UNSC and Covenant Factions remade V2

Last post 12-12-2009, 10:41 PM by Shadow Titan. 182 replies.
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  •  10-31-2009, 8:31 AM 761903 in reply to 761899

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

    Unbelievable.

    You can't have that many pop.  They had to take away all the interesting things in 3v3 maps because having that many units at once on the map almost causes godly lag.  If they allowed everyone to get like 200 pop, it would be horrible lag.


    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.
  •  10-31-2009, 9:00 AM 761907 in reply to 761903

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

    Good point,but comand and conquer have much better detail and more units and its years older,so theres got to be a solution,if not bring it down between 50-70 but not 30 you cant defend 2 places with 30 let alone attack.

  •  10-31-2009, 9:16 AM 761909 in reply to 761907

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

    I like the 70 pop count. I was thinking upgrades would be purchased from a army menu instead of on the field. But building upgrades could be purchased on the battlefield.
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-31-2009, 9:26 AM 761910 in reply to 761909

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

    army menu? wheres that?
  •  10-31-2009, 9:41 AM 761916 in reply to 734015

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

    I think there should be some new leaders as Arbiter, Forge died in HW1.

    Also I think a Covenant Campaign would be awsome like a 'What would happen if the Covies won?' sort of thing.

     

    My ideas for new units and upgrades are are:

     

    Spirit - An alternate of Hotdrop. Upgrades - Heavy Shield (Like the Wraiths) 

    Pelicans (Not for Hotdrop) - From Air Pad. Upgrades - Autoturrets (Defensive Turrets on the hull for defence)

    Drones - From Summit. Special Move (Y Button) : Frenzy (Drones gain damage boost for a certain time) Upgrades - Swarm (2 extra drones), Madness (Increases Frenzy duration), Swarm Lord (Similar to medic, heals the squad when out of combat)

     Mongoose - From Base (Scout), Upgrades - Worthog (Upgrades to Warthog with gunner), Grenadier (Same as HW1), Gauss (Same as HW1)

    Brute Prowler - Upgraded from Choppers. Upgrades - Chopper upgrades to a prowler after stabelizers.

     

    Just some Idea's.

     

    Ideas for Leaders and their unique powers:

    UNSC:

     Captain Cutter - ODST/Elephants - Mac Blast, ODST Drop

    Sierra 234 - 2 extra Spartans - Orbital Bombardment

    Professor Anders - Hawks/ Gremlins - D-Freeze Bomb

     

    Covenant:

    Prophet of Regret - Spec Ops Elites - Cleansing Beam

    Arbiter - Honour Gaurd Elites - Honour Blast

    Tartarus - Brutes - Vortex

     

    New Arbiter: His weapons could be 1 energy sword and a Plasma Rifle

    Honour Blast - A beam similar to the cleansing beam that emits from the Arbiters sword.

     

    These are just some of my ideas I have loads more but I just wanted to see what people think of these.

     

    My Gamertag on XBL is "A Cudley Bear"


    Please make Halo Wars 2 =D
  •  10-31-2009, 9:53 AM 761925 in reply to 761910

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

    UNBELIEVABLE:army menu? wheres that?
    Kind of like what End War did for upgrades.
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-31-2009, 10:09 AM 761929 in reply to 761909

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

    Shadow Titan:I like the 70 pop count. I was thinking upgrades would be purchased from a army menu instead of on the field. But building upgrades could be purchased on the battlefield.

     The idea of extra pop is awsome and I think for enough resources you should be able to build bases almost anywhere but they only have 3/5 build plots.


    Please make Halo Wars 2 =D
  •  10-31-2009, 1:54 PM 762042 in reply to 761925

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

    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.

     

     

     

     

  •  10-31-2009, 3:14 PM 762064 in reply to 762042

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

    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.

  •  10-31-2009, 8:34 PM 762220 in reply to 762064

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

    @ Unbelievable

    I really like your ideas. No problems with them, except I would like to replace the Gremlin with the Cougar and add the Falcon. The crashed air unit you were referring to is known as the Albatross. Also if it helps I would mention the portable machine gun in H2 and the Grenade launcher that was in Halo Wars for the Warthog upgrade. Marines should have an assault rifle, Heavy troopers should have a Machine Gun, Medics are okay with the Smgs, but the other units usually wielding pistols should have smg or some other weapons. Other members and I had ideas about Spartans being more customizable, there would be 7 Spartans and each would be able to have their own unique weapons. Same with the Covenant Arbiter or Chieftain.


    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  11-01-2009, 5:12 AM 762380 in reply to 762220

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

    Unbelievable:

    I'm afraid I hate heaps of your suggestions. 

    Territories would feel too... tabletop.

    Freebuild I'm neutral on, there are some advantages to the fixed bases. 

    I disagree with replacing leader powers with support powers for covenant, for the same reason I dislike many of the suggestions in this thread. It makes the covies too similar to the UNSC.

    RPS shouldn't be taken out. It can work brilliantly, idk how ES managed to mess it up (probably cause they didn't take building damage, speed, abilities into account or something).

    Custom teams could work, but it would be extremely difficult to make sure that there were no "i win" combinations.

    I think 5 tech levels may be taking things too far. We don't really need them.

    Discourage turtling? Are you crazy? It's near impossible to turtle in halowars already.

    I agree with KOTH, they've done it in the past with AOM, but the infection idea sounds extremely lame (nothing against survival, but a Flood team would define bad idea). Also, FFA would be nice.

    I actually like having different teams biased towards different stages of the game. Sorta sets them apart.

     

    2nd post:

    SNIPERS FOR UNSC: HOW MANY TIMES DO I HAVE TO POINT THIS OUT!?!? YOU PEOPLE ARE TRYING TO TURN THE UNSC AND THE COVENANT IN TO IDENTICAL FACTIONS WITH DIFFERENT SKINS!! No.
    Then, you take things a step further by adding a short ranged counter infantry for cov. Unbelievable.

    Airborne seem redundant. 

     Grizzly an air killer? But... but... how are we meant to kill them then? We can only use vehicles for a neutral matchup at best...
    Covenant don't need an equivalent. The factions are allowed to (and supposed to be) different, something you seem to not have realised.

     There's my disagreements.

    Enjoy. 


    Beware the Australian Fridge

    Veraam:

    One with power = Corruption
    Two with power = War
  •  11-01-2009, 7:08 AM 762397 in reply to 762380

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

    Thank you shadow titan,im glad you like my ideas,as for kevinator,i respect you dont want covi simaliar to unsc but why not, and you will find out later when i do the covi that there not the same but have units with simaliar functions,next you will be telling me unsc cant have marines because the covi have grunts,it doesn't affect the amount of statagy involved.

    leaders were a massive mistake. covi leaders would never be in battles and the arbitier cant kill tanks and planes with energy swords, there rediculous. i would rather a power than a leader,thats my oppinion,yours is different.

    one tech too far ,hows that possible. it hardly makes a difference, just splits uber units from normal units,and adds upgrades.but you are right about turtling,people will still do it, but it would seem pointless because you are all going up tech at same time.oh and every body turtles in HW i play 3v3s on exile without combat until 15 minutes(unless i want a quick game,then i rush).

    RPS is pointless in HW because you have vehicles that counter vehicles, infantry that counter infantry and air that counter air.what the point of it, just build all the counter units and you win,thats HW that your argueing about but the game i was talking about is different,infantry are the most common unit on the battle field, in HW you can have armys of scorps but thats rediculous.you cant in this.you might have only have 3 scorps on the battle field at once,due to the size of there pop but the are still very inportant and can be beat by infantry ,vehicles and air,not just air  mainly, a mixture , which brings unit variety to the battle field.RPS doesnt its the same set of units all the time. RPS probably works else where but why would you what it, its simple and boring.

    everybody likes flood how could you hate them,if halo fans saw a halo game where you can be flood they would buy it instantly.and if you dont like flood dont play the game mode, simple as that.

    you didnt read grizzlys properly because i said they were vehicles(beaten by cobras)and an infantry killer,not better than scorps,and worth 10 pop.so what, buy 7 grizzlys and your pop is full,cobras are 6 and scorps are 8,AT team are 3.work it out, they are dead.if i didnt make this clear enough i am sorry but i thought it was straight forward.

     

  •  11-01-2009, 12:27 PM 762512 in reply to 762397

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

    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.

  •  11-01-2009, 1:42 PM 762561 in reply to 762512

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

    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.

  •  11-01-2009, 1:51 PM 762574 in reply to 762561

    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.
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