Jump to content

weapons,armour abiliteis and animations


Josh Stanton

Recommended Posts

i think in halo 5 when you put your back up against the wall by a corner you should lift your weapon up to your chest because i am sick of hiding round a corner and when someone shoots my weapon i take damage so so one litle thing to make it better would to be able to hide your weapon . and with armour abilities yo should be able to mix the settings to create your own armour abilities to suit your own combat style and also with weapons i think they should create a forunner magent gun tht looks sort of lie a surppreser that draws enemies closer and has a promethean blade on the bottom of the gun to slash the enemies when they get close enough but it can not go as far as a sniper but a bit further than a surpresser anyone who reads this could you pleas get it round the net i despratly want theses things in halo5 and i am sure you would love them as well.

Link to comment
Share on other sites

  • 4 months later...

Specialization

Wetwork

Pioneer

Engineer

Tracker

Rogue

Stalker

Pathfinder

Operator

Infiltrator

Sapper

Grenadier

Recon

Security

 

*Infiltrator – Spartan optimization for rapid response to field emergencies, requiring mobility force coordination. This decreases the duration of time between melee attacks, allowing players to land more blows on their enemy. Additionally, once hit by an enemy melee attack, the player with this specialization will receive a fourth of their shield back, while a fourth of the enemy shield will be drained. This can only happen once every minute.

 

*Sapper – Spartan optimization for high-risk demolition operations designed to sabotage key enemy strongpoints. This decreases the time it takes to plant bombs in Assault, while also increasing the blast radius of Trip Mines and Sticky Detonators.

 

*Grenadier – Spartan optimization for active high-munitions support during combat. This increases the amount of grenades a player can carry, and also increases their damage. The player will also gain a reduction in damage received from enemy explosives.

 

*Recon – Spartan optimization for in-field intelligence gathering and electronic warfare. This extends the range of radar and Promethean Vision, while also making active camouflage last longer.

 

*Security – Spartan optimization for escort operations involving the protection of important military and civilian personnel. It places waypoints over nearby teammates that have depleted shields, so that they might be protected.

 

Armor Permutations

Recruit

Warrior

Soldier

Air Assault

Infiltrator

EOD

Rogue

EVA

Gungir

JFO

ODST

Grenadier

Pilot

Protector

Ranger

Hazop

Operator

Scout

Mark V

Scout

Aviator

CIO

Enforcer

Commando

Orbital

CQC

War Master

Recon

Strider

Tracker

Engineer

CBQ

Deadeye

Security

Defender

Raider

Fotus

Scanner

Vanguard

Mark VI

SPI

Venator

Pathfinder

Pioneer

Stalker

Wetwork

Sapper

Hayabusa

 

*Infiltrator – The visor now sits lower on the face, and the mouthpiece is smoothed down, with less hard edges.

 

*Fotus – The large horn is now removed.

 

*Pioneer – The visor of the pioneer is now nonexistent, with two metal plates filling the spaces over the mouth and forehead. A thin opening near the eyes emits an electronic glow.

 

*Scanner – The scanner is now thinner and wraps around the helmet visor.

 

*Venator – The angle of the visor lines is less acute and more organic, nearly level with the eyes and wrapping around the front of the helmet.

 

*Sapper – “Hannibal Weapon Systems began field testing this variant in the summer of 2555 to improve the overall ordinance capacity of naval saboteurs.”

 

*SPI – “The ONI Materials Group recently received funding for the development of the third generation Semi-Powered Infiltration Armor.”

 

*Hayabusa – Hayabusa lacks the accentuated spikes of the original model.

 

Human Weapons

Covenant Weapons

Promethean Weapons

Assault Rifle

Battle Rifle

SMG

DMR

Magnum

Shotgun

Sniper Rifle

Rocket Launcher

Spartan Laser

Railgun

Grenade Launcher

Missile Pod

Machine Gun Turret

Sticky Detonator

Combat Knife (assassination)

SAW

Katana (multiplayer)

Plasma Rifle

Covenant Carbine

Storm Rifle

Needle Rifle

Plasma Pistol

Mauler

Beam Rifle

Fuel Rod

Focus Rifle

Concussion Rifle

Brute Shot

Plasma Launcher

Plasma Cannon

Needler

Energy Sword

Storm Rifle

Gravity Hammer

Pulse Beam

Promethean Carbine

Suppressor

Light Rifle

Boltshot

Scattershot

Binary Rifle

Incineration Cannon

Sentinel Beam

Heavyshot

Dark Rifle

Dark Launcher

Guardian Turret

Sentinel Mine

Promethean Blade

Titan Cannon

Light Spear

 

*Boltshot Because it was overpowered in Halo 4, this weapon can now only take down the shields of an enemy when overcharged, making it useful in melee combinations.

 

*Pulse Beam Directed energy weapon that fires bursts of energy projectiles. When overcharged it fires a concentrated burst of energy in a thin horizontal spread. It can be found on certain Sentinel automatons, particularly the Enforcer.

 

*Promethean Carbine semiautomatic scoped rifle that fires hard light projectiles, which can penetrate walls.

 

*Sentinel Beam – Directed energy weapon that fires a steady stream of hard light for ten seconds before overheating, found on certain Sentinel automatons.

 

*Heavyshot – Directed energy weapon mounted on the shoulder that fires a single beam of hard light, which explodes upon impact.

 

*Dark Rifle – Semiautomatic scoped rifle powered by dark energy, capable of evaporating targets within seconds.

 

*Dark Launcher– Handheld antiaircraft weapon powered by dark energy, designed to vaporize the alloys on human airborne vehicles.

 

*Guardian Turret – Stationary automatic weapon found on certain Promethean automatons. Can be removed and used, similar to a detached turret.

 

*Sentinel Mine – Single shot grenade launcher that envelopes targets in self-immolating nanites, melting armor and flesh upon impact, found on certain Sentinel automatons and only disabled by the electromagnetic pulse of the Sonic Grenade.

 

*Promethean Blade – Melee weapon found on certain Promethean automatons. Players can use this weapon to commandeer vehicles by slashing at the head/torso of the driver and impaling him.

 

*Titan Cannon – Fully automatic directed energy weapon designed to neutralize large groups of enemies.

 

*Light Spear – Melee weapon employed by the personal guard of the Didact.

 

*Katana – Melee weapon reinforced by a powerful alternating current that resonates at extremely high speeds. It originally functioned as an accessory in Halo 3, while here it behaves as a lethal melee weapon on par with the energy sword. It has lower damage than the energy sword, but can be drawn quicker and used with greater speed.

 

 

Human Grenades

Covenant Grenades

Promethean Grenades

Fragmentation Grenade

Napalm Grenade

Sonic Grenade

Plasma Grenade

Firebomb Grenade

Spike Grenade

Pulse Grenade

Incineration Grenade

Binary Grenade

 

*Sonic Grenade – Electromagnetic pulse grenade designed to disable vehicles and shields.

 

*Binary Grenade – Creates a temporary slipspace warp, pulling nearby objects towards their imminent doom.

 

*Incineration Grenade – This explosive launches nanites similar to those employed in the Sentinel Beam at targets, consuming alloys and flesh for an extended period of time, only disabled by the electromagnetic pulse of the Sonic Grenade.

 

 

Human Equipment

Covenant Equipment

Promethean Equipment

Drop Shield

Trip Mine

Regenerator

Radar Jammer

 

Deployable Cover

Power Drain

Overshield

Gravity Lift

Jackal Gauntlet

Hardlight Shield

Beam Turret

Autosentry

Flare

 

 

Human Armor Abilities

Covenant Armor Abilities

Promethean Armor Abilities

Thruster Pack

Sprint

Jet Pack

Climb

Evade

Berserk

Active Camouflage

Hologram

Jump

Charge

Active Teleporter

Promethean Vision

 

*Promethean Vision – This armor ability now has a radius of only ten feet, making it useless in detecting players at long ranges.

 

*Jackal Gauntlet – Covering less body area than the Hardlight Shield, this equipment piece is more durable and able to take more damage before failing.

 

 

Human Armor Drops

Covenant Armor Drops

Promethean Armor Drops

70 xp

90 xp

110 xp

130 xp

75 xp

95 xp

115 xp

135 xp

80 xp

100 xp

120 xp

140 xp

 

*Human Armor Drop – After earning at least 70 points, an octagonal platform approximately six feet in diameter will plummet from a distant pelican dropship that flies over the map. The Spartan who called in the armor drop will then stand in the center of the platform – depending on the armor ability preselected, specific parts of the armor drop platform will move to form around the player (if thruster pack was selected, the metal footspaces that the Spartan is standing in will form around his feet and attach the thruster pack to his heels; if the jet pack was selected, two magnetic devices will rise out of the platform carrying the jet back, attaching it to the Spartan’s back).

 

*Covenant Armor Drop – After earning at least 75 points, an octagonal platform with similar dimensions to the human drop pod except made of dark purple Covenant metal will plummet from a distance phantom dropship. The Sangheili who called in the armor drop will then stand in the center of the platform – depending on the armor ability selected, specific parts of the armor drop platform will move to form around the player (if evade was selected, two anti-gravity Covenant drones will detach from the platform and hover in the air near the player’s back carrying two devices which comprise the armor ability; if active camouflage was selected, an anti-gravity beam will lift the armor ability up and onto the Sangheili’s back, where it will then mechanically form around its torso).

 

*Promethean Armor Drop – After earning at least 80 points, a triangular platform made of grey Forerunner alloy will teleport to the location selected by the player. The Spartan or Sangheili who called in the armor drop will then stand in the center of the platform – the platform will then disassemble into minute metal fragments and circle around the player, attaching to him to form the preselected armor ability.

 

*Climb – Spartans can climb steep obstacles while still exposed to fire.

 

*Berserk – Sangheili will scream in anger once shields are down and gain a reduction in damage, as well as a small speed increase.

 

*Jump – Spartans and Sangheili can execute a jump frequently employed by Promethean Knights.

 

*Charge – Spartans and Sangheili will be able to use teleportation to evade fire whilst advancing towards enemies.

 

*Active Teleporter – Spartans and Sangheili can use teleportation to move up to ten feet away from previous location.

 

Armor Augmentations

AI Uplink

Improved Shielding

Improved Outer Armor

Improved Gel Layer

 

*Armor Augmentations – These perks can only be obtained by gaining specific commendations. Each one has its strength and its drawback. Armor Augmentations cannot be used in tandem with armor abilities, so if one if preselected before a game, the option to preselect armor abilities in the armor drop column will disappear. Special commendations are required to use armor augmentations.

 

*AI Uplink – Enables user to hack into enemy equipment and mark objectives for team. This will also mark the player on the radar of enemies within a thirty-foot radius when used to either hack or broadcast objectives. The War Games God (Master) Commendation is required to unlock this armor augmentation, which awards a point to the player after he maintains a rank above 45 for 100 games.

 

*Improved Shielding – Shields will recharge twice as fast. This will also require the player to wear a heavy fusion generator on their back, which if hit by a high-velocity round from a sniper or a beam rifle, will explode and kill the wearer. The Ares (Master) Commendation is required to unlock this armor augmentation, which awards a point to the player every time he obtains two killionaires in a game for three consecutive matches.

 

*Improved Armor – Higher resistance to explosive damage and plasma rounds. This will slow the player down considerably, since the materials the armor is composed of are extremely dense. The Juggernaut (Master) Commendation is required to unlock this armor augmentation, which awards a point to the player every time he obtains a perfection for three consecutive matches.

 

*Improved Gel Layer – Higher resistance to bullet damage once shield are disabled. This will allow incineration, firebomb and napalm grenades to instantly kill the player, since the gel layer is considerably thicker and will thus evaporate when in contact with extreme heat, vaporizing the player. The Victor (Master) Commendation is required to unlock this armor augmentation, which requires the player to win fifty consecutive games of any playlist in War Games.

 

Body Augmentations

Skeleton

Muscle

Retina

Nerve

Librarian Evolution

 

*Skeleton – No fall damage. During customization, a see-through schematic will show the bone being reinforced throughout the Spartan character’s body, growing more durable.

 

*Muscle – Increased melee damage. During customization, a see-through schematic will show the muscle tensing throughout the Spartan character’s body, growing stronger.

 

*Retina – Brightness adjusted in dark. During customization, the Spartan character’s eyes will turn white.

 

*Nerve – Increased aiming speed. During customization, a see-through schematic will show the Spartan character’s nerve endings glowing red.

 

*Librarian Evolution – Higher resistance to Promethean weapons. During customization, a white light will emanate from the Spartan character’s visor, his eyes turning red and then back to normal.

 

Human Vehicles

Covenant Vehicles

Warthog

Warthog (Gauss)

Warthog (Missile)

Mongoose

Scorpion

Hornet

Elephant

Cyclops

Mammoth (campaign + Spartan ops)

Pelican

Scythe

Mantis

Leopard

Hawk

Broadsword (campaign)

Vulture (campaign)

Albatross (campaign)

Specter

Prowler

Revenant

Ghost

Wraith

Banshee

Shadow

Scarab (campaign + Spartan ops)

Harvester (campaign + Spartan ops)

Phantom

Shade

Locust

Chopper

Vampire

Seraph (campaign)

Lich (campaign)

Heavy Orbital Insertion Pod (campaign)

 

*Scorpion – The Scorpion tank is now able to carry two additional occupants inside its aft holding bay, and possesses a coaxial machine gun turret as well as a pintle-mounted manned one, which is now enclosed within a sealed metal chamber. The sides of the treads are also now equipped with ladders and support holds for soldiers riding on them. This model also employs laser-guided rocket munitions, so that rounds no longer arc.

 

*Hornet – The Hornet flier is now capable of carrying six passengers aside from the pilot. This is possible because the Hornet now has a troop transport bay positioned between its two landing skids. This transport bay has three jumpseats, the middle one positioned directly behind the engine facing away from the main body of the aircraft. A machine gun is positioned over the edge of the transport bay also facing away from the aircraft; if someone were to man this weapon, their legs would hang over the side of the platform. Besides the three jumpseats in the transport bay, the landing skids also possess one jumpseat each, the legs of the occupants dangling over the sides of the skids completely exposed. So for the most part, all of the jumpseats and spaces for passengers face away from the frontal pilot section.

 

*Scythe – Anti-aircraft emplacement firing 20X 120mm HEIAP rounds at a rate of 6,000 per minute.

 

*Harvester – Large six-legged mining vehicle designed for the purpose of excavating Forerunner artifacts.

 

*Locust – Quadruped mobile firing platform armed with a charged plasma cannon capable of burning through high-density human alloys.

 

*Leopard – Two-wheeled Lightly armored reconnaissance vehicle capable of carrying one passenger.

 

*Vampire – Aerial anti-gravity vehicle slower than the banshee lacking boost ability. It is capable of supporting five occupants: one driver, two gunners, and two passengers. It sports twin-mounted plasma cannons on its frontal side (gunner), one heavy needle cannon in its bow (gunner), and one stasis cannon (pilot) which slows down enemy vehicles, similar in effect to the plasma pistol overcharge.

 

*Hawk – Anti-vehicle aerodyne specializing in tank busting. It is capable of supporting one gunner and one pilot. It moves much faster than the Hornet, but possesses weaker armor, making it far more susceptible to small arms fire. It sports two dual linkless-feed autocannons (pilot), and one nose-mounted Model 6 Grindell/Galilean Nonlinear Rifle (gunner). 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...