What kind of ideas do people have for future REQs? New stuff, old stuff returning, ect ect. Like for example:
A Dedicated M820 Scorpion for taking out vehicles, with shields, better armor and the 150mm gun (taking advantage of lore) fires a very high velocity APFSDS-EMP round. (Balancing that is a whole other story, just an idea)
Or, in the case of adding in stuff or bringing stuff back:
Bringing back the old M808 Scorpion with several variants, or even bringing the M808 sundevil AA scorpion in the game.
Ideas?
I want to have either the M808B2 added or an M820-based equivalent.
I’d also like to have my Ghosts of Onyx-themed update be a thing.
> 2535437652903765;2:
> I want to have either the M808B2 added or an M820-based equivalent.
>
> I’d also like to have my Ghosts of Onyx-themed update be a thing.
that’s a great list, bringing the MA5K into the games would be cool. although if it’s supposed to perform like the MA5B, which its a carbine of (right?) I don’t see it being very effective. (at least game-mechanically opposed to lore)
I’ve always wanted to try out the Hunter canon, but not the new canons, the old versions, like this one.
I’d like to see a land mine req. The first tier would be the same as the old forge mines, so it would only work in crowded, chaotic fights. The next tier would have an emp effect and the last would be more powerful and have active camo. For balancing reasons you obviously would not be able to fight while carrying them and one req card would give like 2 or 3 mines.
> 2533274925601444;5:
> I’d like to see a land mine req. The first tier would be the same as the old forge mines, so it would only work in crowded, chaotic fights. The next tier would have an emp effect and the last would be more powerful and have active camo. For balancing reasons you obviously would not be able to fight while carrying them and one req card would give like 2 or 3 mines.
In what situation would you be able to use them?
I’d like a req that prevents my teammates from quitting at the first sign of trouble. 
ODST drop pods, Level 5 one time use cards.
Triple capped, in a trap? Use one and it’ll grant you the ability to land ANYWHERE on the map (no outta bounds areas though). So if yer triple capped you can use one to land on an Armory to try and take it back or draw enemy attention so that the rest of your team can push out of the core room.
And in Turbo, you can use one to drop in on the enemy team at the start for an easy collat >:)
It can only be summoned while yer waiting to respawn, ya can’t just go to a REQ station and teleport into the air ready to drop xD
> 2535460810182211;8:
> ODST drop pods, Level 5 one time use cards.
>
> Triple capped, in a trap? Use one and it’ll grant you the ability to land ANYWHERE on the map (no outta bounds areas though). So if yer triple capped you can use one to land on an Armory to try and take it back or draw enemy attention so that the rest of your team can push out of the core room.
>
> And in Turbo, you can use one to drop in on the enemy team at the start for an easy collat >:)
>
> It can only be summoned while yer waiting to respawn, ya can’t just go to a REQ station and teleport into the air ready to drop xD
Interesting idea, but I’m not sure how well that would work in a triple cap scenario. If you’re getting triple capped in the first place, the enemy team probably has access to better weapons and vehicles at that point, so you could use some drop pods to land at an Armory, however the enemy team could just turn around and charge right back; it sounds like only a temporary relief period. Plus in Turbo, while you could use it to drop onto the enemy based, you’d have to died to the ads in your starting base, "It can only be summoned while yer waiting to respawn, ya can’t just go to a REQ station and teleport into the air ready to drop xD," plus you wouldn’t be able to go into the enemy base yet and would be potentially giving up the other two bases (that is, if too many players used a drop pod.)
I do however, as something more positive assuring, like the idea of a non-weapon/vehicle Req pack, adds a bit more spice in the game.
> 2533274838402332;6:
> > 2533274925601444;5:
> > I’d like to see a land mine req. The first tier would be the same as the old forge mines, so it would only work in crowded, chaotic fights. The next tier would have an emp effect and the last would be more powerful and have active camo. For balancing reasons you obviously would not be able to fight while carrying them and one req card would give like 2 or 3 mines.
>
> In what situation would you be able to use them?
Just like any weapon in warzone. You throw it down somewhere and it stays until it detonates. It particularly would do well against vehicles, imagine putting one in the tunnel in arc, but you could also use them to block entrances to bases. It could be blown up if you shot it though.
> 2533274925601444;10:
> > 2533274838402332;6:
> > > 2533274925601444;5:
> > > I’d like to see a land mine req. The first tier would be the same as the old forge mines, so it would only work in crowded, chaotic fights. The next tier would have an emp effect and the last would be more powerful and have active camo. For balancing reasons you obviously would not be able to fight while carrying them and one req card would give like 2 or 3 mines.
> >
> > In what situation would you be able to use them?
>
> Just like any weapon in warzone. You throw it down somewhere and it stays until it detonates. It particularly would do well against vehicles, imagine putting one in the tunnel in arc, but you could also use them to block entrances to bases. It could be blown up if you shot it though.
Hmmm, I suppose that could work, the only problem I could see with them though is I feel that after some time of using them, players would start to place them in certain spots over and over again, for example the tunnel in Arc as you mentioned, or on the stairs of an armory/home base. It definitely sounds like a defensive weapon, but I wonder if people would just get used to knowing where people commonly place them.
As a side note, I do fine it a bit funny for a spartan to just pull out a landmine, move around with it, and be able to throw it at other players; it’s like a grenade, only much more embarrassing to get killed by.
> 2533274838402332;11:
> > 2533274925601444;10:
> > > 2533274838402332;6:
> > > > 2533274925601444;5:
> > > > I’d like to see a land mine req. The first tier would be the same as the old forge mines, so it would only work in crowded, chaotic fights. The next tier would have an emp effect and the last would be more powerful and have active camo. For balancing reasons you obviously would not be able to fight while carrying them and one req card would give like 2 or 3 mines.
> > >
> > > In what situation would you be able to use them?
> >
> > Just like any weapon in warzone. You throw it down somewhere and it stays until it detonates. It particularly would do well against vehicles, imagine putting one in the tunnel in arc, but you could also use them to block entrances to bases. It could be blown up if you shot it though.
>
> Hmmm, I suppose that could work, the only problem I could see with them though is I feel that after some time of using them, players would start to place them in certain spots over and over again, for example the tunnel in Arc as you mentioned, or on the stairs of an armory/home base. It definitely sounds like a defensive weapon, but I wonder if people would just get used to knowing where people commonly place them.
>
> As a side note, I do fine it a bit funny for a spartan to just pull out a landmine, move around with it, and be able to throw it at other players; it’s like a grenade, only much more embarrassing to get killed by.
It would also be funny if you could melee by bashing someone over the head with it, but then it explodes and everyone dies
> 2533274838402332;9:
> > 2535460810182211;8:
> > ODST drop pods, Level 5 one time use cards.
> >
> > Triple capped, in a trap? Use one and it’ll grant you the ability to land ANYWHERE on the map (no outta bounds areas though). So if yer triple capped you can use one to land on an Armory to try and take it back or draw enemy attention so that the rest of your team can push out of the core room.
> >
> > And in Turbo, you can use one to drop in on the enemy team at the start for an easy collat >:)
> >
> > It can only be summoned while yer waiting to respawn, ya can’t just go to a REQ station and teleport into the air ready to drop xD
>
> Interesting idea, but I’m not sure how well that would work in a triple cap scenario. If you’re getting triple capped in the first place, the enemy team probably has access to better weapons and vehicles at that point, so you could use some drop pods to land at an Armory, however the enemy team could just turn around and charge right back; it sounds like only a temporary relief period. Plus in Turbo, while you could use it to drop onto the enemy based, you’d have to died to the ads in your starting base, "It can only be summoned while yer waiting to respawn, ya can’t just go to a REQ station and teleport into the air ready to drop xD," plus you wouldn’t be able to go into the enemy base yet and would be potentially giving up the other two bases (that is, if too many players used a drop pod.)
>
> I do however, as something more positive assuring, like the idea of a non-weapon/vehicle Req pack, adds a bit more spice in the game.
Yeah, just came to mind as I began typing. Pretty sure 434 Industrial would make it better if this ever became a REQ.
Literally any vehicle they have taken out would be a blessing for Warzone, as well as covenant Sword Needler Variants for UNSC vehicles. A sentinel beam that has a lingering effect, or one with just higher damage like in Halo 2 where we had the regular sentinel beam and the sentinel elite version. Plasma Launcher from reach to combat air vehicles more effectively on covenant weapon side. Focus Rifle from reach that does increased damage to vehicles and give it a req variant that does EMP. Halo 4 variant of the grenade launcher.
> 2533274843056602;7:
> I’d like a req that prevents my teammates from quitting at the first sign of trouble. 
This is hilarious, have the message popup (As a tip of the hat to Halo 2) when they try to quit after using the REQ “Cannot eject, too many ejections.” They try to Xbox Home, their Xbox freezes. They would have to pull the cord and hard restart their Xbox to leave XD. Funny idea.
On a more serious note, having the Halo: CE MA5B Assault Rifle return would be an awesome REQ. This would allow for people to make a truely classic gametype for customs, as well as simply having a beastly sounding 60 round (Without armor upgrades) AR Return.
Halo 3’s Firebomb grenades and Flamethrower would also make some nice REQs for some classic and ‘toasty’ kills XD. Using a Firebomb grenade followed by a Splinter Grenade in a close corridor would be a great defensive maneuver, creating a literal firewall.
Having a variant of a BR that you can use like the Gravity Hammer instead of a gun would be hilarious as well for a REQ XD. ‘Is the BR’s insane spread upsetting you and not allowing you to get kills? You’re in luck, now use that BR and pummel enemies with it instead.’
A Beam Rifle REQ variant where the beam bounces and ricochets off walls for a good duration would also be fun as a REQ. Dangerous but fun.
For custom games and Team Action Sack only, having a true scarab gun return would be awesome. Imagine going into Team Action Sack and seeing Scarab Gun Slayer XD.
Revenant (regular, sword, ultra, and temple), falcon (regular, oni, Hannibal, etc.), Halo Combat evolved shotgun.
> 2535440693312185;16:
> Revenant (regular, espada, ultra, y el templo), halcón (regular, oni, Aníbal, etc.), Halo Combat Evolved escopeta.
De Verdad? jajaja