Prometheans

It’s simple:

Prometheans in Halo 5 (at least on Leganadary Capaign and on Warzone Firefight) are bullet sponges and there are just too many of them, you have to clear the area like three times in most cases on the Meridian levels -_-

this is not fun at all, I just finished a chronological Halo marathon (Halo Wars through 5) and the most annoying moments were those against Halo 5 Prometheans (the second most annoying was Halo 4 Prometheans, but hey, we blamed Halo 4 from 2012 through 2015 so I won’t continue that… at least Halo 4 has a great story.)

I agree, they are so bad. But promethean weapons work great on them

> 2533274864769942;2:
> I agree, they are so bad. But promethean weapons work great on them

Surely better than others…

Everything on legendary is a bullet sponge. They are much better in campaign than in firefight IMO.

> 2535455681930574;4:
> Everything on legendary is a bullet sponge. They are much better in campaign than in firefight IMO.

The only Covenant units that are bullet sponges are Hunters to me - apart from Warzone firefight were YES almost everything is a bullet sponge :frowning:

but Warzone Firefight would need a thread just for itself XD lots of issues there…
Firefight was awesome in ODST and Reach (with moderate customization)

Prometheus don’t belong in halo.
I joined the corps to kick some alien -Yoink- not empty my clips at a glowing transformer.

> 2533274892367695;1:
> It’s simple:
>
> Prometheans in Halo 5 (at least on Leganadary Capaign and on Warzone Firefight) are bullet sponges and there are just too many of them, you have to clear the area like three times in most cases on the Meridian levels -_-
>
> this is not fun at all, I just finished a chronological Halo marathon (Halo Wars through 5) and the most annoying moments were those against Halo 5 Prometheans (the second most annoying was Halo 4 Prometheans, but hey, we blamed Halo 4 from 2012 through 2015 so I won’t continue that… at least Halo 4 has a great story.)

What a savage lol

> 2533274995689302;7:
> > 2533274892367695;1:
> > It’s simple:
> >
> > Prometheans in Halo 5 (at least on Leganadary Capaign and on Warzone Firefight) are bullet sponges and there are just too many of them, you have to clear the area like three times in most cases on the Meridian levels -_-
> >
> > this is not fun at all, I just finished a chronological Halo marathon (Halo Wars through 5) and the most annoying moments were those against Halo 5 Prometheans (the second most annoying was Halo 4 Prometheans, but hey, we blamed Halo 4 from 2012 through 2015 so I won’t continue that… at least Halo 4 has a great story.)
>
>
> What a savage lol

lol thanks XD I just said what I feel

I didn’t mind the promethians in the legendary go through in my time. You just have to learn some of their weaknesses

See the Prometheans would be if they were done right. Halo 4 they were uninteresting and the quick “death” of the didact kinda killed the idea of them for me. In H4 knights were just big metal elites, nothing really new or interesting, had shields and the teleport was annoying, half the time it didn’t make sense why they randomly teleported. Crawlers were just annoying, everywhere and a nuisance, nothing like grunts or jackals which were interesting because they had a true organic feel to them.

H5 knights are fun now, they’re like a mini game, yknow step right up, step right up, break a shoulder, shoot the face win a prize. Crawlers are just, eh, they’ve lost the sniper variant and don’t even climb on walls anymore but they do cause splash damage when headshot. Soldiers are just a bullet sponges. Laaaaaame.

Tbh personally I think prometheans could be improved by:

Knights
Appearance wise keep it roughly as they are in H5 but, have different face plates, shoulder types and colours for different combat roles, i.e. close quarter knights have a very angular face plates to “deflect” rounds, often found with Scattershots, suppressors. They feature a larger blade and have higher melee damage, often charging towards players. Colours will be white or brown with orange stripes.
A close range boss knight will have two blades, hunts players down, and those little arms they have will have some use, weilding two boltshots.
Mid range knights are the normal knights we find, featuring Suppressors and lightrifles, higher ranks will have scattershots or incineration cannons. Gameplay wise will vary depending on the weapon the have, either as close range offence or mid range support. Bosses will be like standard bosses in warzone/firefight.
Long range knights will be dark grey or black, binary rifles and lightrifles, small blades with reduced melee. Now I’m not sure if they should have a small shield again, or since they’re the long range class knight, give them that teleport to escape close range encounters BUT if you hit them hard enough while they’re about to jump it cancels the jump. Like the teleport isn’t instant, like how the Warden dies but on a smaller scale and but can be cancelled. Long range boss knights aren’t anything special.

Crawlers
Bring back their ability to climb walls and have more than two not so different classes. Standard crawler with boltshot, not much to say here, Prime crawler again not much. Whats a close range knight to do without his pets? Close quarter crawler variant (only one variant) that has a scattershot, sluggsh in movement but has hardlight mandibles for increased melee damage, spikes on their body point outwards which deal very low damage to players that melee them and higher splash damage. Often climb onto ceilings to try and sneak onto players.
Long range crawlers, lightrifles but don’t have the sight range most prometheans have in H5 now (god I hate that). They act more as defence to their “owner knight” when a players gets in a certain radius to the long range knight all the crawlers under his control surround him to take the damage and defend it.

Watchers
Standard watchers do normal stuff but reduce the healing strength.
Guard watchers, orange in colour, able to create 3 hardlight shields onto allies, no healing ability, has higher health.
Health watchers, rare, green in colour, can heal two at once and heals more health then normal watchers. but have to be closer than normal to do it.
Assault watchers, Red in colour, creates a pulse that temporarily boosts enemy aggression resulting in higher fire rates and charging at players more.

Soldiers
Heavily and I mean heavily reduce the -Yoink!-, the teleporting if you didn’t know what that was. Soldiers are the new foot soldiers… so I wouldn’t expect many more ranks to appear. Make them less bullet spongy, can keep the health but have the armour break a little earlier. More weapon variants, not just suppressor, lightrifle, scattershot and splinter turret. Let them have the bolt shot and incineration cannon.

Sentinels
Just bring these guys back. Red beam and blue variants. The ones with blue beams were golden sentinels in H2 so theres you ranking done. The massive enforcers too, need them but need to move a little faster and have a variant that drops a bunch of crawlers when it appears

WZFF is the worst when they spawn Prometheans lol

> 2533274973979999;11:
> WZFF is the worst when they spawn Prometheans lol

agreed, it’s not that their hard, there’s just too many of them xD

> 2533274857165616;10:
> See the Prometheans would be if they were done right. Halo 4 they were uninteresting and the quick “death” of the didact kinda killed the idea of them for me. In H4 knights were just big metal elites, nothing really new or interesting, had shields and the teleport was annoying, half the time it didn’t make sense why they randomly teleported. Crawlers were just annoying, everywhere and a nuisance, nothing like grunts or jackals which were interesting because they had a true organic feel to them.
>
> H5 knights are fun now, they’re like a mini game, yknow step right up, step right up, break a shoulder, shoot the face win a prize. Crawlers are just, eh, they’ve lost the sniper variant and don’t even climb on walls anymore but they do cause splash damage when headshot. Soldiers are just a bullet sponges. Laaaaaame.
>
> Tbh personally I think prometheans could be improved by:
>
> Knights
> Appearance wise keep it roughly as they are in H5 but, have different face plates, shoulder types and colours for different combat roles, i.e. close quarter knights have a very angular face plates to “deflect” rounds, often found with Scattershots, suppressors. They feature a larger blade and have higher melee damage, often charging towards players. Colours will be white or brown with orange stripes.
> A close range boss knight will have two blades, hunts players down, and those little arms they have will have some use, weilding two boltshots.
> Mid range knights are the normal knights we find, featuring Suppressors and lightrifles, higher ranks will have scattershots or incineration cannons. Gameplay wise will vary depending on the weapon the have, either as close range offence or mid range support. Bosses will be like standard bosses in warzone/firefight.
> Long range knights will be dark grey or black, binary rifles and lightrifles, small blades with reduced melee. Now I’m not sure if they should have a small shield again, or since they’re the long range class knight, give them that teleport to escape close range encounters BUT if you hit them hard enough while they’re about to jump it cancels the jump. Like the teleport isn’t instant, like how the Warden dies but on a smaller scale and but can be cancelled. Long range boss knights aren’t anything special.
>
> Crawlers
> Bring back their ability to climb walls and have more than two not so different classes. Standard crawler with boltshot, not much to say here, Prime crawler again not much. Whats a close range knight to do without his pets? Close quarter crawler variant (only one variant) that has a scattershot, sluggsh in movement but has hardlight mandibles for increased melee damage, spikes on their body point outwards which deal very low damage to players that melee them and higher splash damage. Often climb onto ceilings to try and sneak onto players.
> Long range crawlers, lightrifles but don’t have the sight range most prometheans have in H5 now (god I hate that). They act more as defence to their “owner knight” when a players gets in a certain radius to the long range knight all the crawlers under his control surround him to take the damage and defend it.
>
> Watchers
> Standard watchers do normal stuff but reduce the healing strength.
> Guard watchers, orange in colour, able to create 3 hardlight shields onto allies, no healing ability, has higher health.
> Health watchers, rare, green in colour, can heal two at once and heals more health then normal watchers. but have to be closer than normal to do it.
> Assault watchers, Red in colour, creates a pulse that temporarily boosts enemy aggression resulting in higher fire rates and charging at players more.
>
> Soldiers
> Heavily and I mean heavily reduce the -Yoink!-, the teleporting if you didn’t know what that was. Soldiers are the new foot soldiers… so I wouldn’t expect many more ranks to appear. Make them less bullet spongy, can keep the health but have the armour break a little earlier. More weapon variants, not just suppressor, lightrifle, scattershot and splinter turret. Let them have the bolt shot and incineration cannon.
>
> Sentinels
> Just bring these guys back. Red beam and blue variants. The ones with blue beams were golden sentinels in H2 so theres you ranking done. The massive enforcers too, need them but need to move a little faster and have a variant that drops a bunch of crawlers when it appears

This is actually better than the whole thread XD and most important:

> Soldiers are just a bullet sponges. Laaaaaame.