A Few Suggestions for Halo 5

Now I LOVED Halo 4. But this, this bothers me. It started back in Reach, when some combat decisions were made for enemies that frankly, drive me up the wall. Here are some things you should change 343i.

  1. Enemies don’t shoot at the same rate as you:

Boot up Halo 4 and go up against an Elite with a Storm Rifle. This Elite will shoot in bursts. An online player would shoot it full bore or in intelligent bursts, the Elite will most likely have poor aim. This is not ok, most of the time it makes Elites not threatening except on higher difficulties. If I can pull the trigger superfast, so should a Covenant soldier.

  1. Enemies don’t shoot unless you’re in a certain range.

I’ve run across numerous situations where I am just sitting on a cliff picking off the Covenant’s finest, but they’re not shooting back. I’m in range, but because of the way they are programmed they’re just sitting there, moving left and right in an attempt to dodge me. This is an immersion breaker and horrible.

  1. Make me afraid of enemies again. Innovative new game-play behavior.

Hunters should advance like tanks, Promethean crawlers should use walls in unique and cool ways, grunts should attack me in waves. Make me afraid of enemies again 343i. When I see a grunt I should go, “Ha, it’s a grunt.” When I see 50 grunts I should go, “Oh no.”. When I see a Promethean Battlewagon I should drop my controller and jump out a window.

Just some tips, with much love!

~SPRK

Feel free to add anything anybody!!!

I agree with OP totally. Halo 4 was too easy…

Also what about some command system? So we can order a limited marine not to touch the Warthog we are going to need soon. I hate it when they just drive it like maniacs and get the vehicles destroyed.

> Now I LOVED Halo 4. But this, this bothers me. It started back in Reach, when some combat decisions were made for enemies that frankly, drive me up the wall. Here are some things you should change 343i.
>
> 1. Enemies don’t shoot at the same rate as you:
>
> Boot up Halo 4 and go up against an Elite with a Storm Rifle. This Elite will shoot in bursts. An online player would shoot it full bore or in intelligent bursts, the Elite will most likely have poor aim. This is not ok, most of the time it makes Elites not threatening except on higher difficulties. If I can pull the trigger superfast, so should a Covenant soldier.
>
> 2. Enemies don’t shoot unless you’re in a certain range.
>
> I’ve run across numerous situations where I am just sitting on a cliff picking off the Covenant’s finest, but they’re not shooting back. I’m in range, but because of the way they are programmed they’re just sitting there, moving left and right in an attempt to dodge me. This is an immersion breaker and horrible.
>
> 3. Make me afraid of enemies again. Innovative new game-play behavior.
>
> Hunters should advance like tanks, Promethean crawlers should use walls in unique and cool ways, grunts should attack me in waves. Make me afraid of enemies again 343i. When I see a grunt I should go, “Ha, it’s a grunt.” When I see 50 grunts I should go, “Oh no.”. When I see a Promethean Battlewagon I should drop my controller and jump out a window.
>
> Just some tips, with much love!
>
> ~SPRK
>
> Feel free to add anything anybody!!!

  1. There was a skull for that in Halo 2 and it made cover even more crucial. Absolutely disgusting, it should be an option, not forced on us.

  2. I know from modding Halo PC that it just wouldn’t work. It’d also look pretty silly. Most of the AI in CE had settings that made them fight up close, that was frenetic. If they all had absurd desired combat range and firing range, we’d have battles that would take forever, with a lot of missed shots (unless their accuracy was buffed immensely but that wouldn’t be fun).

Giving enemies rifles and snipers is good enough, just make them switch between several sniping positions.

  1. Absolutely.

All they did for the Covies was improve flanking. To be honest, it’s kind of lame being outflanked because your positioning dictates where they will go. It’s still obvious like it was in Reach, my immersion is broken in an instant. But I liked how the Elites in Reach were constantly on the move. CE Elites were also strafing.

What Halo 4 needs is moving enemies.

The so-called Zealot snipers challenge on Requiem just has them go to one location and stay there most of the time. The so-called Battlewagon challenge on Forerunner just has them flanking all the time. The so-called 6 Knights challenge on Midnight just has a bunch of Knights spamming grenades and being easy targets for an Incineration Cannon.

And of course, the various Hunter encounters just has them camping. They don’t mind incoming vehicles, they don’t mind the death of their bond brother. They just fight independently.

But not too fast. The Knight’s bullet sponge nature becomes most evident when you get them to berserk and charge at you. I used up an entire clip of the Scattershot, I used a charged Boltshot. Absolutely worthless. I had to use the Suppressor to achieve a kill.

I would like all of the units to behave differently.

I want the Elites to behave like 300 Sparta soldiers who live to kill.

The Hunters should act like mobile walls, that force you into the corner with their massive strength, size, and firepower.
Also, when one Hunter dies, the other should become much more aggressive.

Grunts need to learn to let the Elite take the fire while they attack from other angles.

The Jackals roles need to be better emphasized.
They need to use their shields to protect fellow Covenant, not just themselves.

I also want the Drones to return, and be just as quick and confusing as before.

See what I mean?

AAs:
Add some new options and tweak the existing ones. Let the Hardlight Shield use a pistol-class weapon if the player has one so he’s not totally defenseless, but remove scope or charge shot when used in this way. If testing proves this is a little -too- useful, reduce the shield’s duration or damage absorption and see how that goes. Give the Thruster Pack some more range or at least the ability to use it twice before recharge, or combine it with the Jet Pack and make a Jump Jet AA where the player shoots upwards and in the direction their stick is pointed so they get this sort of arcing super-jump thing. Make Active Camouflage (plus maybe Armor Lock or a new AA of some kind) the equivalent of a “power” AA, you can pick it up off an ordnance and use it, but once it’s used you swap back to your armor’s standard one. All AAs have a distinct visual signal on the armor such as a field generator on the Hardlight Shield’s forearm or the visible pack on the Jet Pack, allowing reconnaissance work to identify player AAs for their teammates.

Ordnance:
Map ordnance works functionally in the same way Halo CE-3 spawns did: weapons drop in set locations at set intervals. Personal ordnance should drop the player’s starting loadout weapon (to refill ammo/swap with a picked up map weapon), two grenades of the player’s choice (selected on loadout), and either the speed boost, overshield or damage boost powerups (random, but priority given to one of the player’s choice).

Loadouts:
Allow one automatic weapon and one mid-range precision weapon (BR, CC, mid-range equivalent to LR) from each tech type (Human/Covenant/Forerunner) as selectable options, and allow the player to choose from the three pistols as sidearms. Players start with 2x frag, but can select what their ordnance drops for them and get others off the map/dead enemies. Players get their choice of standard-level AA and can give one of the three powerups priority (effectively: when one is selected, it has a 50% chance of being dropped, while the other two have a 25% chance). Steamline tactical/support package options to be thematic to character playstyles (Grenadier allows 3x grenades of each type to be carried and reduces explosive damage taken from indirect hits, Stealth as it is, et cetera).

Weapons:
Boltshot now functions like a two-shot mauler. Long range precision weapons (DMR, LR, Needle Rifle) spawn on maps like other weapons such as Needler and SAW do. Remove aim assist and magnetism from hitscan weapons. Add “emergency” automatic weapons (Plasma Rifle, SMG, Forerunner equivalent) that aren’t very effective but are dropped more regularly and in more places than other weapons. Grenades shot in midair or on the ground explode instantly. Weapons possess weapon bloom in unscoped fire to reduce spam accuracy, replace with gun jump (see Halo 4 BR) in scoped fire modes.

I have a few more ideas, but these three categories IMO speak about the larger concerns of most players that Bungie hasn’t already addressed like the lack of close-range maps.

EDIT: To clarify on the concept of “Power AAs”, these would be in map ordnance much like how oldschool equipment and powerups spawned on the map.

I forgot to specify but…

This thread is only for suggestions related to the enemies in Halo 5. Not to Halo 5 in general. Sorry last poster!!!