If they make any more “boss fights” like the Lich in Halo 4, then I will be soooo disappointed. Even Scarabs are pretty easy to take down once you know how to do it right, not to mention they stay in pretty much the same spot.
What they need to do is make creative & fun battles. Look at Hunters, even though they’re big push-overs now, they used to be really fun to fight. They were only bullet-sponges if you didn’t have a good aim, and even still that was exciting as you felt like you had to dash between their attacks to get to ammo. Also, there weren’t always a ton of Rocket Launchers around them in previous games, which was great. I remember waiting for them to charge at me, so they would expose their weak spots, (which also weren’t all over their bodies’ before H4)then blasting a few rounds into them and jumping out of the way.
That’s what each boss enemy should be like, fun and challenging to fight. They need to be rather predictable, but also intelligent not using the same trick that just got them or their buddy hurt.
-Giant Red Hunters. They were in Halo Legends, and were one of the few good things that came from it. Adding these would create an incredibly dangerous and Boss Level enemy, while also creating a new CQC/Melee enemy for the first time since Halo 3.
-Sharquoi. Mentioned in Conversations from the Universe, turned out to be the cut Drinol from Halo 2. Since I doubt 343i can use Bungie’s Drinol from Marathon in Halo, just make something really big, terrifying, and alien that the Covenant Remanent found to fight the UNSC.
-Scarab. 'Cause Scarabs. Hopefully they do more than stay in the same area like they do in Halo 3.
-Locust. Like a Scarab, but mini-er.
-Lich. Provided it does more than float and sputter like it does in Halo 4.
-Harvester. Since this moving could very well help players realize the Covenant do more than standing around waiting for Chief to blow their brains out.
-Phantom Gunships like in Halo 2. They would stay after dropping troops off and use their 3 turrets to suppress any players that are moving out in the open on foot, or players hiding inside a structure.
-A group of Enforcers, or something equally terrifyingly deadly that’s Forerunner.
-(Proto)Gravemind. Ideally on a High Charity map, large tentacles would come up from chasms/tunnels attack players, vehicles, and block passageways to other areas.
Seeing as how Innies don’t have great access to technology and that would be limiting; aerial gunships, commandeered/repurposed mechs, and heavy tanks would seem appropriate.
-Modified Gunship. Could be made from a Pelican, but to keep the Innies “fresh” or more distinguishable from the UNSC a new or heavily modified design of another aircraft would be optimal.
-Heavy tank. Larger than a Scorpion and sharing a resemblance to the Grizzly with its additional cannons and firepower.
-Commando unit. A group of highly trained Innie soldiers with advanced weapons/armor. They would avoid direct engagement by keeping distance, use mines, and use stealth/guerrilla tactics to defeat players.