Tele-porter: Throw a teleporter that transports you immediately to the spot designated. Mechanics: More of a tactical armor ability than anything else,Teleport allows you to do what it says with a twist. It is a thrown, one use teleporter that takes you to a spot where it is thrown. It works like Throwing a grenade. You aim, point, fire, then teleport. It is as accurate and random as a grenade toss, except it teleports. Counters: If enemies see where it is going when you toss it, they can counter your teleport. Plus if it lands on a sheer surface, or an abyss, it could mean death. Emblem Design: A partially disappeared spartan up from the waist, then another partially disappeared from the legs spartan on a ledge below it. Color, Olive Green
I could see problems with this... -Sword, warped to -Sniper, warped to -Rockets, warped to -Any other thing a person would value in Reach, warped to -ect. But i like the color for it =)
Im talking about maps like countdown where the sword is up for grabs on the bridge. gernade thrown, instant sword access, more time to camp and ruin meh games.
This would be overpowered with me. If my teammates were better at not dying, I would never lose a single game. I think this would be most effective in Asylum CTF, if you can imagine what it would look like.
Force Field: Generate a continuously outgoing force field that knocks over anyone in a 10 meter radius ands stuns anyone within at least a 7 meter radius. Has a habit of deflecting even plasma weaponry. Mechanics: Your Character Thrusts their fist in the air, and Red electricity ccrackles around them as a fluorescent red shield that curves in an n shape. The Field quickly expands out to 10 meters and then dissipates. Bullets and plasma are deflected (not destroyed or stopped, but reflected and change course) and anyone within that 10 meter radius gets knocked back, including all light ground vehicles and aircraft. Anyone who is as close as 7 meters will be stunned momentarily, (people in vehicles are not affected) allowing time for the User to make a follow up shot. This entire process takes 3 seconds and must wait 7 seconds for it to recharge. Counters: This ability is ineffective at long range knockbacks and is meant for deflection and CQC purposes. Player using this ability are vulnerable to Snipers, Evade, and Tank splatters, and melee weapons. (this is if they are out of range when the attack commences and in range when it ends) Emblem design: Bright Red, spartan With his fist in the air with the force field around him.
You don't understand? I meant the power weapons that can be picked up...I never said anything bout spawning with one...Wth?
I would LOVE to be able to save any area from campaign. For example, any "load" - by this I mean anything after a certain door, checkpoint, etc. Maybe as an armor ability you can get at the beginning, only use once in the level, to save any area (with all its objects to spawn when you go to forge there). It would be a disadvantage to the player in the game, having to carry it, not die; putting a little bit of extra work in for the save. Cartographer - Ability to save an area from campaign for use in forge mode. Mechanics - save any single loaded area from campaign as a forgeable map, with all its traits, objects, vehicles, AIs, etc, for use as firefight OR multiplayer areas. Counters - can only use once in any level. Can't trade it out during the campaign, so you are stuck with nothing the whole level. Would make you think about that save. Can't reload checkpoint. Must defend area for load time while saving! Only on Legendary Levels, placed only at the very first ammo/equipment point Maybe place a few unlock limitations. lt colonel grade 3 must have shared a file must have played a custom game and custom map you forged played at least 30 custom games with 4 or more players on xbox live This will never happen, but I love the idea of it. I would like the industrial building in between the warthog part and the revenant part in tip of the spear. Or using the Lone Wolf map for a firefight map or multiplayer.... capturing space area for dogfight, sword base after its been trashed, etc. A man can dream
Remote Cam: As an addition to your suit you get a flying mini-cam that you can fly around for 20 seconds. Mechanics: This camera would allow you to check out what the other team is doing on defense in capture the flag or assault games. Also you could use it to check out weapon spawns. Counter: While this ability would have no offensive capability. The problem would be that you couldn't see your screen for the time your using this ability.
AA:consentration effectcombat AA) put's your character on the ground and you move alot slower then crouch walking, and then allows all weapons to zoom in more by 1 scope, and reduces bloom by 25%, also you take 50% less damage from non leathal ammo(gernades, sniper shots, shotgun shots, rocket launcher, fuel rod, vehicle splatter, etc.) All effects only work when you are completely still however. duration: 1 min, with 2.5 min recharge when under fire, but only 1 min when not under fire.
Space-launch: Using the spartan's comm's array, the user calls for a special round from orbit. (Similar to the target locator's length) That area then burns for a good 15 seconds, anyone in the area will die immediately. Anyone who goes in the burn area, has 5 seconds before he get's roasted. On the elite version, it's plasma burns! Mech: Comms array! Counters: This leaves the user without shields and gets a waypoint over his head. Also, the targeted area get's a mark too. The user will also have no HUD visiblity, since his screen will revert to watch the bombing animation from space
Napalm Strike from black ops question mark? No, we're not even going to go there. On a side note... Enhanced sensors-Diverts the power from a Spartans sheilds into the suits radar system, tripling the detection range. Counters-obviously you don't have sheilds while using the AA. It also has the usage and recovery time of armour lock (aka not very long)
blind: 1 charge once active takes 20 seconds to recharge, the next bullet you shoot will blind the enemy at the cost of 100% of your shields, it blinds them for 5 seconds, and if you miss you dont get another chance until it recharges. Good if you have a DMR out and a rocket launcher as a back up weapon that has to be reloaded, if you went against multiple opponents, you equip blind and shoot the one guy that you are going against (hopefully their is only one left) then reload your rockets and finish that guy off. counter: if there are several enemies trying to kill you this will fail
sort of like a flare from H3! they should bring those back! maybe it shud make a grenade explosion blinding Heat Mechanics: while being used, it sees enemies through walls as white figures (sound familiar?) and also enhances your radar to spot crouching enemies AKA camper destroyer Counter: you show up on everyone else's radar while in heat mode no matter what, meaning you cant camp using this, you can simply counter other campers Emblem: binoculars
I got a few Bayonnet: Raises melee damage for all weapons by half, except for melee weapons Mech: Connects your combat knife to the barrel of your gun, or in the elites case, their plasma daggers, to the side of the covenant weapons. in the case of shoulder mounted weapons, the weapon in question is used in conjunction with the bashing of the weapon. Counter: only works if you hit the AA button at the same time as the melee button, and is still only boosts melee weapons VISR: Alters your headset display to a modified version of the VISR system from ODST, displaying foes in a red highlight, allies in green, the enviromant in yellow, and loose weapons and equipment in blue. Mech: It looks like an attatchment on the side of the spartan's helmet with patterns moving across the visor like a readout. Counter: It makes things brighter, like a reduced version of Nova, making it hard to see outside of shaded locations, and to other players, your headset is glowing dimly, making you much easier to see depending on the size of your visor. Ambidextrous: allows dual weilding for small weapons, and faster reload times for power weapons Mech: the attachment, which looks like a bar across the back of his helmet, which enhances brain activity enough that the user can use both hands for weapons. it lasts for a full thirty seconds. Counter: Grenades cannot be used, you must have the single handed weapons already equiped, and reloading takes twice as long. Halo Radio: Randomly plays a song downloaded on a random player's console. Mech: Either playing out of your helmet radio, or from a vehicles, this AA lets the combatants enjoy a random tune during the heat of battle. Counter: Sometimes youll get a horrible song. Obviously, the last one was just for fun.