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  1. Throughout the Halo saga, humanity has been plagued with deadly foes. First it was the Flood; then the Insurrectionists (Innies); then the Covenant; and most recently the Prometheans. So I ask you: Which was your favorite, which wasn't, and which would work best in Halo 5? Feel free add ideas for entirely new reasons, or support your own opinion of which is the best/worst. Thanks for all the support in the previous Volume; here's to many future Volumes to come!
  2. Hiiiiiii guys ! Today, I want to show you a map from me, again in the Covenant Map Pack. GamerTag : SnR Zaelkyria Map : Eternia [CMP] Description : A medium 4 vs 4 map, with a lot of jumps and deplacements possibilities, with a Covenant atmosphere. • Weapons : - x4 BRs ( 10s ) - x1 Sword ( 180s ) - x4 CC ( 30s ) - x2 Stucks ( 60s ) - x1 Overshield ( 120s ) - x1 Speed Boost ( 300s ) • Game Types : - Slayer - Oddball - Extraction - CTF • Screens : Overviews : Blue base : Red base : TP leading to the upper level : Pit : Street : Middle ( Sword ) : Rock ( Speed Boost ) : Open ( Overshield ) : Lift ( Bottom Mid' ) : - This lift is the same as Halo Reach's Sword Base, you can go to different places with it. - • Tips : You can jump here to get without being heard. You can use the Sprint to jump on the Speed Boost's rock. You can du a Wall Jump here to rise faster. You can jump on these blocs to go on the other base. A lot of jumps are possibles, I really axed the map on the jumps / deplacements, a bit like Haven. DownLoad link : Hope you enjoooooy !
  3. Hi everyone ! I'm back to present you a map pack. A Covenant map pack. I show you this one, Eternum, I'm forging the two others of the pack. I tried to establish the maximum rounded elements but the budget limit prevents me ( again ), 'cause yes, I used the $10 000 for 2 vs 2 map. x) GamerTag : SnR Zaelkyria Map : Eternum [CMP] Description : A small 2 vs 2 map with a Covenant atmosphere. [v2] [v2] Correction of shield bugs, I add some Extraction objects, and correction of spawns. • Weapons : - x4 BRs ( 10s ) - x4 Fragmentations ( 30s ) - x1 Green Gun ( 60s ) - x4 CC ( 30s ) - x1 Needler ( 120s ) - x1 Beam Rifle ( 180s ) - x2 Stucks ( 60s ) • GameType : - Slayer • Screens : Overview : Blue base : Red base : Close ( Needler, Rock ) : Open ( Beam ) : Back of bases : Initial spawn : Aesthetics : • Tips : A Spring Jump is possible to go direectly on this bloc : A Spring Jump is possible from the barrier to the top of the bloc : DownLoad link : Hope you enjoy it !
  4. So with the Covenant all but gone now, what is everyone feelings about them, did you miss them in Halo4 ( I know the storm covenant were in halo 4 but they were pathetic) I for one am saddened they are gone they are by far one of the greatest villians out there in the gaming world, and I think its a shame that the whole struture of the covenant collased it would have been fun to at least have fought a smaller version of the covenant but with a new prophet incharge awk well
  5. So, I don't know if any of you noticed, but Halo 4 was resembling Halo: CE. Why? Simple: -Only 4 Covenant species -No playable Sangheili -No dual-wielding See? 343i made Halo 4 to feel somewhat like Halo CE. If 343i is planning on doing something like "making Halo 5 feel like Halo 2", they would include... -More Covenant Species (not necessarily Brutes) -PLAYABLE Sangheili -Dual-wielding This would be something I'm expecting for Halo 5. Also, if you look back to Halo CE campaign and compare it to Halo 4's... -Both have a "run" -Halo CE: Warthog run -Halo 4: Ghost run -A new threat is introduced as the campaign progresses -CE: The Flood -4: Prometheans -Master Chief wakes up inside a Cryo-tube -You are often by yourself -Sangheili look bulky, capable of snapping somebody's neck effortlessly -In the end, Master Chief supposedly destroys a key object/character -CE: Halo, Installation 04 -4: The Didact -After this, MC is left alone in space -CE: MC floats around space in a ship with only Cortana by his side, awaiting rescue -4: MC floats around space without anything, without Cortana, but is eventually rescued by Infinity What do you Brothers think?
  6. Mine would be, UNSC Frigate - Backbreaker Covenant Carrier - Repentance
  7. Map: ODST Gametype: ODST Creator/ Gamertag: thehiggsparticl Available On: thehiggsparticl's fileshare Prepare to drop. The Covenant has mobilized a Spirit to drop troops in a cave to study the Flood. The UNSC knows how that goes, so it's deployed a squad of ODST's to stop them The red team (ODST's) drops in from almost the maximum height on one side of erosion with their EVA packs. The blue team (covenant) drops in on the other side of erosion. There are four classes of covenant: grunt, jackal, elite, and hunter. They get their own loadouts to mirror their weapons and armor abilities from campaign. The ODST's don't have the gravity well technology of the covenant, so they must use EVA packs to enter the area from such high altitude. The ODST side of the map is laden with buildings, barricades, and 2 warthogs. The covenant side of the map is covered in energy shields and a tactical post ideal for sniping. While the covenant have superior weapons, the ODST's are the only ones with long-range weapons. So, do you have the guts to jump into hell? Test your true skill against not just the covenant, but the covenant controlled by another human. So, download it now! P.S. While the covenant can choose the ODST loadout, it's best to use the covenant loadouts to continue the ellusion. Picture: Coming Soon
  8. DISCLAIMER: I applaud 343i's balancing for being one of (if not) the best multiplayer balancing feats ever. Any and all critisism regarding flaws in my logic should be constructive. Thank you. In this post I will explain through various means why the Covenant Carbine in Halo 4 is a technically flawed primary weapon. This doesn't mean it's outright terrible, because there are plently of circumstances in which it is effective, but something's not correct. I will also provide various solutions to ammend the issues I've found with the weapon. First, let's recognize why the Carbine is on par with it's two other precision weapon brethern, the DMR and BR. This is a shot list below demonstrating such: CHARACTERISTIC: CC, DMR, BR FIre rate (RPM): ~257, ~155, ~155 (accounting for 1200 RPM burst and 0.5 second delay) Shots to down Shield: 7, 4, 12 (4 bursts of 3) Headshots: 1 for all Shots to kill an unshielded body: 5, 3, 7 (3 in a burst, one shot out of last 3 can kill) Now what we should really consider is that most players are experienced enough to aim for the head, at which point the last values are obsolete. Judging from these characteristics, we could say very liberally that they are all about the same lethality. And that is true, somewhat, when you're talking about just ONE enemy. In fact, due to the compiled nature of the shots, the hypothetical Time to Kill (TTK) of the CC is greater than both the DMR and the BR, respectively. But let's go back a second. What happens when you're trying to kill more than one enemy? Under the circumstance that every person is 100% accurate and lands nothing more than the necessary shots to kill with a headshot, the following replecates the ammo required to do such: KILLS: AMMO LEFT FOR WEAPONS (CC, DMR, BR) One: (18- = 10, (14-5) = 9, (36-15) = 21 Two: (10- = 2, (9-5) = 4, (21-15) = 6 (divide by three, explained below) Three: (2- = -6, (4-5) = -1, (6-15) = -9 (divide by three, explained below) What can we take from this? First, the values designated by the "Two:" row indicate how many "compensation shots" the user would have left to finish off the opponent(s) (remember, this was under the impression that everyone was 100% accurate, which no one actually is). In this, we find that the DMR has a full 4 compensation shots to use between the two enemies. That's an average of two compensation shots per enemy. This is very gracious for such a precise weapon. Either way, let's move onto the CC and BR, which have 2 and 6 respectively (when you divide by the 3 shots per burst that are fired it's still 2), so they're both the same... right? Consider this - every burst fired with the BR contains three bullets, only one of which actually needs to be lethal. So it's really not necessary, if at all in the first place, to take more than one compensation shot, or burst for that matter. The CC actually needs to land one of two lethal headshots per each enemy, otherwise the user won't be left with enough ammunition to finish the job. That's why, from that standpoint, the CC is already worse than the BR and DMR. Now take the second point, which is under the "Three:" section, containing all the negative numbers. This is what we could call the "clean-up" values, or how many extra headshots it'll take to kill the third enemy once you've killed the two above (again, not accounting for ANY lapses in accuracy, totally ignoring the first segment we've discussed above). Looking again at the DMR, you'd need only 1 more headshot from your pistol to finish off the opponent. Triple kills, all things aside, should be pretty easy. This time, the BR and CC are not even relatively close. The BR has a value of -9, translates to 3 shots from your pistol of choice. Quite a bit worse than the DMR, but not as bad as what you'll see next. So you'd like a Triple Kill with the CC? FORGET IT. You'd need a full 6 (TWICE as much as the BR and SIX TIMES as much than the DMR) headshots to clean up the job afterwards for that third guy, at which point, you'd be better off running away and reloading or something. Assuming you can actually do that, you're probably extremely talented at getting headshots with everything. Throw human error into the mix and you have yourself a weapon of which just doesn't compete in terms with the other two comparable primary loadout precision weapons. Sure, you could down the shields with other means, and say that the DMR has more sway etc, but I'm just talking on a pure technical basis here. There's a problem, and it needs to be addressed. Below are some solutions I'd like for someone to consider here. If you have your own or are in support of any of these, please reply: SOLUTION 1: Increase magazine size to 22 This would eliminate most issues with our little ammo conservation problem, keeping the lethal capacity at a cap of 2 kills like the other ones. If you chose 22, that leaves 4 compensation shots comparable to that of the DMR, and would make it take only 4 pistol headshots to finish off, one worse than the BR. You get one good and one bad, which is better than two crumby stats. 23 rounds would push each number up one, which could make the gun a little bit too good. SOLUTION 2: Decrease shield threshold from 7 to 6 shots Effectively changing the "Two kill" equation to (18-(2*7)) = 4 compensation shots and (4-7) = 3 pistol shots, which is more subtle than changing it to 23 rounds but at the same time is more effective than a 22 round improvement since it not only changes it from 4 to 3 pistol shots, but also lowers the TTK on each successive individual opponent. SOLUTION 3 (kinda extreme): Worsen the other two weapons The DMR could be worsened by cutting one or two bullets, and the BR by cutting the ammo count to 33 or one less burst. These are fair enough options that would force these guns to be more conservative with their ammo exhaustion. NOTE: This took me a considerable amount of time to create. If you don't mind, the feedback for this topic would be greatly appreciated. Again, I'm being logical about this, so please be constructive in your feedback as we try to solve these issues regarding this weapon. If you disagree with my statistics, I can show proof on demand. However, I should inform you that all of these statistics were privately tested and calculated using my game and HD PVR recordings broken down in Sony Vegas. Thank you again. Looking forward to those responses. .
  9. Like the Na'vi aliens in Avatar, the Covenant in the Halo series deserve a constructed language of their own. My name is Noah Elkins, and I am a huge Halo fan who believes that the sounds that come out of Sangheilis' mouths should not be just made up, but have a syntax, a grammar, semantics, and more, to further enrich the Halo experience, and to add another layer of depth to the Halo universe. I am doing this for the fans like me and for 343 to see. Maybe hopefully we can get this into something! Attached are screenshots from the brief 18-paged grammar and pronunciation outline, where I teach the basics of the language I've created. I hope everyone enjoys, and maybe someday, the Elites and Grunts in an actual piece of canonical Halo will incorporate it, if it's liked.
  10. Hello my name is Tom and I love halo 4 me and my bro play it all the time , we deeply love and enjoy forge we create bases at two ends of the map and fight each other with vehicles and guns we only wish that we could have Npc's with us so if one of us died the Npc's could stop the other person and attack his base or mine , we would love to be able to set spartan IV s to attack certain players to be able to set waypoints so they go to that position or if I wanted them to guard my base or get in a vehicle with me or whatever please allow this to become true and not only UNSC forces but also Forerunners and the Covenant as well please spread this all over 343 industries to let them know how good it will be I enjoyed the campaign along my fellow Spartans in a warthog or scorpion so all I ask I for them to be in forge I beg you please share this everywhere thank you.
  11. Hello everybody, today, I am bringing you guys a Covenant gun show. It only features Tyrants (Because I love Tyrants) that range in cost from 800-1250 in forge cash. There are 4 Tyrants that are similar in design and either have sniper towers or no sniper towers. One of the turrets is set up to be a dominion base just to show that they can function as a B base in dominion gametypes. Gamertag:MattyFatty51 Map:Covenant Tyrant AA GunShow (fileshare) Description:A Gun Show map that features different types of tyrants and how they can be used in different maps. Pictures: First Tyrant (1450$) Second Tyrant(1060$) Third Tyrant(1425$) Fourth Tyrant(2165$) Hope you all enjoy this!
  12. Hello people, Earlier today I woke up with Covenant Ranking on my mind you know Elite-Minor, Jackal Sniper, Grunt ultra etc. but which ranks should return or be made. note: Keep the Brute ranks to a minimum please.
  13. Hello everybody! I'm here today to bring you a Covenant inspired aesthetic map. It's basically a Covenant outpost that features a Spirit Dropship, A Type 27 AA Gun (Tyrant), A Landing Pad, A crashed Pelican, and a few Covenant crates. Unfortunately my capture card is broken so I had to get a ghetto pic from my webcam. There are pictures in my fileshare too however. Gamertag:MattyFatty51 Map:Hot LZ (Fileshare) Description: A Covenant outpost that features a Tyrant, Landing Pad, and a crashed Pelican. An aesthetic map only. Pictures: Hope you guys really enjoy this!
  14. Halo 5 Weapons: (What we want!) Introduction: Well, If it isn't already to start talking about Halo 5! Here we are going to talk about all of the awesome weapons we want in halo 5! Hope you enjoy! The Weapons: Flare Cannon: (Promethean) - This weapon is not designated as a weapon to directly inflict damage on your opposition, rather blind all enemies temporarily in its fired round's proximity, or any friendlies not careful enough to note it. I Feel the flare cannon should have the appearance of a stubby and bulky weapon with a single round magazine, spawning with about 3 rounds. Acid Hound: (Covenant) - This weapon would be a powerful close quarters weapon that sprays corrosive acid on close enemies, partially inflicting their vision whilst the acid lingers on the ground, slowing and damaging enemies, The weapons would be rare ordinance and run on charge / Fuel. SR - Support rifle (UNSC) - A fully automatic low rate of fire precision rifle with no zoom. Lots of ammunition and damage slightly lower than that of a Battle rifle's. This weapon would be great for helping you team mates by effortlessly dropping ammunition into your foes with ease to help speed up the kills in long streaks. Peirce rifle: (Covenant) - A powerful needle based sniper rifle with slightly shorter zoom than a regular sniper and a 3 shot kill, 2 to the head. With a slightly higher rate of fire than a regular sniper, but with less recoil. I feel a rifle as such with provide much more interesting game play to medium sized slayer and objective matches. Swarm Cannon: (UNSC) - This one is slightly more unusual for a halo game. A large very powerful rocket launcher that locks onto targets (Personnel / Vehciles ect.) and fires roughly 8 rockets very rapidly to seek in a obliterate targets. The introduction of this weapon would most likely subtract the rocket launcher's lock on feature. Honor Spear: (Covenant) - Referring to the large spears wielded by elite honor guards, this weapon would be a extended melee weapon, upon holding down the trigger initiates a charge feature, bringing you out to 3rd person and moving at a much faster than walking pace, upon walking into foes you would pierce and kill them. There would also be a feature for you to throw the spear at a foe instantly killing them yet leaving you without the spear and have it free for other to pick up. Normal attacks wont feature a lunge, but rather a 2 hit kill very rapid swing attack. SMG: (UNSC) [Returning] - I know that we all loved the SMG. However it was never quite cut out to be a Primary weapon, so i had the idea that it should be nerfed and designated a late unlock side arm. Which would be great for multiplayer game changing in small maps. With less damage than the AR of course. Pulse Rifle: (UNSC) - This weapon, i intend again to create interesting game changing. Upon firing this weapon a massive sonic wave would be sent out knocking over any enemies on front of you and slightly damaging their shields. Either giving you the upper hand in equal battles of give you the change to escape from large groups of enemies. This weapon would spawn with a very low ammo count. Rouge Rifle: (UNSC) - A loadout weapon unlocked either at a very high level or after a rigorous achievement, this weapon with a very small reticle yet much more powerful rounds and a low rate of fire. This weapon would be worked very well with a powerful scope, possibly with some sort or special system for seeking out enemies by outlining visible ones with a a red outline. This weapon would be very hard to use but in the hands of a skilled owner it could drop foes faster than the DMR. I will Submit more ideas soon! Thank you for reading! Please drop me a like (: and submit your responses below! Thanks again! -RAXS SLAYER
  15. This has been around my mind for a while so I decided to share it here. It would be like normal Invasion (capture territories, destroy targets etc.) BUT, one major difference is that you play as ANY character of the side you are. For example, if you are on the Human side, you would randomly spawn as a low-ranked marine, an advanced marine with more armor, maybe ODST, and Spartan. And for the Covenant, grunt, jackal, elite etc. Or maybe even Prometheans would be awesome too! Imagine an Invasion match: Human vs Covenant vs Prometheans vs Flood! That would be incredible for us to see/play! Like the Humans defending their base form the Covenant and the Flood trying to sabotage or kill everyone, while Prometheans try to stop them! Now for the balancing part, players have 1~3 loadouts to choose, depending on their rank. I know that the only problem is the game balance, the gametype would work well, I believe. Post your thoughts or your ideas
  16. Hello,my name is Tom and I love forge world me and my bro create base's at each end of the map and fight each other all ask for is that we could have fellow spartan 4 s with us fighting the other player or if we could be flood or elites and have either of them fighting us or we both have spartan 4s on our team shooting the other Spartan 4 s and for the Npc's to get in a vehicle with us and kill other Npc's , I realise that the pathing will be hard but I'm sure you'll do something because I would love to make some stand still and guard my base please put this in halo 5 and please share this around 343 thank you
  17. Okay, so i saw the *cough* heavily disguised forge pieces in spartan ops, notably the latest season, where they're using actual multiplayer maps, and that sparked the idea for me, how would actual player forge work with it? spawning: -Specific spawn points for phantoms if you can use them, probably a specific piece... -different teams could act as different enemy classes (i counted, theres 7 different classes) --the enemies could be specified in their individual classes, using their game type tool... (ex: elite generals, jackal rangers, imperial grunts, etc...) -different objective are fairly easy, and for specific enemy spawns, you could use the objective tool again... -i think you sorta get the gist... the only problem i can foresee, although its not really of relevance, spartan ops wouldn't have a story on the forge side... upsides though, are seriously awesome. (also on a side note, this would probably be the first and best opportunity that 343i would have to have players create their own spartan ops, and possibly firefight maps....)
  18. From the album: Halo drawings in progress

    This is the first draft of the UNSC Spirit of Fire, the final will feature a space battle, UNSC Frigates, a covenant cruiser, dogfights between banshees and sabres and a Halo in the background. May take a while.

    © Lord Studworthy, 2012

  19. Lord Studworthy

    UNSC Savannah

    From the album: Halo scribbles

    Final stage of UNSC Savannah.

    © Most rights reserved, contact me for details.

  20. Lord Studworthy

    Falcon final

    From the album: Halo scribbles

    Info page featuring a UNSC Falcon.

    © Most rights reserved, contact me for details.

  21. Lord Studworthy

    UNSC Savannah

    From the album: Halo drawings in progress

    Early stages of a drawing featuring the UNSC Savannah. The final piece can be seen in a second album that I will publish shortly.

    © Vast majority of right are reserved, though I am willing to discuss individual cases.

  22. From the album: Halo drawings in progress

    Early stages of UNSC Pillar of Autumn drawing.

    © Vast majority of right are reserved, though I am willing to discuss individual cases.

  23. Lord Studworthy

    Falcon

    From the album: Halo drawings in progress

    Early stages of Falcon drawing.

    © Vast majority of right are reserved, though I am willing to discuss individual cases.

  24. From the album: Halo drawings in progress

    Focussing on the first stages of shading.

    © Vast majority of right are reserved, though I am willing to discuss individual cases.

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