> 2533274874666546;40:
> I think a cool idea would be to have your own customizable as a “hero” Unit (Possibly being able to import your Halo 5 SPARTAN-IV in), much like the spartans/Forge in the first game. Being able to have that one unit that is unique to you could be a really cool idea if at all possible. Of course, this idea would probably only be applicable in multiplayer, and not so much in the campaign unless they planned in a character much like Noble-6 from Halo Reach.
You should probably state this in a few more threads… Make sure everyone knows how you feel about a customizable Hero Spartan
What i would like to see in HW2 is in multiplayer we have like a custom army option, like the creative color system in dawn of war 2 and the unique units in CoH.
Imagine like you can individually customize your army like everytime you level up you get points to upgrade them (Light infantry can start with smgs and upgrade to assualt rifles, Heavy can upgrade from assualt or battle rifles to the heavy machinegun in halo 4, Snipers/Marksmen from Dmrs to Snipers, Scorpions could be equiped with a longer barrel or support being able to support carrying infanty and so on) In game upgading like this is also acceptable however like further in depth (hw had something similar, odst upgraded from assualt to shotguns)
This could eliminate the preset commanders for each faction and instead allow us to play how we customly make our armies.
And having custom commanders we get to have a system like cod with their pick 10 or 13 option when it comes to commanders abilities. For example a mac would cost 5 points while emp would cost 2. You have only 4 or 5 slots of abilities to choose from and you have an entire list of them to add. (Summoning a unique unit like the mammoth (5 point) in halo 4 could be one or airstrikes (2 or 3 points). Or something small like a uav/fog of war revealer (1point)
this could honesty make the game very in depth and very replable if done right and balanced correctly!
> 2535422198232439;17:
> How about all Factions as playable UNSC/Covenant/Flood/Forerunnner
> And all should have different weaknesses so it would atleast balance out.
> For example Flood units have low health but can spawn faster and have bigger armies
> Forerunner types would have high health and would spawn slower cost more resources etc,
well the flood would do an early push on your base and after 10mins the forerunners come up with way stronger troops and destroy the flood…
so my problem with that is that some races are better in the first half and in the second one the other races…
> 2533274809541057;20:
> Having a cloaking ability for your buildings removes the scouting function. How am I supposed to attempt to counter your army without first being engaged by it? That’s what scouting is for. So you can see what buildings your enemy has and use that info to speculate on what their strategy is. That is what RTS’s are. Adapting to a dynamic battlefield, not just build one army combo regardless of what your enemy does.
well thats a good point… maybe you can cloak your units against a “scout bomb” but not against scout units
Greater emphasis on reconnaissance and concealment. Stationary units in cover, particularly infantry, should be able to ambush heavier units that get too close, without being detected until they fire their first shot.
Bigger maps, with plausible engagement distances.
Fewer, more durable units. i.e. Not clouds of units, like Starcraft. A couple of Scorpions facing off against a handful of Wraiths. A lone Spartan and a squad of ODSTs pinned down by Banshees.
Halo Wars isn’t about small scale combat, i.e. your “lone Spartan and a squad of ODSTs pinned down by Banshees”. It’s Halo Wars, not Halo Firefight or Halo Skirmish.
Main emphasis on large scale unit and resource management with pretty standard mainstream RTS elements.
Halo Wars was quiet okay but i feel like they could’ve had some better upgrades to the units especially for the covenant which didn’t get near enough upgrades expect for the leaders & other technology. the grunts squad was pretty much the worst unit & had weakest upgrades, marines get rocket upgrade but grunts get needlers that doesn’t seem right they should’ve at least been able to get fuel rod cannons for extra damage to tanks, buildings & air units, overall they were okay but weak.
> 2533274974445566;56:
> Halo Wars was quiet okay but i feel like they could’ve had some better upgrades to the units especially for the covenant which didn’t get near enough upgrades expect for the leaders & other technology. the grunts squad was pretty much the worst unit & had weakest upgrades, marines get rocket upgrade but grunts get needlers that doesn’t seem right they should’ve at least been able to get fuel rod cannons for extra damage to tanks, buildings & air units, overall they were okay but weak.
Which is it, were they ok or were they weak? They can’t be both.
in keeping with the pre-established trend set by Halo, grunts are not good fighting troops. Furthermore, adding fuel rods to boost their anti-vehicle capabilities wouldn’t comply with the rock-paper-scissor model used by Halo Wars. Tanks beat infantry, infantry beats air, air beats tanks.
That is the general model. Yes, there are some exceptions to it.
Either way, hunters were the anti-vehicle unit of choice for Covenant.