Changes to the Forerunner enemies?

Anyone? Anyone?
I know it was 343’s first game, and introducing new enemies was a good idea. But I hated the Forerunner’s in Halo 4. Their weapons and armor were very strong (which may be expected them being superior) but that combo made them overpowered. Which I wouldn’t have minded, if they didn’t run away and regenerate. This made them very aggravating to fight and not in a good way at all. You sink a clip and a half into a knight on solo legendary and the pansy just teleports away and regenerates. It’s annoying and stupid honestly. I hated them. They were good in concept but very annoying and stupid in game, it really ruined the campaign for me. They were terrible. I really don’t want them in Halo 5 or in the future of Halo, unless major changes were made to them. Frankly maybe just even if they weren’t such pansies running away all the time. They just ruined things for me. They weren’t fun to fight at all. And they weren’t challenging because they were just overpowered pansies. Does anyone agree? <mark>I’d rather have the flood over those guys anyday. ANYDAY.</mark> I would just hate to see them in the future of Halo without serious changes. Do you guys agree? Or have any suggestions to make them better enemies?

Swap the teleporting out with that crazy “charge” the knights sometimes use (Which looks kinda awesome IMO) and that’s a good start right there.

But yeah, more dynamic interaction would be nice. Less of the ‘Bullet Sponges that move and shoot’ and more of the ‘Using tactics to outsmart and defeat them’.

I enjoyed their look and style, but for me they weren’t any different than the Covenant I’d been killing for a decade, and that’s mostly due to the structure of the game. I can’t stand the enemies arriving via dropship and the like anymore. I just want a different style of enemy encounter altogether, don’t really care who the enemy is.

I agree. A charge would be better than the teleport. I’d like that. It’d be a step in the right direction.

> I enjoyed their look and style, but for me they weren’t any different than the Covenant I’d been killing for a decade, and that’s mostly due to the structure of the game. I can’t stand the enemies arriving via dropship and the like anymore. I just want a different style of enemy encounter altogether, don’t really care who the enemy is.

I did enjoy the new encounters as well, but once in combat it really ruined the campaign for me. The combat is all that needs to be improved.

> I agree. A charge would be better than the teleport. I’d like that. It’d be a step in the right direction.

The charge from what I can see they wouldn’t use often, but I saw it happen mid-combat in most cases and generally only from a distance. They’d zip over to you in a zig-zag motion and in a blur then take a nasty swing at you. I don’t think I’ve ever survived that attack on Legendary and it’s quite the brutal experience on Heroic. Pretty hard to dodge as well - at least in my experiences.

I may be wrong, but I don’t think they ever use it to enter combat but only do so as a killing blow of sorts while in combat. Still, it’s cool to watch them perform it!

The Prometheans need some changes.

I know that several people in the past have commented on what bullet sponges the Knights were and I’m inclined to agree given my Legendary playthrough. The Teleport escape on top of that is just needless added frustration.

Ideally what should have happened was that combat became more reactionary, and thus exciting, based on how the units reacted to you.

Assuming a mixed group of Knights, Watchers and Crawlers. When you engage the Knight attacks first with a Charge, after the initial engagement you retreat to cover and the Crawlers catch up and engage. Alternatively the Knight could send the Crawlers at you while pinging you from a distance with ranged weapons, using Teleport to quickly move into better firing positions (this should have been how Teleport was used instead of the escape button it actually was). Meanwhile the Watchers provide aerial fire support, and protection from bullets or grenades.

Speaking of the Watchers: There was arguably a lack of enemies and the Jack of all Trades Watchers didn’t help. Some of their functionality was completely lost. They actually could charge their Boltshots. The only time I even saw that was during on SpOp mission when there’s a billion of them in the air. I never saw it outside of that mission though.

Watchers should have been split into three distinct units. Ranged units to float around pinging you to invalidate cover Rushers to try and get you with a charged shot or just shoot you aggressively, and Support to cast shields, catch grenades, and spawn turrets.

Yeah. I don’t think Knights should ever teleport out of your view after combat has started. It just ruins things, it’s cowardice, and breaks up gameplay. So I agree. I agree with most of that. However I don’t enjoy the watchers that are at a distance sniping, because they fly around and they have binary rifles don’t they? But otherwise yeah. Watchers overcharging their boltshots and diving at you would be interesting.

I think they are an entertaining enemy. The “OP-ness” made them superior and that’s one of the reasons why I like them.

They don’t even teleport that far away. I most of the times see them on the radar when they teleport to safety and just sprint there and kill it.
And before anyone tells me that it is impossible to sprint there because of Crawlers and Watchers, they are already dead at that point.

But I agree on one thing. They could have more strategies to use.

I like it that at least one enemy is not a “fair fight”, meaning that they have others to shield them, revive them and teleporting once or twice away from danger.

I really enjoyed learning to fight this new threat. They added a dynamic, synergistic aspect to the game that made you have to prioritize in new ways. Also, if you are finding them difficult on Legendary, try AI-modifying skulls like “Catch.” LASO would not be possible-I feel-without the catch skull. When the knights pause to launch a grenade, that presents a good time to circle them and beat them down. Also, the suppressor works remarkably well against watchers at close range with disciplined pulsing of the trigger.

Enough of strategy for now, lol. I do want to see them evolve, just as the Covenant have. Further diversification of their tactics and arsenal would only serve to further diversify the experience and make every play-through that much more unique. Perhaps add in another class of Promethean? They could bring back the sentinels as well. There is already a wide array of sentinels at their disposal to manipulate as they please. Some Onyx-esque sentinels would be formidable enough to be their own enemy class! Perhaps weaken the Knights a tad and incorporate a new class where two knights, or a knight and two-three crawlers, fuse together to present a new tank-class.

Bottom line: There are an infinite number of ways to diversify the things we like to shoot. I have great faith in 343I’s passion for Halo and that they will continue to experiment and expand the enemies we face. How they do it will certainly be a surprise, of that I’m sure!

I felt fighting them was to formulaic…

Mow down the Crawlers
Take out the Watchers
Move onto the Knights

Every time the same, there was little to no variance in their strategy.

Make them smart, like the Covenant was before we all got used to it

> I think they are an entertaining enemy. The “OP-ness” made them superior and that’s one of the reasons why I like them.
>
> They don’t even teleport that far away. I most of the times see them on the radar when they teleport to safety and just sprint there and kill it.
> And before anyone tells me that it is impossible to sprint there because of Crawlers and Watchers, they are already dead at that point.
>
> But I agree on one thing. They could have more strategies to use.
>
> I like it that at least one enemy is not a “fair fight”, meaning that they have others to shield them, revive them and teleporting once or twice away from danger.

There are many enemies that are more powerful than the player. Like Hunters. Especially multiple hunters. I have no problem with a new variant of Knight that is Highly Over powered to mix things up and create a challenge (such as the golden elite, or spec ops elites). But for every knight to be overpowered, and the fact that they run away and hide, its just a bit gamebreaking to me. I understand not everyone agrees, and that this is all of ours as a series, but I just want you to see it from my perspective. And for me they don’t always teleport somewhere on my radar, sometimes they teleport far away. This is a factor that may vary and be different for everyone. And don’t forget Knights can summon Watchers, which can revive knights, and summon crawlers. This happens alot in my playthroughs. If anything the whole summoning crap should be cut.

There are a few changes I would recommend to the existing ones. But they definitely didn’t ruin the game. They were fun and challenging, really the biggest change I’d like to see is more different kinds of prometheans, and more interesting weapon types.

Changes to the one that exist though? Well there are just a few, I’d like it if the Watchers were capable of periodically protecting eachother with Hardlight Shields, but they can’t protect a Watcher who is protecting another one, charging their boltshot, or carrying a grenade. This would make fighting them slightly more dynamic, and far more interesting than when they “run away”, as you could use one watcher to distract another and take him out while he’s busy guarding the first one you pot-shot at.

I’d also like it if you had more time to harm a Knight when they are trying to teleport, and because of this, didn’t teleport unless they have some distance between you, or are behind cover. It takes them kind of a long time to complete a full teleport, and it’d be nice if they were vulnerable while doing so.

Those are just changes I’d make to make them a little bit easier/more dynamic to fight. In terms of making them a little bit more challenging, I’d like to see them fight alongside Sentinels in Halo 5: Guardians. Including those big hulking Enforcers. The Watchers didn’t fill my “Air Unit” thirst in Halo 4, the lack of any Sentinels was saddening, and they could help round out the Forerunner enemy sandbox a lot better (bringing back the Sentinel Beam, and possibly being able to salvage the Enforcer’s Mortar Launcher would add to the Forerunner weapon sandbox too)

The only other new form I’d suggest trying out, is a Mobility-class Knight, a Knight that is slimmer, without all the bulk, and has a frame more reminiscent of a Forerunner Warrior-Servant. They would move faster than Knights, something more akin to an Elite Ultra from Halo 2. They wouldn’t be incredibly numerous, swarming the player, as Crawlers. They would instead be like fast, agile, deadly Knights, attacking alone or in small groups mixed with other kinds of Knights. They can’t deploy their own Watchers or Sentry Turrets, and they focus more on dodging and moving to avoid dying than Teleporting. They should also dual-wield Suppressors instead of wielding one gun with a Sword, and avoid Melee combat as much as possible.

I love the Forerunner classes, besides the Watchers (something about the Bugger-esque tactics and the “double-circle-wing” visual turn me off). As far as flying enemies go, I’d rather fight Sentinels.

I would like to see a heavy-class, something akin to a Forerunner Hunter.

Knights are practically perfect because they’re so tough. They’re a big target on the battlefield, but their abilities balance them to be just difficult enough to fight: shields, pulse grenade launchers, teleportation, Watcher spawning, regeneration, the “charge”, Promethean vision… everything a Forerunner warrior should bring to the table.

Just like when Spartan Thorne describes the Knights as “hard light and battle armor” wrapped up into a murderous AI enemy. Any easier, and they wouldn’t inspire fear.

Especially Battlewagons. When a Knight Battlewagon rolls into battle it’s an awesome sight.

Honestly, the Prometheans need to be a lot more “Ancient warrior”, going in close and teleporting out if need be.

The Watchers are an annoyance. Not much enemy. I’ve never seen a watcher and thought, “Oh crap”. They need a buff to damage.

Crawlers were a nice idea. However, they need, again, a buff to damage. And something to make them actually a threat. Maybe a crawler variety that has an Incineration Cannon?

also, redesign the promethean enemies to look like these

EDIT: Also, it would be cool if Knights could launch into the air and slam down.

> > I think they are an entertaining enemy. The “OP-ness” made them superior and that’s one of the reasons why I like them.
> >
> > They don’t even teleport that far away. I most of the times see them on the radar when they teleport to safety and just sprint there and kill it.
> > And before anyone tells me that it is impossible to sprint there because of Crawlers and Watchers, they are already dead at that point.
> >
> > But I agree on one thing. They could have more strategies to use.
> >
> > I like it that at least one enemy is not a “fair fight”, meaning that they have others to shield them, revive them and teleporting once or twice away from danger.
>
> There are many enemies that are more powerful than the player. Like Hunters. Especially multiple hunters. I have no problem with a new variant of Knight that is Highly Over powered to mix things up and create a challenge (such as the golden elite, or spec ops elites). But for every knight to be overpowered, and the fact that they run away and hide, its just a bit gamebreaking to me. I understand not everyone agrees, and that this is all of ours as a series, but I just want you to see it from my perspective. And for me they don’t always teleport somewhere on my radar, sometimes they teleport far away. This is a factor that may vary and be different for everyone. And don’t forget <mark>Knights can summon Watchers, which can revive knights, and summon crawlers. This happens alot in my playthroughs. If anything the whole summoning crap should be cut.</mark>

Actually, I quite like the whole army spawning from almost nothing. Kinda reminds me of the greek myth of Cadumus sowing the dragon’s teeth into the ground.

> Enough of strategy for now, lol. I do want to see them evolve, just as the Covenant have. Further diversification of their tactics and arsenal would only serve to further diversify the experience and make every play-through that much more unique. Perhaps add in another class of Promethean? They could bring back the sentinels as well. There is already a wide array of sentinels at their disposal to manipulate as they please. Some Onyx-esque sentinels would be formidable enough to be their own enemy class! Perhaps weaken the Knights a tad and incorporate a new class where two knights, or a knight and two-three crawlers, fuse together to present a new tank-class.

That would be cool. Maybe a Watcher becoming a jetpack, a knight splits in Half to become the arms, crawlers would merge with the legs…

And now if feels like we’re speaking about Transformers…

:expressionless:

I liked them but there wasn’t enough variety of them like the Covenant, add more and I’m one happy Spartan

I’d like to fight the Prometheans how ever I want, whenever I want. Not focus on boring watchers 1st.

I like the Zigzag motion, but that rarely happens. I don’t know what 343 has in store for us, but I hope their fighting sequence is truly refreshing.

> > > I think they are an entertaining enemy. The “OP-ness” made them superior and that’s one of the reasons why I like them.
> > >
> > > They don’t even teleport that far away. I most of the times see them on the radar when they teleport to safety and just sprint there and kill it.
> > > And before anyone tells me that it is impossible to sprint there because of Crawlers and Watchers, they are already dead at that point.
> > >
> > > But I agree on one thing. They could have more strategies to use.
> > >
> > > I like it that at least one enemy is not a “fair fight”, meaning that they have others to shield them, revive them and teleporting once or twice away from danger.
> >
> > There are many enemies that are more powerful than the player. Like Hunters. Especially multiple hunters. I have no problem with a new variant of Knight that is Highly Over powered to mix things up and create a challenge (such as the golden elite, or spec ops elites). But for every knight to be overpowered, and the fact that they run away and hide, its just a bit gamebreaking to me. I understand not everyone agrees, and that this is all of ours as a series, but I just want you to see it from my perspective. And for me they don’t always teleport somewhere on my radar, sometimes they teleport far away. This is a factor that may vary and be different for everyone. And don’t forget <mark>Knights can summon Watchers, which can revive knights, and summon crawlers. This happens alot in my playthroughs. If anything the whole summoning crap should be cut.</mark>
>
> Actually, I quite like the whole army spawning from almost nothing. Kinda reminds me of the greek myth of Cadumus sowing the dragon’s teeth into the ground.

Well I thought it was cool until I was playing Legendary and Watchers kept popping out of knights and started resurrecting and bringing more enemies in. It can just be really annoying at the higher difficulty levels when playing alone. If that was cut from solo legendary I’d be fine with it. I was just saying all these things together need to be cut back on. Maybe just have a class of promethean knights that do it and the others don’t. That way you could key on the one’s that spawn when playing solo legendary. Or something…