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...