By all means if you want to help fix the terrain go for it, but saying the terrain sucks DOES NOT help at all.
At most the only skill on Master Chief that is worthless is his innate Energy Shield (Which should be removed next version).
But I'll copy Wumpus revamp of Master Chief for you all to see.
-Quote from HuntedWumpus-
PLEASE READ THIS. It took a very long time to write, and it is something that WILL happen if everyone approves of it. I just want feedback and ideas to help me along with it.
Something that I've wanted to do for a long time was remake Master Chief completely into what he's meant to be -- a one man army. And by that I mean he should be a tactical weapons expert, able to switch weapons on the fly and deal heavy ranged damage. This is something I did before in one of my old maps, having a weapon system. Instead of picking up weapons and keeping them in his inventory, MC should actually change his weapon. He'll have a spellbook in his inventory that allows him to change weapons, and each weapon will have a different damage type, speed, splash, projectile, etc.
All the human weapons are already imported into the map, so I'm only going to write up concepts for those ones, since they would be considered standard issue anyway. Covenant weaponry isn't covered by the UNSC training program

Here is a list of what's already in the map, along with a picture for reference:
HaloHuWep1.blp
Includes:
Battle rifle
Assault Rifle
Smg
m6c magnum
s2 am sniper rifle
m90 shotgun
Rocket launcher
grenade
Ammo box
Medi Pack
However, for each weapon I include, I have to add in a small model which takes up approximately 5kb each. There are other... larger models that could be removed however.
-Master Chief will have a "Specialization" move that changes depending on what weapon he currently has equipped. MC has fallen into somewhat of a support/stealth character, which is really not what he should be. I'll list some general ideas and see what kind of response I get.
-Master Chief has a chance to miss on all attacks, with some weapons having a higher penalty than others. This can be countered by upgrading Master Chief's "Marksman" skill.
-Specialization costs no mana, but has a 2 minute cooldown. It's effect is totally different depending on what weapon is currently equipped. Specialization has 20 levels and the range of the ability is the same as the weapon's range.
-As another special character mechanic, Master Chief's abilities will not consume mana, but instead have long cooldowns. He will instead have an energy shield that consumes mana to protect him from damage. However, he will have extremely low health (by far the lowest in the game), but a rapidly regenerating mana pool (only outside of combat).
-All scoped weapons have a chance to crit for 2.5x damage (headshot).
Weapons
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Assault Rifle (MA5B ICWS Assault Rifle):
Damage - Low
Range - 500
Speed - Very Fast
Splash - 100 (spray and pray)
% to Miss - 20%
Specialization - Master Chief increases his rate of fire by 100% + 10% per level of Specialization for 20 seconds.
-This is the default starting weapon and the only weapon that chief starts with.
Battle Rifle (BR55 Rifle)
Damage - Moderate/High (Chance to crit)
Range - 650
Speed - Moderate
Splash - None
% to Miss - 20%
Specialization - Master Chief focuses intensely for the next 10 seconds + 1 second per level of specialization, increasing his chance to critically strike his opponent 100% of the time.
-Found in the first room of Sigma's fortress.
Shotgun (M90 Mk.I Shotgun)
Damage - High/Very High
Range - 250
Speed - Moderate
Splash - 150 (buckshot)
% to Miss - 10%
Specialization - Master Chief loads his shotgun with a powerful slug, dealing 400 damage per level and stunning the opponent for 1 second.
Sniper Rifle (SRS99C-S2 AM Sniper Rifle)
Damage - Very High (Chance to crit) (Pierces armor - Chaos Damage)
Range - 800
Speed - Slow
Splash - None
% to Miss - 35% (Heavy)
Specialization - Master Chief aims for 5 seconds and then assassinates his target, instantly killing any target with less than (1,000 x level of the ability) or dealing 500 damage per level to any target that would otherwise survive and disorienting the target for 10 seconds, causing them to miss 10% of attacks. Has a 10% chance to blind the target, causing them to miss 90% of attacks instead.
Rocket Launcher (M199 SSM SPNKr Rocket Launcher)
Damage - Very High
Range - 500
Speed - Very Slow
Splash - 350
% to Miss - 15%
Specialization - Master Chief fires a thermonuclear shell at his opponent, dealing 300 damage/level to all targets in a 600 range of his target and reducing their armor by 1 per level for 30 seconds. Also irradiates the area of impact, dealing 1% of any unit's current health per second that wanders through the area (Including allies!).
Secret Weapon: Halo 1 Pistol (M6D Pistol)
Damage - High/Very High (Chance to crit)
Range - 700
Speed - Fast
Splash - None
% to Miss - 15%
Specialization - Master Chief has perfected the "Magic Bullet" trick, causing his attacks to hit an additional target for 20 seconds + 2 seconds per level of Specialization. With level 10 specialization he hits one more target, and then another at level 20.
-This weapon will most likely be purchased from Bob after certain conditions are met (collecting all the other weapons perhaps). It needs to be unlocked however, and is not just found like the other weapons are. I may hide it somewhere in Halo even.
I may play with the % to Miss mechanic (remove it, tweak it, etc) but I think it would be a cool concept. It would simulate skill in an fps since you would have to raise your Marksmen skill to counteract it. It might be worth raising the % to Miss to simulate starting off as a total noob, and then when you max your Marksman skill, you'd have nearly a 100% chance to hit.
Skills
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Marksman - Each level of this skill raises Master Chief's chance to hit by X%. This number is not yet finalized.
20 levels - passive
Specialization - See above.
Weapon Kit - Spellbook containing all of Master Chief's weapons, allowing him to swap at whim.
Spartan Laser - Master Chief charges up and fires a powerful laser, dealing 1,000 damage per level to all targets in a straight line.
10 levels - ultimate - 5 minute cooldown
AI Construct Cortana - Each level of this skill increases Master Chief's crit chance (on all weapons) and evasion chance by 1%
20 levels - passive
Cloaking Device - This device grants Master Chief complete invisibility, allowing him to evade hostiles for a short time and granting his next attack a 100% chance to crit and deal bonus damage. However, this device draws a huge amount of power from your energy supply. This device drains 10% of your maximum mana per second at level 1, and a reduced 1% per level after that.
10 levels - 10%/9%/8%/7%/6%/5%/4%/3%/2%/1% mana/sec
Items
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Frag Grenade - This small, handheld explosive sends shards of metal in all directions. The effectiveness of this weapon is heavily dependant on Master Chief's skill with explosives, doing 50 damage x Master Chief's level
to all enemies in a 500 AoE and slowing their movement and attack speed by 25% for 15 seconds.
- Purchased from Bob in stacks of 5.
Plasma "Sticky" Grendade - This blue ball lights up when activated and sticks to whatever surface it is thrown at... with deadly results. When thrown at an enemy, detonates after 3 seconds, discharging hot plasma in all directions. The effectiveness of this weapon is heavily influenced by Master Chief's skill with explosives, doing 50 damage x Master Chief's level to all enemies in a 300 AoE and reducing their armor by 1/10th his level.
- Purchased from Bob in stacks of 5.
Overshield - When activated, this device triples Master Chief's mana pool for 1 minute and makes him invulnerable for 3 seconds while it charges. Has a 3 minute cooldown.
- Found somewhere... perhaps Sigma's stage.
Radio - This device summons expendable marines to provide backup for Master Chief. They will blindly follow him and shoot at any hostiles, but cannot be controlled directly or given orders. Has a 5 minute cooldown.
- Found in Halo
THE END. I hope you enjoyed it. Please give feedback.