Changes to Prometheans

Under the assumption that prometheans return to Infinite what do you guys hope 343i did differently with them?

Same changes that I think might improve battling prometheans:

  • Removing or changing the soldiers’ teleport - Increasing enemy type, design and weapon variety in a way that keeps up the forerunner motif to prevent them feeling boring while also not making them a covenant clone - Reducing the animation/distractfulness of enemy death and promethean weapons (mainly light rifle, incineration cannon, and splinter nade) - Changing the way enemies transport to the fight, the mass teleport feels very lazy and adds to the tediousness of fighting prometheans (This could be done in a variety of ways, two ideas I had were either add a forerunner dropship of some kind, or add/use a Knight like promethean that has multiple orbs/cannisters that hold additional enemies once it reaches the spawn location - this could be interesting because it could allow players to kill the creature before it deploys troops, killing all the troops, or maybe the player could also shoot/break individual cannisters to prevent the troops from spawning when the creature deploys) - Change the way the enemies react to damage so that Prometheans don’t feel like a mass of bullet sponges (maybe show more wear or movement as they get shot?, in general, covenant enemies are very good at this so maybe add similar mechanics to prometheans while still having them feel like a separate enemy type)

I hope they get rid of them all together. It’s like shooting a bunch of tin cans with no personality. The covenant had so much variety and every alien type had different personalities. On top of that you add in the flood and you had tons of variety, different atmosphere - spooky, to mysterious, to sunny - and just far more fun enemies and environments. That being said IF THEY MUST keep the Prometheans I agree with all your suggestions. Really hoping they don’t though.

Change their colour scheme to match Cortana’s since they are now practically under her control. Orange was Didact’s colour.

> 2533274818084099;3:
> Change their colour scheme to match Cortana’s since they are now practically under her control. Orange was Didact’s colour.

I somewhat agree but they might have the forerunner color scheme because the current iteration of cortana was kind of created from the domain where you can argue the true cortana that we knew was destroyed in H4.

Yep, I feel like you nailed the main issues with the Prometheans. I’m in the minority that enjoyed Prometheans in Halo 4, but I still recognize there is a lot that could be done to fix them. Halo 5 felt like a lateral move where the fundamental issues were not addressed and they just introduced new ones.

Changing the way Prometheans react to damage is particularly important. In older Halo games you didn’t need a hitmarker to tell you that you hit your target, you had shield flares and bloodshots(particularly in CE) to tell you that you are doing damage and making a difference. That is one reason I find fighting the Brutes more compelling in ODST compared to Halo 3 is that the much more visible shield flares of ODST Brute was good at indicating that I was doing damage in spite of the fact that the Brutes are objectively more spongy in ODST than in 3.

One of the other major things I would change would be to simply let players carry more ammo. Getting back to the CE levels of ammo, around 11 “mags” worth of ammo for normal weapons and around 5-7 “mags” for more powerful weapons. Other Halo games have had problems with ammo, but the 343 era Halo games are incredibly stingy when it comes to ammo which is a bad mix when combined with spongy enemies and large numbers of enemies. Spongy enemies feel even worse when you have a very limited ammo capacity to start with.

It doesn’t make the game any “easier” when you can carry a decent amount of ammo, it just means fewer contrived reasons to add ammo drops to a particular level. Halo is not a survival game where you scrounge around for ammo, its an action game where you should be unloading tons of rounds not hording it.

> 2533274819446242;5:
> Yep, I feel like you nailed the main issues with the Prometheans. I’m in the minority that enjoyed Prometheans in Halo 4, but I still recognize there is a lot that could be done to fix them. Halo 5 felt like a lateral move where the fundamental issues were not addressed and they just introduced new ones.
>
> Changing the way Prometheans react to damage is particularly important. In older Halo games you didn’t need a hitmarker to tell you that you hit your target, you had shield flares and bloodshots(particularly in CE) to tell you that you are doing damage and making a difference. That is one reason I find fighting the Brutes more compelling in ODST compared to Halo 3 is that the much more visible shield flares of ODST Brute was good at indicating that I was doing damage in spite of the fact that the Brutes are objectively more spongy in ODST than in 3.
>
> One of the other major things I would change would be to simply let players carry more ammo. Getting back to the CE levels of ammo, around 11 “mags” worth of ammo for normal weapons and around 5-7 “mags” for more powerful weapons. Other Halo games have had problems with ammo, but the 343 era Halo games are incredibly stingy when it comes to ammo which is a bad mix when combined with spongy enemies and large numbers of enemies. Spongy enemies feel even worse when you have a very limited ammo capacity to start with.
>
> It doesn’t make the game any “easier” when you can carry a decent amount of ammo, it just means fewer contrived reasons to add ammo drops to a particular level. Halo is not a survival game where you scrounge around for ammo, its an action game where you should be unloading tons of rounds not hording it.

Yeah I hundred percent agree with you. I actually like the intro to prometheans in H4 but I felt like they definitely brought their problems to H5. The relative facelessness/uniformity of the prometheans turns drawn out promethean battles into a slog. It is much less noticeable in warzone because they are so few enemies compared to players, but you can definitely feel it in certain campaign missions in which fighting prometheans just becomes very tedious. It slows down the gameplay and forces players to entrench behind cover in order to survive.

I would love 343 to take a Dead Space approach with the Prometheans. Since they are mostly machine and made of a lot of different parts, dismembering them could spark some cool fights. I imagine fighting a Promethean Knight and you manage to shoot his weapon hand/arm off and the behavior of the Knight goes from passively shooting you to a much more aggressive form where he charges you and attempts to melee you with his other blade arm.

Stuff like that.

Beyond gameplay mechanics I really want them to get an overhaul to their art style. They look cool but they look like they’re supposed to be from another franchise, they just don’t feel like Halo to me.

EDIT: Back to gameplay mechanics, give them more vehicles.

I’d like their visuals to be classic forerunner style. Maybe dark Satanic looking “Corrupted” variants altered by Cortana.

I’d like if the soldiers were a bit weaker and had a more obvious weakness, it would also be neat for the crawlers to get their wall crawling back, other than that I think they’re fine in terms of gameplay. I actually like the art style they have, but I would like their color to match Cortana now, like FatherlyNick mentioned.

i got a,feeling cortana is going to make them your allies to fight the flood/covenant

It seems the Prometheans (and the DeeBees from Gears of War) are empty & shallow in regards to a metallic, robot faction. The enemies need weaknesses or variations to combat, besides a simple point and unload everything into there spongey hitboxes.

I’d revamp them to what they were originally planned to be ‘a faction that hosts mystery and ascends physics’. The faction would feature less like standard builds for a mob faction (ie the Covenant) and more like a party hosting roles in an RPG (ie Tanks, Healers, Wizards, DPS) with intergration as an indentity.

The teleport mechanic used by the prometheans needs to be easily identifiable via a telegraphed visual or audio ques. It can be controllable by the player with the sandbox by how they interact with the information presented in the situation giving strategy and tactics back to the player. The way to do this is simple have your sentinels become mobile portals, where players can kill the Sentinel to slow enemy reinforcements or halt an ambush prior to attack etc.

How to make metallic enemies more damageable? Limb destruction and adaptive combat. As players choose to dismember AI they act accordingly based off whats missing and whats left.

  • No head, blindly combats etc. Possibly friendly fire. - No firearm limb, aggressively rushes player - No leg, an arm reshuffles itself to form a new leg like the Forerunner weapons building itself etc (integration healing)A new mechanic between classes that form a new combined enemy. Like a mini-boss. For example:

  • A Watcher integrates with a Soldier forming a Wizard which is a “magic” user with alot of “spells” like healing, resurrection, gravity portal (Plasma Pistol REQ Tier 3) etc. - A Crawler integrates with two other Crawlers to form a Cerberus which is a hound mini-boss etc. Can flip vehicles with a knockback charge, can howl to become an alpha of a pack of crawlers summon more to the battlefield etc.Weak spots on the enemies featured in Halo 5: Guardians are a start however they are easily weak and no weapons in the sandbox are “easier” for beating the current iteration of Prometheans. We need a “noob combo” for the Covenant for the Prometheans.

New classes would come in like:

  • Soldier - Crawlers - Watcher - Knight - i - Wizard (Angelic Caster) (Soldier + Watcher) - i - Cerberus (3 Headed Hound) (3 Crawlers) - i - Troll (2 Headed mini-boss) (2 Soldiers)Lets try think of more integrations… nameclature should be based off mythical creatures.

Any updates on this thread?

> 2533274873172929;13:
> Any updates on this thread?

What do you mean?

> 2533274889777733;14:
> > 2533274873172929;13:
> > Any updates on this thread?
>
> What do you mean?

I guess he means if there’re new infos about Prometheans in Hi… Like always whenqquestions like this pop up @Syxnrgy, we’ll have to wait till the July event drops. Even than, if they decide to focus on a Covi based enemy faction (Banished or not), we might not even see our “beloved” floaty bits bots.

I want to be able to assassinate knights at full health again. I never liked the addition of soldiers.

Look at my other posts above the ‘any updates’ what are your thoughts with the new changes to Prometheans and sentinels?

they are certainly a little dull in comparison to the best that Halo has offered over the years. Personally I like how the combat plays out in HaloCE with Elites the best but then HaloCE has the best overall feel when it comes to combat compared to all Halo games that followed. Hope Infinite truly goes back to it’s roots in this regard. Maybe even do away with bloody sniper enemy too while you’re at it 343 because they’re not terribly fun in any of the games

> 2533274818084099;3:
> Change their colour scheme to match Cortana’s since they are now practically under her control. Orange was Didact’s colour.

I agree. Give thier internal light effects greens, blues, and purples to differentiate between the level of difficulty/shield strength. Having the green ones more like Minor Elites, The blue ones like like Majors, and the purple one more like Ultras. Maybe a white/gold to emulate Zealots. That way there is a set rank and file among Promethean soldiers.

I think that merging the watchers with the drones/buggers would be a cool aesthetic. Like some sort of unholy union of organic and Promethean tech. Mayne they didnt want to join the Created, and Cortana forced them and turned them into some sort of flying abominations.

The Knights should be used in place of the Hunters, limited in numbers and tough as hell. Itd be cool to see a hunter go toe-to-toe with a knight in some sort of background animation.

Jackals should return as they are but have more differentiation in visuals just to add some depth to game.

Just some thoughts I wanted to add for discussion

> 2533274889777733;1:
> Under the assumption that prometheans return to Infinite what do you guys hope 343i did differently with them?
>
> Same changes that I think might improve battling prometheans:
> - Removing or changing the soldiers’ teleport - Increasing enemy type, design and weapon variety in a way that keeps up the forerunner motif to prevent them feeling boring while also not making them a covenant clone - Reducing the animation/distractfulness of enemy death and promethean weapons (mainly light rifle, incineration cannon, and splinter nade) - Changing the way enemies transport to the fight, the mass teleport feels very lazy and adds to the tediousness of fighting prometheans (This could be done in a variety of ways, two ideas I had were either add a forerunner dropship of some kind, or add/use a Knight like promethean that has multiple orbs/cannisters that hold additional enemies once it reaches the spawn location - this could be interesting because it could allow players to kill the creature before it deploys troops, killing all the troops, or maybe the player could also shoot/break individual cannisters to prevent the troops from spawning when the creature deploys) - Change the way the enemies react to damage so that Prometheans don’t feel like a mass of bullet sponges (maybe show more wear or movement as they get shot?, in general, covenant enemies are very good at this so maybe add similar mechanics to prometheans while still having them feel like a separate enemy type)

I like a lot of this… I don’t think the animations of the lightrifle, cannon, and grenade are super distracting or anything tho, on the contrary I actually like the flash of light when they die, and I also like how to forerunners weapons feel almost alive in the way they vibrate and move sometimes. I 100% agree that they need a better spawning system and the soldiers need a shorter teleport mechanic instead of blasting half way across the map. As for them being bullet sponges, I think pieces of their armor need to break off with every hit, up until the point it completely breaks.