Not sure if 343 has another Content update for Halo 5 up their sleeve but lets hear what the community has in mind for content ideas. Whether it is new armor (armor suits, helmets, visors), new stances and assassinations (hopefully with a preview option), Maps, gametypes and gamemodes, or just mechanical fixes in general list them below.
Here’s a description for an update/content drop that I’d like to see.
Ghosts of Onyx
Armor/Helmets:
-
SPI (Legendary): - Helmet: Semi-Powered Infiltration helmets provide a feed of information similar to their MJOLNIR counterparts at a portion of the cost, making them a prime choice for use by Spartan-IIIs during the Human-Covenant War. - Armor: Upgraded from previous iterations of SPI for compatibility with second generation MJOLNIR, this new version of Semi-Powered Infiltration armor is commonly utilized by Spartan-III operatives that have been integrated into the Spartan branch. - ODST [GEN1] Alpha (Legendary, Mythic): - Helmet: Previously used by Orbital Drop Shock Troopers and Spartans throughout the Human-Covenant War, the ODST helmet has been modernized for use with GEN2 MJOLNIR systems. - Armor: Rated for limited operation in vacuum and capable of protecting its wearer from most small-arms fire, the ODST body armor is popular among the former ODSTs augmented by the Spartan-IV program. - ODST [GEN1] Bravo (Legendary, Mythic): - Helmet: One of many variations on the basic ODST battle dress uniform, the Bravo helmet variant was used by certain Spartan-IIIs during the Fall of Reach, as well as ODSTs aboard the UNSC Forward Unto Dawn at the Ark. - Armor: Based on one version of the ODST BDU, the Bravo armor set is derived from one of two Human-Covenant War-era body armor sets.Emblems:
-
Team Saber (Ultra Rare) - Team Gladius (Rare) - Team Katana (Rare)
Weapons: -
MA5K carbine (Legendary, Level 3): Cut-down version of Misriah Armory’s venerable MA5 series of Assault Rifles. Preferred Assault Rifle of special operations units. - Aggressor Sentinel Beam (Ultra Rare, Level 5): Fitted on a variation of Aggressor Sentinel encountered on Installation 05, this weapon fires a higher intensity beam for increased effectiveness against Flood forms. Features increased damage at the cost of a slightly lower firing duration. - Onyx Sentinel Beam (Legendary, Level 6): High-intensity beam used by specialized Sentinels encountered on the Forerunner Shield World Onyx. Improved anti-armor capability, heat dissipation, and range.Vehicles:
-
APC Warthog (Rare, Level 3): Recovered from Insurrectionist cells, the APC Warthog features an extended chassis to provide more seating space, in addition to the standard mounted machine gun. - Type-26 Banshee: - Type-26A (Rare, Level 6): The first Banshee variation to be cataloged by the UNSC, the Type-26A served within the Covenant fleet as a scout and assault vehicle. Features unlimited boost time, as well as lower reload time for the Fuel Rod Cannon. - Type-26B (Ultra Rare, Level 7): Another variant of the Type-26 model Banshee, the T-26B was used in during the Fall of Reach, as well as post-war by Jul 'Mdama’s Covenant remnant at Requiem. Features unlimited boost time, as well as an upgraded Fuel Rod Cannon that reloads faster and can lock on to both ground and air targets.Maps:
Warzone: -
Confrontation at Onyx: Based on the surface of the Shield World known as Onyx. Includes Sentinels as AI opponents. Some kind of large Forerunner facility as a central base, with UNSC Garages or something as secondary bases. Include an Onyx Sentinel as a Legendary or Mythic bossArena:
-
Currahee: Based off of Camp Currahee as described in Ghosts of Onyx.Notes: ODST [GEN1] Alpha is meant to resemble the ODST armor from Halo 2 Anniversary. Bravo is meant to resemble the variant from Halo 3, ODST, and Reach. Aggressor Sentinel Beam is supposed to be the gold Sentinel Beam from H2. MA5K has a built-in sound suppressor and a scope capable of 2x magnification.Notes: ODST [GEN1] Alpha is meant to resemble the ODST armor from Halo 2 Anniversary. Bravo is meant to resemble the variant from Halo 3, ODST, and Reach. Aggressor Sentinel Beam is supposed to be the gold Sentinel Beam from H2. MA5K has a built-in sound suppressor and a scope capable of 2x magnification.
Spoiler because big text.
I’ve posted this several times before, so some may have seen it already.
> 2533274870717152;3:
> Bayonet assassinations.
>
> Black weapon skins (Example).
I like both of those ideas. Especially the thought of having a less “extra” looking weapon skin.
> 2535437652903765;2:
>
> Here’s a description for an update/content drop that I’d like to see.
>
> _Ghosts of Onyx_Armor/Helmets:
> - SPI (Legendary): - Helmet: Semi-Powered Infiltration helmets provide a feed of information similar to their MJOLNIR counterparts at a portion of the cost, making them a prime choice for use by Spartan-IIIs during the Human-Covenant War. - Armor: Upgraded from previous iterations of SPI for compatibility with second generation MJOLNIR, this new version of Semi-Powered Infiltration armor is commonly utilized by Spartan-III operatives that have been integrated into the Spartan branch. - ODST [GEN1] Alpha (Legendary, Mythic): - Helmet: Previously used by Orbital Drop Shock Troopers and Spartans throughout the Human-Covenant War, the ODST helmet has been modernized for use with GEN2 MJOLNIR systems. - Armor: Rated for limited operation in vacuum and capable of protecting its wearer from most small-arms fire, the ODST body armor is popular among the former ODSTs augmented by the Spartan-IV program. - ODST [GEN1] Bravo (Legendary, Mythic): - Helmet: One of many variations on the basic ODST battle dress uniform, the Bravo helmet variant was used by certain Spartan-IIIs during the Fall of Reach, as well as ODSTs aboard the UNSC Forward Unto Dawn at the Ark. - Armor: Based on one version of the ODST BDU, the Bravo armor set is derived from one of two Human-Covenant War-era body armor sets.Emblems:
> - Team Saber (Ultra Rare) - Team Gladius (Rare) - **Team Katana (Rare)**Weapons:
> - MA5K carbine (Legendary, Level 3): Cut-down version of Misriah Armory’s venerable MA5 series of Assault Rifles. Preferred Assault Rifle of special operations units. - Aggressor Sentinel Beam (Ultra Rare, Level 5): Fitted on a variation of Aggressor Sentinel encountered on Installation 05, this weapon fires a higher intensity beam for increased effectiveness against Flood forms. Features increased damage at the cost of a slightly lower firing duration. - Onyx Sentinel Beam (Legendary, Level 6): High-intensity beam used by specialized Sentinels encountered on the Forerunner Shield World Onyx. Improved anti-armor capability, heat dissipation, and range.Vehicles: - APC Warthog (Rare, Level 3): Recovered from Insurrectionist cells, the APC Warthog features an extended chassis to provide more seating space, in addition to the standard mounted machine gun. - Type-26 Banshee: - Type-26A (Rare, Level 6): The first Banshee variation to be cataloged by the UNSC, the Type-26A served within the Covenant fleet as a scout and assault vehicle. Features unlimited boost time, as well as lower reload time for the Fuel Rod Cannon. - Type-26B (Ultra Rare, Level 7): Another variant of the Type-26 model Banshee, the T-26B was used in during the Fall of Reach, as well as post-war by Jul 'Mdama’s Covenant remnant at Requiem. Features unlimited boost time, as well as an upgraded Fuel Rod Cannon that reloads faster and can lock on to both ground and air targets.Maps:
> Warzone:
> - Confrontation at Onyx: Based on the surface of the Shield World known as Onyx. Includes Sentinels as AI opponents. Some kind of large Forerunner facility as a central base, with UNSC Garages or something as secondary bases. Include an Onyx Sentinel as a Legendary or Mythic bossArena:
> - Currahee: Based off of Camp Currahee as described in Ghosts of Onyx.Notes: ODST [GEN1] Alpha is meant to resemble the ODST armor from Halo 2 Anniversary. Bravo is meant to resemble the variant from Halo 3, ODST, and Reach. Aggressor Sentinel Beam is supposed to be the gold Sentinel Beam from H2. MA5K has a built-in sound suppressor and a scope capable of 2x magnification.Notes: ODST [GEN1] Alpha is meant to resemble the ODST armor from Halo 2 Anniversary. Bravo is meant to resemble the variant from Halo 3, ODST, and Reach. Aggressor Sentinel Beam is supposed to be the gold Sentinel Beam from H2. MA5K has a built-in sound suppressor and a scope capable of 2x magnification.
>
>
> Spoiler because big text.
>
> I’ve posted this several times before, so some may have seen it already.
I’ve seen you post this a couple times! Looks awesome and really hope 343 checks out your ideas. I’ve been wanting sentinel beam variations for awhile.
After watching Gundam Iron-Blooded Oprhans (Yes, I’m a mecha anime nut), I’m in the mood for some armors with a demon motif.
Edit: Nevermind
An HCS FFA playlist!
> 2533274848704527;8:
> An HCS FFA playlist!
Yes that would be great!!
I’d love a assassination called “here catch” were you jump on to your opponents back, back flip off and before they can shoot, you throw a knife at their head
This is what I feel should be improved with a content roadmap if I had the power. Don’t forget that it’s more or less improvement in the Campaign and PvE side of game and not the Multiplayer side. Everything has a focus in Legendary difficulty to make the experience much smoother and a lot more fun.
- The player health and shields should be greatly increased to give more opportunities to move around the map and finding the right angle for the attack. - Covenant Weapons should be slightly more effective against Elite shields but much less effective against player or AI health. A Plasma Pistol overcharged should always take down the shield but the Covenant weapons should not be the main weapon to kill with. - Tracking ability of the Bolt Shot, Suppressor, Hydra Launcher should be reduced to make it possible to dodge the shots more easily. - Accuracy of the enemies should be slightly reduced to make power position more powerful and give more opportunities to get inside of new covers. It would also benefit the player for being in cover and having large portions of the body covered. - Greatly increased ammo capacity in most of the weapons to avoid the situation that you run out of ammo and spend the most time searching for new weapons. An Incineration Cannon can only fire 4 charged up shots before being empty and the rocket launcher can only have 6 shots instead 8 shots. Arena ammo capacity should not be a thing in the campaign because you have to use your weapons a lot more and the game should be designed to be fun and not an ammo searching feast. - Removal of a lot of invisible barriers, soft kill barriers and death barriers to allow more map exploration and make the ground more solid in more places outside the map. Being out of boundaries should be a place to have fun in. If there is for example a cliff in the battle arena, allow the players to be able to go up there in some way or another to see everything from a different angle. These places would also be a great place to hide a lot of secrets. These barriers has killed the potential for exploration because it seems you are allowed to go there but you can’t. - Reduce the health on the Promethean’s to make the easier and faster to kill. These targets have so much health that it feels like a waste of ammo to shot at them. 1 map with a BR is required to kill something as simple as a Soldier or a half mag of the Light Rifle which is designed to be effective against them. - Reduce the melee speed of all the enemies to make it possible to dodge them if you wish or even to go in a melee battle without instant death. - Friendly Spartan AI should be more effective to kill potential targets and more effective to use the weapon they do have at that current time. They should also not be able to change to there original weapon. - Make it possible to switch weapons with the Spartan AI’s but picking up the weapons and switch with our own weapon by clicking X like in Halo 2, Halo 3, Halo, Reach and Halo 4 to give more control what the friendly spartans do have. - Make the friendly Spartans have slightly more health and stronger shields. - Removal of the revive mechanic or a nerf of it to make survival a bigger part of the game. - Warden Eternal nerf to make the shoots it fires much less powerful or removed completely. The Warden has a Sword which means it’s a melee enemy but then it can 1 shot the player instantly. The Black Hole has for example insane tracking which means it’s near impossible for it to miss which means the only way to avoid it is to get inside of cover which is not possible all the time. The primary firing mode should also be nerfed by removing by reducing the damage so the Warden is most deadly in close quarter not as big of a deal in long range combat. - Make enemies with heavy weapons have reduced melee powers to make the a weaker target in short range which would meant that close quarter combat would be more effective in Legendary. - Allow option to watch cutscenes in Score Attack with an ability to skip them. - Make it possible to save checkpoint from score attack for player that only want the score to compare performance or to see what destruction they have made in the mission but still be able to continue. - Make it possible to skip the cutscenes when score attack is not played so we don’t have to watch them a million of times. - Remove most of the unnecessary quick time events because they do only slow down the mission. It would be great if there was and option to turn off quick time events all together. I have seen them way too many times. The ending for example is a super long quick time event and in the Battle of Sunaion, there are a lot of quick time events when the guardian makes destruction which shouldn’t be necessary to see all the time. All of them slow down the mission when you are in the middle of it. - Make Hunter melee speed and projectile speed reduced to make it possible to either fight them in close quarter combat or long range. - Remove the power of the Hunters to make Grenades thrown at them fly away. - Add a distinct sound of Suicide Grunts to make it easy to hear when they are coming. - Make Plasma Grenades and Frag Grenades more powerful in the campaign by increasing there splash radius and damage to make them more useful in combat. - Make shockwaves from explosion move the player from the explosion like with grenades in previous Halos to make it possible to move creates with them or block a passage by throwing grenades at a nearby crate. - Change the properties of the blind skull to remove all UI elements like before but possible to see your weapon and your body so it’s not a flying camera (shoutout to Mythic Tyrant for bringing up this suggestion) - Make fully working campaign theater to make it possible to analyze death or the battle. It would also make it possible to see where the enemies spawn and when. Finally it would greatly improve the situation for Machinima creators by being able to see the campaign environment from a different angle and doing acts. - More skulls or custom options to customize the campaign just for pure fun. Halo 2A is a huge success because you can choose between a wide selection of skulls to make the campaign harder/easier or changing it altogether. - Make it possible to pick up the Hunter arm from dead hunters which got introduced in one of the content updates for a new power weapon. - Greatly reduce the ability for Soldiers to teleport and make the Soldiers that do use the teleport ability super weak for damage which teleporting. - Tone down the power of the Machine Gun Turret, Gauss Turret, Rocket Turret and Plasma turret to make then unable to kill the player instantly or make the shoots slower to make it possible to dodge them. In Evacuation before you get to the elevator, these turrets will 1 shot you and the soldiers will use them. This limits the movement options to player can use. - Reduced amount of cannon fodder type enemies to make them unable to slow down the battle too much. - Remove unlimited enemy spawns in form of Soldiers and Crawlers in the first Warden Fight to make it less frustrating and more of a learning experience. The best would be if the Warden was completely alone.
This list could have been a decent amount of longer but then, my fear would be the character limit.
Something with Pheatons
> 2535469120778295;11:
> This is what I feel should be improved with a content roadmap if I had the power. Don’t forget that it’s more or less improvement in the Campaign and PvE side of game and not the Multiplayer side. Everything has a focus in Legendary difficulty to make the experience much smoother and a lot more fun.
> - The player health and shields should be greatly increased to give more opportunities to move around the map and finding the right angle for the attack. - Covenant Weapons should be slightly more effective against Elite shields but much less effective against player or AI health. A Plasma Pistol overcharged should always take down the shield but the Covenant weapons should not be the main weapon to kill with. - Tracking ability of the Bolt Shot, Suppressor, Hydra Launcher should be reduced to make it possible to dodge the shots more easily. - Accuracy of the enemies should be slightly reduced to make power position more powerful and give more opportunities to get inside of new covers. It would also benefit the player for being in cover and having large portions of the body covered. - Greatly increased ammo capacity in most of the weapons to avoid the situation that you run out of ammo and spend the most time searching for new weapons. An Incineration Cannon can only fire 4 charged up shots before being empty and the rocket launcher can only have 6 shots instead 8 shots. Arena ammo capacity should not be a thing in the campaign because you have to use your weapons a lot more and the game should be designed to be fun and not an ammo searching feast. - Removal of a lot of invisible barriers, soft kill barriers and death barriers to allow more map exploration and make the ground more solid in more places outside the map. Being out of boundaries should be a place to have fun in. If there is for example a cliff in the battle arena, allow the players to be able to go up there in some way or another to see everything from a different angle. These places would also be a great place to hide a lot of secrets. These barriers has killed the potential for exploration because it seems you are allowed to go there but you can’t. - Reduce the health on the Promethean’s to make the easier and faster to kill. These targets have so much health that it feels like a waste of ammo to shot at them. 1 map with a BR is required to kill something as simple as a Soldier or a half mag of the Light Rifle which is designed to be effective against them. - Reduce the melee speed of all the enemies to make it possible to dodge them if you wish or even to go in a melee battle without instant death. - Friendly Spartan AI should be more effective to kill potential targets and more effective to use the weapon they do have at that current time. They should also not be able to change to there original weapon. - Make it possible to switch weapons with the Spartan AI’s but picking up the weapons and switch with our own weapon by clicking X like in Halo 2, Halo 3, Halo, Reach and Halo 4 to give more control what the friendly spartans do have. - Make the friendly Spartans have slightly more health and stronger shields. - Removal of the revive mechanic or a nerf of it to make survival a bigger part of the game. - Warden Eternal nerf to make the shoots it fires much less powerful or removed completely. The Warden has a Sword which means it’s a melee enemy but then it can 1 shot the player instantly. The Black Hole has for example insane tracking which means it’s near impossible for it to miss which means the only way to avoid it is to get inside of cover which is not possible all the time. The primary firing mode should also be nerfed by removing by reducing the damage so the Warden is most deadly in close quarter not as big of a deal in long range combat. - Make enemies with heavy weapons have reduced melee powers to make the a weaker target in short range which would meant that close quarter combat would be more effective in Legendary. - Allow option to watch cutscenes in Score Attack with an ability to skip them. - Make it possible to save checkpoint from score attack for player that only want the score to compare performance or to see what destruction they have made in the mission but still be able to continue. - Make it possible to skip the cutscenes when score attack is not played so we don’t have to watch them a million of times. - Remove most of the unnecessary quick time events because they do only slow down the mission. It would be great if there was and option to turn off quick time events all together. I have seen them way too many times. The ending for example is a super long quick time event and in the Battle of Sunaion, there are a lot of quick time events when the guardian makes destruction which shouldn’t be necessary to see all the time. All of them slow down the mission when you are in the middle of it. - Make Hunter melee speed and projectile speed reduced to make it possible to either fight them in close quarter combat or long range. - Remove the power of the Hunters to make Grenades thrown at them fly away. - Add a distinct sound of Suicide Grunts to make it easy to hear when they are coming. - Make Plasma Grenades and Frag Grenades more powerful in the campaign by increasing there splash radius and damage to make them more useful in combat. - Make shockwaves from explosion move the player from the explosion like with grenades in previous Halos to make it possible to move creates with them or block a passage by throwing grenades at a nearby crate. - Change the properties of the blind skull to remove all UI elements like before but possible to see your weapon and your body so it’s not a flying camera (shoutout to Mythic Tyrant for bringing up this suggestion) - Make fully working campaign theater to make it possible to analyze death or the battle. It would also make it possible to see where the enemies spawn and when. Finally it would greatly improve the situation for Machinima creators by being able to see the campaign environment from a different angle and doing acts. - More skulls or custom options to customize the campaign just for pure fun. Halo 2A is a huge success because you can choose between a wide selection of skulls to make the campaign harder/easier or changing it altogether. - Make it possible to pick up the Hunter arm from dead hunters which got introduced in one of the content updates for a new power weapon. - Greatly reduce the ability for Soldiers to teleport and make the Soldiers that do use the teleport ability super weak for damage which teleporting. - Tone down the power of the Machine Gun Turret, Gauss Turret, Rocket Turret and Plasma turret to make then unable to kill the player instantly or make the shoots slower to make it possible to dodge them. In Evacuation before you get to the elevator, these turrets will 1 shot you and the soldiers will use them. This limits the movement options to player can use. - Reduced amount of cannon fodder type enemies to make them unable to slow down the battle too much. - Remove unlimited enemy spawns in form of Soldiers and Crawlers in the first Warden Fight to make it less frustrating and more of a learning experience. The best would be if the Warden was completely alone.This list could have been a decent amount of longer but then, my fear would be the character limit.
I feel like this list kind of defeats the purpose of legendary.
> 2533274846891077;13:
> > 2535469120778295;11:
> > This is what I feel should be improved with a content roadmap if I had the power. Don’t forget that it’s more or less improvement in the Campaign and PvE side of game and not the Multiplayer side. Everything has a focus in Legendary difficulty to make the experience much smoother and a lot more fun.
> > This list could have been a decent amount of longer but then, my fear would be the character limit.
>
> I feel like this list kind of defeats the purpose of legendary.
The Legendary experience and the Campaign experience in Halo 5 isn’t as dynamic as it could be. There are pretty much no other options other than to use a mid to long range weapon and stay in a long distance. Also, because how the campaign is made will make the advertised spartan mechanics completely useless. It has gone so far that during a ground pound, you can get hit by a melee strike from the soldier in the sky. That shows how fast the melee strikes are.
Try to play the Campaign on Legendary and try to find unavoidable deaths are so narrow paths that you cannot get nowhere because you would die instantly. I myself would like to see a Campaign where the player isn’t the dependent on the revive mechanics at all. It’s better to make a difficulty designed around not having the revive mechanic.
> 2535469120778295;14:
> > 2533274846891077;13:
> > > 2535469120778295;11:
> > > This is what I feel should be improved with a content roadmap if I had the power. Don’t forget that it’s more or less improvement in the Campaign and PvE side of game and not the Multiplayer side. Everything has a focus in Legendary difficulty to make the experience much smoother and a lot more fun.
> > > This list could have been a decent amount of longer but then, my fear would be the character limit.
> >
> > I feel like this list kind of defeats the purpose of legendary.
>
> The Legendary experience and the Campaign experience in Halo 5 isn’t as dynamic as it could be. There are pretty much no other options other than to use a mid to long range weapon and stay in a long distance. Also, because how the campaign is made will make the advertised spartan mechanics completely useless. It has gone so far that during a ground pound, you can get hit by a melee strike from the soldier in the sky. That shows how fast the melee strikes are.
>
> Try to play the Campaign on Legendary and try to find unavoidable deaths are so narrow paths that you cannot get nowhere because you would die instantly. I myself would like to see a Campaign where the player isn’t the dependent on the revive mechanics at all. It’s better to make a difficulty designed around not having the revive mechanic.
I’ve beaten every Halo campaign on legendary with not much issue if you think halo 5 has unavoidable deaths then I’m not sure how much halo you have actually played. H2 was almost impossible. I don’t disagree with everything you are saying but what you are suggesting with make legendary missions too easy to accomplish.