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 is how i think unsc should be laid out in HW2. I'll do covi later.