but the covi own the skies and have better defenses(heavy mg teams,good vs infantry).in tech 3 things even off for unsc but covi gain extra vehicles(locust),in my terms these 3 techs are the stage of advantage.in the last 2 techs it evens out.i would compare this to the chess because you have no advantage over your enemy(like in chess) in an area and you must use more stratagy.

    this i think this is brilliant, i have devised a way of making them different without changing them at all.what do you think of that kevinator,what your looking for,no need more,i have got another idea.

    SUPPLIES-new supplies,for covi its sort of similar to old version.you have your supply pads,they generate resources.also you can find resources with your ghost,like normal,but now theres a new resource,plasma.plasma is costly to make.so it requires alot of resouces.(dont ask me how covi make plasma rifles).the plasma convestion facility creates it at the cost of resouces.plasma is added into the price of vehicles and aircraft.for example-wraith 600 supplys ,200 plasma 8 pop.ok heres the chain.first supplys are collected in warehouse.ever so often a fixed some of supplys,lets say 1000,(if you have it)is taken away and you recieve 500 plasma back.this is needed to buy some men and all vehicles and aircraft.

    for unsc its much different.first you can collect supplys like normal,but when it comes to geting lots of supplys it different.first you must travel the map until you find a supply cache.this contains about 10000 supplys to 25000,then you press y on it and you start collecting it.not with a warthhog,oh no only a pacific unit can harvest it.ok heres the chain,first you find the supplys cache,press y,then two warthhogs(not selectable)drive out,pile supplys in the back (about 300 per hog) and drives back to the supply distributer,(looks like a garage with a warhouse to one side) this works like the harvesters in comand and conquer.it comes in a bit faster than covi but there is a risk collectors will be destroyed.to call collecters back,some return button is provided.

    then munitions,work like supply pads,this is encluded in infantry and more vehicles than planes prices.

    fuel is last, very expensive ,a supply pad with a fuel tank on thew side,every now and again supplys are taken for fuel,used more in planes than vehicles.example of munitions uses-scorpion= 600 resources,300 muntions, 100 fuel. example of fuel uses-pelican=500 resources,100 muntions 400 fuel.

    another idea,makes tactical and makes differences beetween teams.

    i think later ill go into detail about rebel, units,economy,bases and tech.

    (BY THE WAY, i was posting to anwser other peoples questions in the thread where i made this so if i refer to other peoples ideas you know why)

  •  11-14-2009, 4:34 AM 771720 in reply to 771719

    Re: Halo Wars 2?

    I looked over your other posts ands  i think i got it covered,

    New resource collection method-yes

    Covi unsc differences-check

    Not much flood-check

    New building patterns-yes

    Not much else i think.

    Now,back to the rebels,firstly in general,they are not that good at being rebels,honestly,they sit there not doing anything rebel like.I know that sounds stupid but heres what im trying to get at.When i hear the word rebel,guerilla tactics,suicide missions,anoying, all combined make rebels.But,in HW they do little to nothing.This could be changed,ill start off with rebels.(then heritics,sentinals.and flood)

    REBELS-rebels should always annoy players,rush being one way.moter bikes should be in groups of 3 and dotted around the map(roughly 4 groups,two each side)one group on each side should always go patroling,until it meets an enemy,then it follows it until it kills it or till death,if it kills it they should just go back to patroling.the other two groups should sit in a place where they wouldnt be found,near large amounts of supplies aswell,and when some mongoose comes along they come out and destroy it.almost as if the supplies were bait.this would really piss players off,because they would loose there mongoose and have to buy troops to kill the moterbikes.Then,when it reachs 3 minutes,one moterbike and 5 marines should attack there base,(on each side)this would really catch new players out,and if players dont have enough men around they will be in deep trouble.Now im going to skip on a bit and explain somthing very important,in roughly the corner,or centre,or somwhere hidden,there should be a rebel main base,this deploys more vehicles and air to battle.once this is destroyed,rebels should just fall back to a defendable poistion,or outpost or base.(the base on blood gulch is the main base,the others are normal,they deploy infantry and scouts) after the 3 minute rush is defeated,a rebel truck should be dropped off by a transport helicopter near a players base,(different locations every time)from here small suicide groups and troops should harass them,every now and again,no pacific patern.the truck should be defended by humveys snipr and special forces.after mid tech 2 things change,they have one last assualt,containing a tank or 2,humvey and men.Then they fall back,secure sectors,and dig in.men should always be reinforced after death,unless main base is destroyed.half way through tech 3 they counter attack,try to secure sectors and if that fails they just sit around there main base and side bases.transport helicopters would reinforce side bases,and gunships would go on patrol.at tech 4 they just turn to guerilla tactics.

    HERITICS-are not rebels,they basically want to stop every one from starting the rings,so they guard forruner technolgy.along with elimanating the flood,i know some massive H fan is just going to correct me in 2 minutes,any way they firstly guard forurrner tech,build a base and side outposts,harrass enemy(including rebels).Ok early they rush once or twice,not bring in a outpost like rebels,(there rushes would contain bigger units like special forces and snipers and sentinals.mostly at early tech they secure hooks take them from players,this is done with shadows ,wraiths and soldiers at tech 1 and 2. at tech 3 they attack rebels if there on the map or go on patrol with a large enough force.(a wraith enough soldiers to survive a minute or two,other things too)phantoms should come off map and drop off a small patrol or two in random places in their territory,they should go on patrol,then try and capture small areas and defend them. banshee patrols are not too much to ask.at tech 4,uber units should harass all enemy,they should be accompained by super sentinals.(this patrol is never in large groups)after that its just defensive tactics(heritics hide when there main base is destroyed,mainly at hooks)

    SENTINALS-on maps with sentinal vents,or deployers,they should simply destroy everthing.never large amounts on maps.starts off at offensive protecters,then normal sentinals,then super sentinals and rarely uber sentinals.there should always be a mixture of sentinals.

    before i go onto flood,i have to clarify maps.one quarter should only have rebels or heritics or sentinals.another quarter should be flood based along with  either rebels or heritics or sentinals.one quarter should have no flood but 2 rebels. and one quarter should have all of them,(more than likely 3v3s and 2v2s,not 1v1s)

    FLOOD-very different to other rebels because of one thing,they can capture territory,ill start from the start.Flood start locked up in a forunner containment facility,theycan be released for nothing,once there released they come out in flood infection waves,very rapid,once they touch infantry for 3 seconds there captured,andturn into flood,the only way to stop the flood is to close the containment facility,this can only be done 10 minutes after release.heritics always will be guarding it and after release will try to close it.once flood get out,they try to capture and consume everything in nearby territory,once they destroy all structures,it becomes flood controlled,it imidietly turns into a flood wasteland,flood tenticles pop up and flood hives and nests are everywhere,a really nightmare. now flood infections capture infantry,flood infantry can capture vehicles(jack)and air(exception with vutures,sentinals and scarabs).flood nests deploy flood swarms,thrasher forms,the big ones in H3,the ones that explode,the bomber form,all of them,anendless  amount of them.if that were to get out of hand god knows what could happen.flood infections should always be patroling in between flood plants,basically it looks like mission 9 in HW.on the edges of territory,flood ground should cut in abit and then fade.this is a designers nightmare id imagine,but it would be class.flood vehicles and air should have tenticles and plants growing out of them.flood always go for rebels first and once there killed destroy players.if you bring tanks and air in they will be captured and will turn against you,bad if that includes a load of rebel tanks.flying phantoms,spirits,abatrossesand pelicans would be near impossible.This idea is madness.

     

  •  11-14-2009, 4:36 AM 771721 in reply to 771720

    Re: Halo Wars 2?

    Ok im going to do the rebels in chunks because im busy right now.

    POWER- barrage from an AC130 gunship over an area for 20 seconds.

    BUILDINGS-supply yard,(has helicopters landing in it droping supplies)antenna(tech up system,like temple but more expensive,and has a propogada ablity,this is where a halo song of players choice is played so ever other player can hear it,during this time 20% attack bonus)at tech 1 rebel barracks,(infantry)and a factory(vehicles and air)and a fuel depot(continueously goes up slowly at no cost,rebels have a simple economy)

    DEFENCES- rubble baricade,sandbags tech 1 ,chaingun behind sandbags,at tech 2 a turret that is like the covi shade just with two mgs and rockets.

    REBEL SOLDIERS- same,upgrades-rocket,newblood,shotgun(short range),emp frag(stuns vehicles,stolen unsc prototype technology)tech1

    REBEL SNIPERS-2 long range,upgrades-camoflauge,(invisable when still),c4,(placed on vehicles,damages them badly)bonoculars,(alows one of the snipers to have double range for a short period,other gives targets)tech1

    SUICIDE REBELS- same as grunts.good vs everything other than air.tech 2 unit.,

    SPECIAL FORCES-a heavily armored robot with a chain gun.slow but deadly,isnt affected by flood.tech 2 unit.

    AA/AT TEAM-shoots air with missiles,armor with rockets.tech 2 unit.upgrades-trip mine,mortar barrage,(good vs light vehicles and infantry)

    MOTERBIKE-already explained.tech 0 unit.

    JEEP-anti infantry,flares to avoid rockets.tech 2 or 1 but at one it causes problems.

     

  •  11-14-2009, 4:38 AM 771722 in reply to 771721

    Re: Halo Wars 2?

    TRUCK - like the elephant,deploys infantry,has a small mg on top,deploys moterbikes and jeeps too,upgrades-?tech 1 unit.

    REBEL TANK-fast,cannon is very deadly vs infantry,rockets and missiles on the side of the turret,good vs everthing,tech 2 unit.

    SPECIAL VEHICLE- like a locust,just human has an LAAG and missles and rockets,much stronger than a locust though.tech 3 unit.

    GUNSHIP-chain gun and rockets,support unit tech 3 unit.

    TRANSPORT HELICOPTER- transport.

    Thats all i have for now,enjoy.if somthing doesnt make sense,ask.

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