Halowars 2: Leader Ideas

What kind of leaders, races, would you like to see in halowars2? For example

Leader: Cortana
Special Unit: Master Chief
Abilities/Units:
-10% more population
-2 scout drones
-repair kit heals 10% faster
-ammo kit

Idk what else to come up with that wouldn’t be way over powered.

I’ve already wrote about this before so here you go -

Covenant leader - Drone Queen

Starts of as a light infantry commander who has about 30% more health than the prophet, but has no shields and consequently is the weakest t1 leader and not much use in a rush unless upgraded. She has dual plasma pistols and at first deals out about the same damage as 3 grunt squads, so she is a bit of a glass cannon against infantry and leaders, but not very useful against anything else. At first she has a special ‘y’ mode in which she flies in the air and gains anti-air weaknesses while retaining her weakness to jackals, however she becomes immune to all attacks other aircraft are immune to and she gains a anti-vehicle and building corrosive ball attack which does approximately the same damage as a RPG from a marine over a period of 5 seconds, this attack has a natural cooldown of around 5 seconds and the special mode is extremely expensive so would be poorly used in t1.

Primary upgrades:
Her t1 400 upgrade grants her additional damage against infantry as she now gains two needlers instead of plasma pistols. Her base damage increases from 3 grunt squads to 5 against infantry and she also now does 30% extra damage against aircraft. This upgrade also gives a invisible 15% damage and health boost.

Her t2 600 upgrade grants the typical 15% damage and health boost. It also causes her to spawn two t1 (no upgrades) drone squads for free every thirty seconds and gives her a minor health regeneration of around 0.25% every second (compare this to the prophets shield regeneration that occurs every 30 seconds), furthermore this effect doesn’t occur while in ‘flight mode’.

Her final t3 900 upgrade gives a 10% damage boost and a 10% health boost and also increases her health regeneration rate to 0.5%, primarily though this upgrade creates a small swarm of dronelings (baby drones :D) around the drone queen which protect her and nearby allies (think a circle of radius about two scorpions all around the queen) from ranged damage, reduces it by 25%, this effect is retained while the queen is in flight mode.

Special upgrades:
Her t1 300 special upgrade is merely a cost reduction and a flight speed increase: 25% cost reduction while in flight mode, 25% movement speed increase. She flew at 75% speed compared to hornets and the like before anyway, so she won’t be too quick.

Her t2 500 special upgrade causes a large damage boost and a further reduction in the price of her special.Her special now costs 50% less and her corrosive ball attack now deals damage equal to 3 marines RPG’s over 5 seconds.

Her final t3 700 special upgrade will increase the damage from the coroosive ball to the damage of 5 marines RPG’s over 5 seconds and will also give the queen a passive snare attack while in flight mode which will actually happen 20% of the time when she attacks vehicles. This attack will snare vehicles, damaging them slightly with a DoT attack, however it will also slow vehicles by 50% for 6 seconds and the attack itself is a horizontal line attack which can hit multiple vehicles at once.

This special in combination with hunters would be a good way to force vehicles off of the battlefield, but not too overpowered as the queen still dies very easily to AA and jackals, jackals being able to kill all the hunters and the queen. The combination of the queen with her final special upgrade, hunters and vampires would be interesting however it could be countered by a marine spam, or flamethrower spam which is extremely interesting as it could give use to the currently defunct infantry unit type.

Special unit: Drone swarm
The drone swarm is a t1 built from the base unique unit for the Drone Queen. It is a anti infantry light air unit. A drone swarm only has the same health as a marine squad (without new blood), but costs 100 just like a marine squad. Drone swarms have all the weaknesses that air units have but ARE NOT WEAK TO JACKALS as they can dodge their attacks with ease. One drone swarm does less damage to infantry than a pair of jackals, however it does more damage than a grunt squad.

T1 upgrade - Passive 15% damage+health boost. Decrease cost from 100 to 75.

t2 upgrade - passive 10% damage+health boost. Give the drones in the swarm plasma rifles rather than pistols, effectively increasing their damage against infantry by 25% and their damage to aircraft by 10%

t3 upgrade -Passive 10% damage+health boost. Add a drone leader to the squad. This guy has double the health of a normal drone and deals three times the damage with his needler cannon ( think plasma cannon but it’s a freaking needler!) against both infantry and aircraft than his ordinary counterparts do. Turns the drone swarms into a effective anti-aircraft counter.

So, due to warthogs and turrets I imagine this leader is going to be very ineffective against UNSC. So this covenant leader is mainly a covenant counter. A fully upgraded drone swarm with hunters and fully upgraded drone queen support is a force to be reckoned with and can only really be took down by a large amount of upgraded tanks and even then there will be high attrition. could this encourage wraith rushes by covenant, or force vampires even, if they were planning on going shees but realise you have way too many drone swarms?

Obviously this leader would never be implemented into the game, but tell me what you think nonetheless!

Leader: Gravemind
Special Unit: Juggernaut Forms
Abilities/Units:
+50% more population
Swarm Forms

Can take control of enemy units in battle
Regeneration in all units but at a slow rate

> Leader: Gravemind
> Special Unit: Juggernaut Forms
> Abilities/Units:
> +50% more population
> Swarm Forms
>
> Can take control of enemy units in battle
> Regeneration in all units but at a slow rate

I’d play the hell out of the Flood if they were a race.

But tanks beat the entire flood.

> But tanks beat the entire flood.

;_;

Flood tank forms?

Am I allowed to shout op?

United Nations Space Command-UNSC will rely on their myriad of support powers and faction powers to help them achieve victory. each different UNSC doctrine has its own unique abilities based on that doctrine’s behaviour.
the UNSC navy prefers to avoid ground engagements and will try to make them as fast as possible.
the UNSC army is classic human battle tactics, infantry supported by vehicles and super weapons to strike fear into the enemy.
ONI strikes quickly and strongly with teams of super soldiers and advanced technologies.
UNSC units are more expensive and take longer to field than covenant forces as human transport, manufacturing and construction technologies are more primitive and less efficient. on the ground however; the well trained and versatile UNSC units can match covenant ground forces fairly well and can handle most anything. against the covenant though the UNSC tends to rely on vehicles to out manoeuvre the more advanced and numerous covenant ground forces and try to force them into defence until reinforcements arrive. this over dependency on vehicles could be the downfall of a UNSC strategy though.

faction-UNSC navy(this would be the vanilla UNSC faction, bonuses and powers encourage rushing, booming and expanding)

unique bonus-all buildings(including turrets and firebases) build 25% faster
economy bonus(or more of an eco power)-can call down a large amount of supply crates(can be collected by anyone)

primary faction power-MAC blast, same as in HW1, T2 required. can be upgraded.
secondary(unique) power-emergency drop squads, can drop up to 5 veteran ODST squads with 2 ODST’s armed with rocket launchers and the rest with battle rifles, T3 required.
unique unit-a gremlin like unit that has more armour but less normal attack damage and no chain amp, T2 required.

faction-UNSC army(turtling faction, bonuses encourage a game focused around lots of infantry spam, booming and some expansion)
unique bonus-infantry can construct garrisons(when selected, press up on d-pad to access faction powers and build garrison will be highlighted)
economy bonus-infantry,infantry upgrades, and buildings(including turrets and firebases) are all 25% cheaper.

primary power-tactical nuke, devastates a large area, radiation lingers after the explosion causing damage over time to all unshielded units(including vehicles and air), T4 required. cannot be upgraded.
secondary(unique) power-AI uplink, all friendly units(including allied units) gain increased accuracy, sight, range and attack speed for 30 seconds.only effects ground units. requires T1. can be upgraded to augment benefits further.

unique unit-elephant, the most obvious choice, mobile garrison that can make all infantry and warthogs when deployed, very high health, no tech level required.
replacement unit-falcon, replaces the pelican(which will be a buildable unit), cheaper, weaker, but with more offensive power than the pelican. T1 required, for the sake of game play the falcon, pelican and spirit will carry the same amount of units, the phantom will carry more units than the others.
second replacement unit-Rhino, not the plasma rhino from HW1, replaces the cobra, it will be a long range artillery unit with high damage but medium armour. T3 required. fires its projectile in an arc and so, like the wraith, will be able to fire over line of sight obstructions so long as another unit gives it sight.

faction-ONI/UNSC special forces(bonuses encourage well thought out strategies, attacking quickly and stealthily with elite units and utilizing the extra spartans)
unique bonus-all upgrades are researched 30% faster, more spartans can be trained than is usually allowed.
economy bonus-special upgrades are 25% cheaper.

primary power-plasma barrage, prototype plasma weapons bombard the target area from orbit, multiple shots in one barrage, each shot is weaker than a MAC round but has higher splash radius and an emp effect. requires T2. can be upgraded for more shots.
secondary(unique) power-recon, a simple and cheap power that removes the fog of war and provides sight, many rts games have it. T1 required.

unique unit-vulpine, the sly fox of the UNSC, medium armour, fast movement speed, twin rapid fire cannons(no air attack). T1 required. T2 upgrade allows for cloaking ability.
replacement unit-hawk, replaces the hornet, same as the hawk from HW1 but the laser is an upgrade. T2 required.
replacement(unique) upgrade-active camo, replaces a special upgrade in the field armoury. spartans, cobras, wolverines and pelicans have no radar signature, are harder to see and must be manually targeted(the AI of units will not fire at these units when the upgrade is researched).T3 required.
second replacement upgrade-advanced armours, at the cost of 10% decreased movement speed, scorpions, wolverines, cobras, pelicans and spartans have 20% extra health. T4 required.

EDIT: taken out the stun from covenant plasma weapons; as covie units will be cheaper, build faster and be equal in strength to UNSC units, making an added stun effect too strong early game. also changed the vulpine to tech 1 and made the cloak a T2 upgrade. removed the fortify ability from the UNSC army considering buildings are cheaper anyway and fortifing them with infantry would be a waste of time and saved money from the eco bonus. Increased all eco bonuses to 25%.

standard covenant abilities-covie will be pretty much the same as in HW1; dependant on their leader for most of the early game damage, defence and harassment. all covie units and upgrades will be cheaper and build faster; but this time they will be equal or even better compared to the UNSC counter part. a lot of the covenants tactics will be based around their extremely powerful yet cheap infantry; a single elite is as well trained as a spartan and so the game should reflect that. the power of their air will dominate the sky and rain death from above. their ground vehicles will be mobile infantry support that can tank hits or have a long-range attack, things that infantry and infantry-based plasma weapons can’t do. covie vehicles won’t go toe-to-toe with the powerful UNSC ground vehicles though.
covenant will also have access to a little free building in a small radius around the base when the temple is built; this will be upgradable to either a greater radius or complete free building when they get tech 3. because of these factors, there will be no gravity lift for free transport, as strong but cheap early units + free transport would be too difficult for the more expensive UNSC units to handle.
so the covenant will have some pretty clear advantages, but their weakness will be the lack of versatility of the units and even with reduced costs all round; having
to upgrade multiple units each from different buildings is going to be expensive and time consuming.

leader-prophet(which one will be dicussed), STARTS with fuel rod cannons. spawns when temple finishes. Ideal for harassment and a well-rounded damage dealing unit.
Unique bonus-none, see standard covenant abilities.
economy bonus-none, see standard covenant abilities.
unique unit-drones, they have to be in here somewhere, great flying infantry with large squad size that don’t need to be transported to places where other infantry
normally would. helpful with map control as the phantom is very costly and builds slowly.

primary power-cleansing beam, no reason to change this from it’s previous version, upgrades should drastically increase damage and increase AOE much more than in HW1.
secondary power-temporary energy barrier.
unique upgrade-forerunner shields, better than in HW1, +50% shield strength and +50% recharge rate for all shields. T2 required.
T1 leader upgrade-deflection, prophet shields have a chance of deflecting projectiles, reducing damage taken from the projectiles.
T2 leader upgrade-haste, prophet has 20% increased movement speed, reduces cool down after using his secondary ability.
T3 leader upgrade-divinity, improves damage of all units(including air units) in a medium area surrounding the prophet.
replacement unit-phantom, replaces the spirit dropship with the phantom heavy gunship, can carry 50% more units and has much higher health and attack strength, but increased cost(600 instead of 300) and build time. T1 required. its a flying tank!

leader-arbiter, again same as in HW1 but he will have more health. his rage can be used to chase units that would be faster than him and deal damage to multiple units quickly.spawns when temple finishes.
unique unit-spec ops elites, stealthy elite squad armed with plasma repeaters and swords for close combat. good support for the range-less arby. only T1 unit with
cloak.

Primary power-rage, enough said but this time there won’t be a cost decrease.
secondary power-not a clue what the arbiter’s secondary power could be. maybe his damage reflection could be here?
unique upgrade-all units have increased attack speed and increased accuracy. T2 required.
T1 leader upgrade-increases his attack speed and so raises his dps.
T2 leader upgrade-when the arbiter is not moving and out of combat he regenerates a small amount of health(might be OP but I couldn’t think of anything else), deflection duration is increased.
T3 leader upgrade-permanent cloak like in the first game.
Replacement unit-revenant, replaces the locust, cheaper but builds faster and moves faster. excellent for fast raids from long range. can fire over obstructions.
replacement unit-spectre, replaces the wraith, better than the warthog, fires high velocity plasma bolts. excellent against infantry, air and even medium vehicles.
replacement unit-space banshee, replaces the standard banshee, can effectively dodge enemy fire and has slightly more armour than the standard banshee with no
additional costs. no boost upgrade.
replacement unit-suicide grunts, replaces grunt squad with 4 suicide grunts, they are the only covenant T1 unit armed with needlers; making them effective in combat
with out having them detonate on a single target and waste your money.

leader-brute chieften, HW1 clone, but much slower.
unique unit-brutes, 2 bad -Yoink- dudes armed with lethal brute shots, expensive, slow but effective against any target.

primary power-vortex, sucks in units to increase damage and can explode for huge damage in a small area.
secondary power-berserk, increases chieftens movement speed and attack speed, but also increases the damage he takes.
unique upgrade-brute armour, all units 10% increased health and reduces damage done by projectile weapons. T2 required.
T1 leader upgrade-stun hammer, stuns a unit stopping it from moving or attacking.
T2 leader upgrade-power armour, increases the chieftens health, reduces damage taken when berserk.
T3 leader upgrade-hammer pull, same as the birth right upgrade in HW1.
the brute race replaces all elites on the ground and in vehicles, grunt squads will have slightly increased health and stronger anti-infantry damage but weaker vehicle damage(brute in squad armed with spiker).
replacement unit-chopper, replaces the ghost, the chopper is stronger and can fulfil an offensive role, will be able to attack on the move this time and the cannon upgrade will be faster too.

please comment and add to my ideas :slight_smile: