more enemy class variation in Infinite factions.

So another topic after a while.

Now, a little specification to the topic itself. What this topic is about is that in previous installment the existing factions have seemed to suffer a bit in the case of class variation that matters, sure there are the usual ranks which is fine as a base but in gameplay they seem to lack in the case of specialized variations.
For example, Covenant used to have jetpack elites which were later replaced by jumppack elites, just felt like a shame as jetpack elites offered an enemy class which caused more dimensional danger. Obviously this wouldn’t mean getting rid of jumppack elites (aka later variation of rangers) but rather create variation with perhaps jetpack variation having the usual dual wielded plasma rifles or carbines while utilizing longer range and high covers like stalactites for example while jumppacks would have strategies to close the distance in multileveled environments for surprise closer range attacks with plasma rifles or concussion rifles.
Obviously there are commando/spec-ops/stealth elites but they resemble other basic variations a little too much, the shields could be removed while they would retain energy sword and camo which would be a bit more efficient with added ambush tactics by going around covers instead of running towards the player. Camo & shields could work like gain some lose some with possible shielded variants which have camo that weakens when moving fast or firing a weapon.
And so on with the elites.

Hopefully the drones make a return for they were another dimensional danger, much like flying counterparts for grunts with their low resistances and numbers tactics while having their own qualities when compared to jetpack elites. Qualities they had were such things as more unpredictable flying patterns & ability to stop on walls to fire more accurately & rest for a bit, a moment of rest that jetpacks didn’t require. A good enemy class which resulted in quite a loss for enemy variety when removed.
Maybe add hive spawnpoints which can be blocked if sneaked close enough with flame based weapons such as flamethrower or incineration grenades or alternatively destroyed or collapsed passages with explosives.

Brutes could get veteran class which would be similar to Halo 2 brute with ability to berserk.

Engineers could return which could make for moral choices & battlefield priorization by the way that they are support class but in this case Infinite could add a bit of gamble with engineers, when being the only remaining covenant force on the field, could switch to your side when it could provide extra shield for you & your allies, much like they do to covenant forces, but, there could be a risk involved with booby trapped engineers which explode when their handlers die, much like in Halo 3: ODST.

As for grunts, bring back kamikazes with some possibly having hiding ability to crouch behind cover & activating when player gets close enough by possibly going towards enemy lines or objective & passing the cover when not being careful enough.

There are some examples which could add variation back to the covenant, might post about other possible factions for I think this is enough as example.

So, as usual, feel free to comment on examples or add new variations, which could be rather welcome, for simple mathematical adjustments become rather dull in the long run.

“Men, keep your eyes downrange, fingers on the triggers, and we all come home in one piece.”