UNSC and Covenant Factions remade V2

Last post 12-12-2009, 10:41 PM by Shadow Titan. 182 replies.
Page 9 of 13 (183 items)   « First ... < Previous 7 8 9 10 11 Next > ... Last »
Sort Posts: Previous Next
  •  11-01-2009, 1:53 PM 762578 in reply to 762512

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    UNBELIEVABLE:

    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)

    For the Engineer, I personally would do this: [Uses: healing/repairing, aid in building(cut times by 1/2 )

    Upgrade 1: Suicide Bomber; when the Engineer dies, it explodes, creating an AOE damage.

    Upgrade 2:Barrier: Shields all units within a pre-defined area.

    Upgrade 3: Maniac: Heals 50% faster, buildings (when aided by Engineer) time is reduced by 10%.

    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

     For this, I would go with #2 ONLY, as it would save memory.

    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.

    I would ditch the "Jackals" option, as it is uneeded (no one would choose the "Jackals" as everyone will go towards the sniper as it has longer range)

    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

    For this, I would rename as SpecOps elite squad: Y ability: Active Camo for 15 sec. Equipped with Plasma Rifle

    Upgrade 1: Mythical Shield: Sheild now 50% stronger

    Upgrade 2: Double Rifle: All Elites are now wielding 2 Plasma rifles

    Upgrade 3: Hot drop: Now can be hot dropped  from the Command Center of any base.

    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.

    I like the Jet pack Elites...

    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)

    Cut out, kind of useless...

    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.

    Ok.

    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.

    Fine.

    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

    Ditch both of the MG teams; not needed.

    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

    This is covered by the Vampire.

    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

    OK.

    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

    SpecOps Elites (see above) when upgraded, should do the exact same thing

    now to the vehicles.

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

    Ok.

    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 loses to guass)

    Ok.

    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-? 

    Just make it a mobile base, and it should be fine.

    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).

    NO SHIELD! It goes against the H1-H3 wraith (Time differences... Earlier versions should not be more powerful than the later versions.)

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

    Again, covered by Vampires

    AT VEHICLE- covi need a vehicle that is

    Scarab!?! I'm not sure...

  •  11-01-2009, 1:54 PM 762582 in reply to 762574

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress


    Aloysius:

    4) No Petitions of any kind. Do not post your own "poll" threads.

    Infantry poll in progress



    Aloysius:
    -Less than half a of percent of players have the General rank on Xbox Live.


    How is the General rank fair again?

    Halo Fanboys. The next most annoying thing next to Jonas Brothers fanboys.
  •  11-01-2009, 2:26 PM 762634 in reply to 762582

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    You can have units with similar purposes,EG: hunters and banshees(HW),AA wraiths and vamps,the 2 turret types.all units have there purposes.

    what about custom armys do you not understand, you get selections,not just one, adds more strategy.(Thats about the grunts comment)

    how do you think invisable elites are pointless,there always invisable,steath behind enemy lines,ambushing units,along with the fact enemys cant kill them until they see them.

    no the scarab doesnt equal cobras.

  •  11-01-2009, 4:42 PM 762820 in reply to 762634

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    The invisible elites can be covered by the SpecOps I told you about; they can have an ability to go invisible. Also, I'm pretty sure very good marines/Spartans/elites can see camo.

    Remember, we can't have to many new units; we have to think about the memory usage, code to run it, and the animations too...

    Air units are supposed to counter ground vehicles, and hunters do that too.

    Yes, I do know that the scarab doesn't equal a cobra, it was a suggestion.

    If Halo Wars were on PC/Mac, then it could make all the fancy stuff.

  •  11-01-2009, 4:47 PM 762841 in reply to 762582

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Korther:

    Aloysius:

    4) No Petitions of any kind. Do not post your own "poll" threads.

    Infantry poll in progress


    Reposting for emphasis.


    Aloysius:
    -Less than half a of percent of players have the General rank on Xbox Live.


    How is the General rank fair again?

    Halo Fanboys. The next most annoying thing next to Jonas Brothers fanboys.
  •  11-01-2009, 5:29 PM 762919 in reply to 762841

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Korther:
    Korther:

    Aloysius:

    4) No Petitions of any kind. Do not post your own "poll" threads.

    Infantry poll in progress


    Reposting for emphasis.

    Wasn't trying to make a petition. Wanted to see what people would come up with. I knew it wouldn't count for anything. But it's a fun way to get the community working together by coming up with ideas.
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  11-01-2009, 5:33 PM 762924 in reply to 762841

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Korther:
    Korther:

    Aloysius:

    4) No Petitions of any kind. Do not post your own "poll" threads.

    Infantry poll in progress


    Reposting for emphasis.

    Annoying auto responder: 

    When listing forum rules, please specify thread, post no., and no. within that post.  Thank you.

     


    Whenever a thread was hijacked and there were big quote boxes and lots of flame, I was there!

    Rank:Master Hijacker

    GT: I DFang I

    http://averagejoesgames.com
  •  11-01-2009, 5:44 PM 762943 in reply to 762924

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    DFang:
    Korther:
    Korther:

    Aloysius:

    4) No Petitions of any kind. Do not post your own "poll" threads.

    Infantry poll in progress


    Reposting for emphasis.

    Annoying auto responder: 

    When listing forum rules, please specify thread, post no., and no. within that post.  Thank you.

     

    Thanks man
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  11-01-2009, 6:15 PM 763028 in reply to 762943

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    http://www.halowars.com/forums/thread/25.aspx

    2nd post

    Number 4


    Aloysius:
    -Less than half a of percent of players have the General rank on Xbox Live.


    How is the General rank fair again?

    Halo Fanboys. The next most annoying thing next to Jonas Brothers fanboys.
  •  11-01-2009, 6:22 PM 763041 in reply to 763028

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Korther:

    http://www.halowars.com/forums/thread/25.aspx

    2nd post

    Number 4

     

    Annoying auto-responder:

     Allow me to correct you

    Forum Code of Conduct Post no. 2 Rule no. 4

     4) No Petitions of any kind. Do not post your own "poll" threads. 

    Anyways, you start it with the name of the thread, not a link.

     Also write the whole rule out afterwards.

     


    Whenever a thread was hijacked and there were big quote boxes and lots of flame, I was there!

    Rank:Master Hijacker

    GT: I DFang I

    http://averagejoesgames.com
  •  11-01-2009, 6:50 PM 763139 in reply to 763041

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    DFang:
    Korther:

    http://www.halowars.com/forums/thread/25.aspx

    2nd post

    Number 4

     

    Annoying auto-responder:

     Allow me to correct you

    Forum Code of Conduct Post no. 2 Rule no. 4

     4) No Petitions of any kind. Do not post your own "poll" threads. 

    Anyways, you start it with the name of the thread, not a link.

     Also write the whole rule out afterwards.

     

    Haha thanks.


    Aloysius:
    -Less than half a of percent of players have the General rank on Xbox Live.


    How is the General rank fair again?

    Halo Fanboys. The next most annoying thing next to Jonas Brothers fanboys.
  •  11-02-2009, 1:01 AM 763616 in reply to 763139

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Grunts and marines are fine. Everyone has to have their mainline infantry in every game.

    Unbelievable, you showed just how little you know of RPS systems when you said HWs didn't work because counter units outside it. RPS applies only to mainline units, not specific counter ones. It's just a general rule of thumb that mainline infantry (marines, grunts) will be more cost-effective against mainline air (hornets, banshees), mainline air are more cost-effective against mainline vehicles (scorps, wraiths), which are more cost-effective vs mainline infantry. Hard-counter units are exceptions to this, but even then within hard-counter units similar rules apply. However, in HW this didn't work, I'm not sure why. I think it's because they neglected speed and building damage in balancing or something, and gave some units upgrades that let them counter pretty much anything.

    Also, they're not simple due to the exceptions of the hard-counters. For a good example of an RPS system (that actually made sense), look at AOM (another RTS by ES). In that, infantry>cavalry>archers>infantry, as a rule, but each faction also had hard-counters to each unit type, of different unit types to each other. That game is also an awesome example of diverse factions. There is also another RPS system within that, of myth units>human soldiers>heroes>myth units. The naval warfare also followed an RPS system, arrow ship>hammer ship>siege ship>arrow ship. The naval warfare was the worst part of AOM though, as all the factions had nearly identical ships, just with different stats and names, and the Norse arrow ships could transport units. And how are RPS systems pointless? I thought a logical, rule of thumb would make perfect sense. 

    And yeah, there's nothing really wrong with having units with overlapping purposes, although in your you probably have too many, as there's just too many units. Like, you don't need to hard-counters to air, that's just pointless, but a soft-counter and a hard-counter is fine (soft-counter better than air, but can also fight other things, hard-counter tears apart air, but will be soft-countered by anything else - that was my problem with the grizzly, btw. It hard-counters both infantry and air, making it only beatable by vehicles and then only soft-countered, unless you throw a vehicle counter-vehicle at it, making them a greater problem to face than, well, anything, unless you're using solely vehicles. They would be simply too good. Although I guess the high pop count would make them approaching acceptable) 

    As I said before, not everything has to be equal, just the total factions must be balanced, each having an equal chance against any other, with IT'S OWN ADVANTAGES AND DISADVANTAGES. They way you are going about it, the only reason to pick one faction over the other will be a simple preference for the Covenant over the UNSC or vice versa, they will both play exactly the same way.

    I agree with you on the jackals though. Shield jackals and sniper jackals need to be seperate.

    Maybe if you're so set on the UNSC having snipers, the beam rifle jackals could be taken out, as could the flamers? That way UNSC get the snipers people have been crying for, and the factions stay noticeable different. 

    I don't so much hate The Flood being in a game, as much as I'm just sick of them. They shouldn't have been in halowars, it was meant to be about those gritty first encounters between the UNSC and the Covenant. I don't see how any "halo fan" could prefer yet another flood game to that. Not to mention how much they screwed with canon to put them in. I still don't think it's possible for them to make halowars consistent with previously established canon. Same goes for Spartans, although at least they worked canonically (just - until they put the flood in).

    Umm... Brute chieftains are in battle all the time? The Arbiter exists only for battle. Prophets I agree with though, that was just stupid. And yeah, killing tanks, planes, with an energy sword is weird.

    5 Tech levels still seems like more than necessary. That one's not important though. 

    Why don't I want covies similar to UNSC? There are many, simple reasons for this. Here are some.

    1. It makes having two factions pointless.

    2. It makes playing as one over the other pointless.

    3. It makes no sense whatsoever. Covenant and UNSC have started differently, developed differently, and have never even been in contact before now, it is illogical to have them using the same system, and an army comprised of near identical units with identical roles.

    4. It's boring. 


    Beware the Australian Fridge

    Veraam:

    One with power = Corruption
    Two with power = War
  •  11-02-2009, 1:45 PM 763872 in reply to 763616

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Kevinator,your right about RPS,i have not got a clue about it(my only knowledge of it was the game and the halo wars manual)so i made a wild guess about it,but now you you have explained it to me (which i thank you for)i understan,but it still seems too simple and boring,i would rather a complex game.you see in the fixes i mentioned above vehicles and air would be uncommon.so wether or not they countered each other would not be a very pressing concern.plus in the regular halo universe air and vehicles are so rare anyway.

    your also right about flood it was rediculous bringing them in the campaign(i thought this too about halo wars)but if it was just in one game mode it wouldnt bother me.

    now i know you like talking about unit variety and team differences,and when i was writing the covi i tried to make them as different as possible.Your right it might get boring after a WHILE but when i was thinking this plan up i thought of ways this could be solved without making the teams stupidly different but keep them with simalar purposes.

    1. the first one was custom armys. = this as i already explained, makes every unit different to other teams.take this for example.theres roughly 30 units,each with 5 upgrades from a choice of 10,so theres 300 upgrades avaliable and you pick 150,the likelyhood of 3 people choosing the same 150 upgrades is highly unlikly.the upgrades make them different.they might have better defence than there enemy but not as good attack or vice versa,or a bit of both.

    2 second was a selection of units that did the same thing= like the warthog, grunts and elites,each were different in there own way.plus stratagy would not be harmed if it wasnt the same either side,which it isnt in my ideas,for example the spectre is sort of the medium in the light vehicles system.it kills other light vehicles and infantry,but the warthhog has options,it can have a warthhog thats better against infantry,one that requires stratagy and can be used to transport marines behind enemy lines,one = to spectre and one greater than spectre.but rubbish vs infantry.it has to bring stratagy because you dont know what variation of that unit the enemy is going to have,makes you plan more,makes things interesting.

    the only way i could possibly think of a way to make them any more different(without removing units) is by making covi build/tech up different, structure wise.

    oh and by the way the only reason i added AT teams and AA teams is because the units they conter come out in tech before the hard counters,and teching up takes a very long time, this stops them from being walked over by units they cant counter.see what i mean.i know they have no actuall purpose past tech 4.but you need them.

    also collines 123 or whatever it is, your special op elites are OP and makes things complicated.they cant be be heavy troppers,invisable elites and odsts at the same time and the memory is not going to be effected by new unit types that much because there still is the same amount of units on the battlefield,just makes variety.(Im not too sure about that but what the hell)

    ok other things,turret teams are to deal with large amounts of troops,the anti infantry units are not going to be able to deal with 70 pop special forces or somthing stupid somones bound to do and the first one is for light troops and can be garrisoned and the second is better and cant be garrisoned.

    kevinator if tou can think of a way to add your variety idea to my ideas without damaging it that much i'd be glad to here it(whatever you do dont take out the first 6 infantry,or many of the vehicles or air, i forgot hawks by the way but ther eqaul to vamps,just with missiles and no stasis)remember the vehicles and air come out before there hard counters,be careful what corrections you make.

    shadow titan, why do marines have to have assault rifles,and heavy troopers machine guns.why not the weapons i said, your ones make things complicated.

     

  •  11-02-2009, 3:17 PM 763950 in reply to 763872

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    UNBELIEVABLE:

    also collines 123 or whatever it is, your special op elites are OP and makes things complicated.they cant be be heavy troppers,invisable elites and odsts at the same time and the memory is not going to be effected by new unit types that much because there still is the same amount of units on the battlefield,just makes variety.(Im not too sure about that but what the hell)

    How do the SpecOps Elite squad make it difficult?

    1. In H2, SpecOps CAN be invisible, and they are also used for special operations, so therefore they should be dropped into combat to assault positions. Yes, you may think that they are too powerful, they aren't. They should be just powerful enough to kill 2 marine squads (without grenades) alone. With grenades, the elites are over.

    2. The memory will be overloaded if you put too many new units. The code, animations, terrain, and dialogue require memory (and a lot of it). If you look on the back of the HW disc, you should find that the brown circle (burned memory-used mem) is nearly to edge.

     

  •  11-03-2009, 12:27 PM 764845 in reply to 763950

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Ok ill come half way,we can call the odsts, special op elites  and they can start with dual plasma rifles.but it wont be a squad of 5 just 3 and they have the inviasblity ablity.oh but they would be much better than you outlined.its a tech 5 unit for gods sake.

    C and C were able to have 3 teams, at least 6 vehicles per team, 3 aircraft and 8 infantry aswell.on top of that its years older and has massive campaigns.HW2 has to step up to the mark,or bring in 2 discs,without the campaign and multiplayer cloging up the same disc there must be room.( i think, correct me if im wrong)

     

Page 9 of 13 (183 items)   « First ... < Previous 7 8 9 10 11 Next > ... Last »
View as RSS news feed in XML