Call to Arms

Call to Arms

Colts Halo Factions
Colt0512  [developer] 9 Apr, 2021 @ 6:14am
Ideas for multiplayer/skirmish revamps
This will be quite a long post, it's only necessary to read it if you pay skirmish/multiplayer/conquest and want to give some feedback and suggestions for this aspect of the mod.

My plan is to go back and alter the factions to be much closer to the vanilla MP costs in order to minimise how much balancing I have to do myself. Obviously adjustments can be made over time to fine tune things that stick out

So initially I'll post my overview of a potential UNSC Reach faction and a revamp of the COVE faction in order to match them. Once those two are at a stage that seems fairly right I can use them as a basis for altering the UNSCH3 and COVB factions as well as a template for creating Insurgency and possibly a H3 style Swords of Sanghelios faction.

Eventually the plan is to port these all to Conquest as well.

I would like input from people mainly about the costs and units layouts compared to each other, as I will eventually disable the vanilla game factions while my mod is turned on so you don't have to worry about fighting them.
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Showing 1-15 of 38 comments
Colt0512  [developer] 9 Apr, 2021 @ 6:15am 
Firstly this is a faction template I wrote out based on the vanilla game USA and one of the red factions I forgot which. This is focused on the Combined arms game mode so obviusly in other modes not all of the same units will be available, it's just that I think that Combined Arms has the most units available for each faction.


Button 1
Assault Squad 120mp
Marksman Squad 150mp
Defence Squad 200mp
Elite Squad 1 500mp
Elite Squad 2 500mp
Elite Squad 3 500mp

Assault Squad (Motorized) 170mp
Marksman Squad (Motorized) 200mp
Defence Squad (Motorized) 250mp
Elite Squad 1 (Motorized) 550mp
Elite Squad 2 (Motorized) 550mp
Elite Squad 3 (Motorized) 550mp

Button 2
Tank crew team 50mp
Engineer Team 70mp
Support Team 80mp
Fire Team 140mp
AT Team 150mp
Sniper Team 400mp
3 x other specialised teams (Differs greatly between factions)

Button 3
Mortar 450mp
Transport truck 50mp
Transport truck with ammo 200mp
AT Car 475mp
Light Tank? 700mp
AI mounted gun 200mp
AT / AA mounted gun 300mp
Buildable Mortar 400mp

Button 4
Car LMG 150mp
Car HMG 250mp
Car AA (Reb) / Grenade launcher (USA) 450mp
APC 450mp
APC 650mp
Tank 675mp

Button 5
Tank 825mp
Tank 850mp
Tank 1200mp
Tank 1500mp
Transport Heli 150mp
Transport Heli Heavy 250mp

Attack Heli 1800mp
Attack Heli Heavy 2500mp
Colt0512  [developer] 9 Apr, 2021 @ 6:15am 
Here is my initial plan for a UNSC Reach faction

Button 1
Assault Squad 120mp (Marines, Assault rifles and shotguns)
Marksman Squad 150mp (Marines, Assault rifles and DMRss)
Defence Squad 200mp (Marines, 1 LMG, 1 Medic, 3 Assault rifles)
Elite Squad 1 470mp (ODSTs, Assault Rifles and shotguns)
Elite Squad 2 500mp (ODSTs, Assault Rifles and DMRs)
Elite Squad 3 500mp (ODSTs, SMGs)

Assault Squad (Motorized) 170mp (Passenger Warthog)
Marksman Squad (Motorized) 200mp (Passenger Warthog)
Defence Squad (Motorized) 250mp (Passenger Warthog)
Elite Squad 1 (Motorized) 520mp (Passenger Warthog)
Elite Squad 2 (Motorized) 550mp (Passenger Warthog)
Elite Squad 3 (Motorized) 550mp (Passenger Warthog)

Button 2
Tank crew team 50mp (Mechanics, pistols)
Engineer Team 70mp (Combat engineers)
Support Team 80mp (Marines, 2 assault rifles, 1 medic)
Fire Team 140mp (Marines, 1 lmg, 2 assault rifles)
AT Team 150mp (Marines, 2 AT, 1 assault rifle)
Sniper Team 400mp (Marines, 2 sniper rifles)
Grenadier Team 135mp (Marines, 1 Grenade launcher, 2 assault rifles)
2 x other specialised teams? (Individual spartans or a spartan squad?)

Button 3
Mortar 450mp (?)
Transport truck 50mp (Passenger warthog)
Transport truck with ammo 200mp (Passenger warthog with ammo)
AT Car 475mp (Gauss Warthog)
Light Tank? 700mp
AI mounted gun 200mp (Mounted Mgun)
AT / AA mounted gun 300mp (Mounted rocket pods?)
Buildable Mortar 400mp (?)

Button 4
Car LMG 150mp (Warthog)
Car HMG 250mp (?)
Car AA (Reb) / Grenade launcher (USA) 450mp (Rocket pods warthog)
APC 450mp (?)
APC 650mp (?)
Tank 675mp (Scorpion)

Button 5
Tank 825mp (Falcon mguns)
Tank 850mp (Falcon Grenade launchers)
Tank 1200mp (?)
Tank 1500mp (?)
Transport Heli 150mp (Pelican Unarmed)
Transport Heli Heavy 250mp (Pelican Armed)

Attack Heli 1800mp (?)
Attack Heli Heavy 2500mp (?)
Last edited by Colt0512; 11 Apr, 2021 @ 4:15am
Colt0512  [developer] 9 Apr, 2021 @ 6:16am 
And here are my potential changes to the COVE faction to match the revamp

Button 1
Assault Squad 120mp (Grunt Lance)
Marksman Squad 150mp (Carbine jackal + grunts lance)
Defence Squad 200mp (Jackal lance)
Elite Squad 1 470mp (Spec ops lance)
Elite Squad 2 500mp (Specops carbine lance)
Elite Squad 3 200mp (Specops grunt lance)

Assault Squad (Motorized) 180mp (Shadow Unarmed)
Marksman Squad (Motorized) 200mp (Shadow Unarmed)
Defence Squad (Motorized) 250mp (Shadow Unarmed)
Elite Squad 1 (Motorized) 520mp (Shadow Unarmed)
Elite Squad 2 (Motorized) 550mp (Shadow Unarmed)
Elite Squad 3 (Motorized) 250mp (Shadow Unarmed)

Button 2
Tank crew team 50mp (?)
Engineer Team 70mp (2 engineers)
Support Team 80mp (1 engineer, 2 elite minors)
Fire Team 140mp (1 Elite major, 2 grunt ultras)
AT Team 150mp (4 AT grunts)
Sniper Team 400mp (2 jackal snipers)
Ranger Team 135mp (3 Elite carbines)
2 x other specialised teams (Teams led by zealots?)

Button 3
Mortar 450mp (?)
Transport truck 50mp (Shadow Unarmed)
Transport truck with ammo 200mp (Shadow unarmed with ammo)
AT Car 475mp (Revenant)
Light Tank? 700mp (?)
AI mounted gun 200mp (Mounted plasma turret)
AT / AA mounted gun 300mp (Fuel rod shade turret)
Buildable Mortar 400mp (?)

Button 4
Car LMG 150mp (Ghost)
Car HMG 250mp (Specter)
Car AA (Reb) / Grenade launcher (USA) 450mp (Specter with fuel rod?)
APC 450mp
APC 650mp
Tank 675mp (Wraith)

Button 5
Tank 825mp (Banshee only mgun)
Tank 850mp (Banshee with fuel rod)
Tank 1200mp (?)
Tank 1500mp (?)
Transport Heli 150mp (Spirit unarmed)
Transport Heli Heavy 250mp (Spirit armed)

Attack Heli 1800mp (?)
Attack Heli Heavy 2500mp (?)
Last edited by Colt0512; 11 Apr, 2021 @ 4:15am
larrys1998 9 Apr, 2021 @ 5:17pm 
i feel like since the grunts are fairly week id add more to the squads
Fives 9 Apr, 2021 @ 7:17pm 
would you be able to add two 3 man teams to the CE UNSC faction, A "support team" with 2 armoured marines and a medic, and a "Fire team" with 3 armoured marines. make them like 100 each as 225 for each marine squad is very hard at the start of each round. with the awesome addition of the Engineer team I feel that this could help bring the CE faction more onto an even footing with the Covenant factions.in the larger scale skirmish battles. :)
Thebluehaloguy 9 Apr, 2021 @ 11:36pm 
Honestly what Larry said, add more grunts to cov squads and maybe make them a bit weaker. Make it feel like you are fighting cov. New Brute faction is fantastic, but could use a HP boost tbh.
Thebluehaloguy 9 Apr, 2021 @ 11:40pm 
After playing Brute faction for a min, I have to say, the "Minor, Major, And Ultra packs feel weird. I would instead have a weak pack thats mostly minors. A decent pack thats got Minors, couple majors, and a captain. And a Strong pack thats got Few minors, lots of majors and a good bit of captains and maybe a chief. When thinking about a "Brute Pack" squad think Halo 3 Crows Nest.
Thebluehaloguy 9 Apr, 2021 @ 11:46pm 
Oh and a cheat that I do. Spawn Phantom, land it, take everyone out, you get 4 brute majors for free. Then I make a grunt drive it instead lol.
what would be fun to add would be a insurrectionist faction to be added.also MP Maps would be great. love the mod, keep it going!
Colt0512  [developer] 10 Apr, 2021 @ 9:24am 
@larrys I like the idea of adding more grunts actually. I could increase the MP cost to be the same as the UNSC to save me having to decide how much less MP cost is balanced. I'm tempted to just make the costs equal across all the factions tbh.

@Dolos Yeah I'll make the CE UNSC closer to UNCH3. The reason that the armoured units cost so much more as that they're actually a tier 3 unit, rather than tier 2 like the unarmoured marines and the marines in UNCH3 so I might lower their tier and just make them have more HP than unarmoured marines to help standardise the costs a bit. The CE factions were basically just practice for setting up multiplayer which is why they're so bare-bones and I planned to remove them completely until you brought them up the other day.

@TheBlueHaloGuy The issue with a health boost is that the max health I can give a unit is like 500, because the game's cap is 1000 (I think) and they gain the health in-between via veteran ranks. So obviously I want the Chieftain once he's added to have the top amount of health and the ranks as they get lower have smaller amounts of health. I tried to make up for this by decreasing the number of kills individual brutes need to get in order to get the veteran rank health boosts to kind of simulate higher health.

And I like your idea for changes to the pack squads. They were only really called Packs because I wanted a different name from the teams. The packs were focused around the captain as I'd just added them so my idea was that you were mainly buying that unit for the captain and he came with some brute minors as a little bit extra.

@Flavius I do plan to add an insurrection faction at some point. Idk yet how in-depth I'll go whether they'll just use vanilla game rebels skins, proper custom skins or inbetween with custom textured marine bodies plus vanilla rebel heads. Vehicles wise though they'll just have retextured UNSC stuff.

Maps-wise I do now know how to add custom multiplayer maps. It's just a case of actually getting maps as I'm bad at mapping and I'm not sure if the current ones are well suited for multiplayer.




Thank you for the input guys, it's already helping a lot.
Thebluehaloguy 10 Apr, 2021 @ 6:15pm 
@Colt Yeah either that or reduce their price a bit. A couple of marine squads can wipe out an entire Ultra Captain squad. Also the hornet again, is OP lol. Maybe do a quick update and make it twice the cost of a banshee or something. The thing really shreds all in its path.
Colt0512  [developer] 11 Apr, 2021 @ 3:35am 
@Thebluehaloguy In all fairness, almost any unit can wipe out any other unit depending on how you use them. But yeah I'll probably go with the larger and mixed units pack idea and they can fill the slots that the ODST's do cost wise when I do the revamp.

And I'll bump the hornet cost up to around 825 in the next update, similar to the falcons place in the roster in my revamp idea so I can get feedback on the price range ahead of time.
Thebluehaloguy 11 Apr, 2021 @ 3:42am 
Originally posted by Colt0512:
@Thebluehaloguy In all fairness, almost any unit can wipe out any other unit depending on how you use them. But yeah I'll probably go with the larger and mixed units pack idea and they can fill the slots that the ODST's do cost wise when I do the revamp.

And I'll bump the hornet cost up to around 825 in the next update, similar to the falcons place in the roster in my revamp idea so I can get feedback on the price range ahead of time.
@Colt Sounds awesome, also make a way to resupply units. Including air units when they run out of missiles or bombs.
Colt0512  [developer] 11 Apr, 2021 @ 3:44am 
How does the vanilla game let you resupply air units? I've already set it that my infantry can resupply at ammo boxes / those circles around capture points. Though I don't know how vehicles resupply in the regular game.
Thebluehaloguy 11 Apr, 2021 @ 6:13pm 
@Colt well ive never tried it with air units. There is two types of Urals in the base game. Normal ones, which can supply infantry like the flag. And Ural ammo, which can supply tanks and such. Maybe if you land a heli and have them get out of it or something you can resupply air with a Ural ammo?
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