Halo Wars Balance Feedback *updated*

Last post 12-14-2009, 6:30 AM by Needles129. 507 replies.
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  •  11-18-2009, 11:07 AM 773686 in reply to 773681

    Re: Halo Wars Balance Feedback *updated*

    Hawks Just Rule:

    What we need is the people at ROBOT to actually participate more, in this thread they have barely commented at all. Come on show some enthusiasm.  

    Also from what I have read there are to many people complaining about something and not bringing up alternatives.

    Right what I think should happen to balance out HW.

    1. Scorpions ARE OP. Period. Un-upgraded they can easily beat shielded Wraiths, then with canister shell they can kill pretty much anything. Now a canister shell is a hollow shell full of bits of metal and a small explosive charge, it is designed to kill infantry NOT vehicles and buildings.

    2.The Wraith whilst technically not a tank, more of close artillery support, it should be able to take on a tank when it has shields, or at least do sevear damage to one, plus it should have greater accuracy than it does now and slightly more range than a scorpion. Oh and Scorch should last longer both on the ground and on victims as well as do more damage.

    the wraith is the main covenant battle tank in this game

    3.Hawks, whilst counterable they are still a big threat simply because they are too cheap for their damage. Yes they do die quickly, but that laser of theirs can easily kill anything on the map, slow down its RoF and that would make it far more balanced for its price.

    hawks sucks

    4.Mainline infantry. Why even have these guys, cause at the minute the only ones I see are ODSTs. Grunts whilst an OK unit have a 'Y' ability that is only good against buildings, and the Marines can only use their 'Y' ability to do anything. So I think that the Grunts plasm grenades should do more damage and should be more accurate, whilst the marines should do slightly more damage.

    5.Spartans. Need to be better on their own two feet and give less of a buff to the vehicles that they jack.

    spartans are good enough, they can take out like 5 squads of grunts by themself, thats 30 grunts, and 5 elites.

    6.Hunters need to be able to resist Canister Shells better. Plus I like the idea of the faster tracking.

    7.Gremlins. Don't put them up a tech, simply weaken the damage they do without focusing lens, that should do it.

    thats a stupid idea. they will be just as op as ever.

    8.Make cobras stronger when not locked down, how about increasing their RoF slightly.

    9.Weaken Wolverines Volley. It gives the UNSC too much of an advantage.

    10. Covie leaders excluding the BC need to be brought down to a fairer level. Arbiter is too hard to kill in rage but too easy to kill when out of rage. PoR is easy to kill when Glassing put to hard to kill when flying, he's not even competitive when not flying though, his shields however make it too easy for the player to recall him, making him far to easy to level up.

    por dies really easily if you just focus fire, or get a vampire, he has no health and even a 3 star prophet is easily killed. arbiter sucks against unsc. his rage is getting nerfed.

    11. Choppers should be able to shoot whilst driving at their target, ram should barely damage them even without ramming targ, guns should do more damage, more than both other scouts but less than gauss hogs.  

    Thankyou for reading. 

    ...
  •  11-18-2009, 3:39 PM 773794 in reply to 773686

    Re: Halo Wars Balance Feedback *updated*

    whitemage:
    Hawks Just Rule:

    What we need is the people at ROBOT to actually participate more, in this thread they have barely commented at all. Come on show some enthusiasm.  

    Also from what I have read there are to many people complaining about something and not bringing up alternatives.

    Right what I think should happen to balance out HW.

    1. Scorpions ARE OP. Period. Un-upgraded they can easily beat shielded Wraiths, then with canister shell they can kill pretty much anything. Now a canister shell is a hollow shell full of bits of metal and a small explosive charge, it is designed to kill infantry NOT vehicles and buildings.

    2.The Wraith whilst technically not a tank, more of close artillery support, it should be able to take on a tank when it has shields, or at least do sevear damage to one, plus it should have greater accuracy than it does now and slightly more range than a scorpion. Oh and Scorch should last longer both on the ground and on victims as well as do more damage.

    the wraith is the main covenant battle tank in this game  

    Re: I know but thats why I continued, to say it should be able to act as a tank. 

    3.Hawks, whilst counterable they are still a big threat simply because they are too cheap for their damage. Yes they do die quickly, but that laser of theirs can easily kill anything on the map, slow down its RoF and that would make it far more balanced for its price.

    hawks sucks  

    Re: You are just chatting rubbish, try thinking of a good answer instead of just trying to put me down. Besides I still think Hawks are just too good for their price.

    4.Mainline infantry. Why even have these guys, cause at the minute the only ones I see are ODSTs. Grunts whilst an OK unit have a 'Y' ability that is only good against buildings, and the Marines can only use their 'Y' ability to do anything. So I think that the Grunts plasm grenades should do more damage and should be more accurate, whilst the marines should do slightly more damage.

    5.Spartans. Need to be better on their own two feet and give less of a buff to the vehicles that they jack.

    spartans are good enough, they can take out like 5 squads of grunts by themself, thats 30 grunts, and 5 elites.  

    Re: You fail to understand a real person, Mr Joe Public will either have tanks or counter infantry, I personally think spartans should be slightly better against vehicles when on foot, even without the laser, and should be able to get out of the way of even jackals quicker than he can now.

    6.Hunters need to be able to resist Canister Shells better. Plus I like the idea of the faster tracking.

    7.Gremlins. Don't put them up a tech, simply weaken the damage they do without focusing lens, that should do it.

    thats a stupid idea. they will be just as op as ever.

    Re: So why would this still be OP, from what I have learnt, through personal experience (both using and against Gremlins) and from reading posts on this thread, the Gremlin is only OP early on when proper counters aren't available, by t2/3 the gremlin can be countered by either infantry (not the best but they can), vehicle counters (covies work best as Hunters cannot get E.M.Ped) or air (now why wasn't this mentioned in your above waste of pixels).

    8.Make cobras stronger when not locked down, how about increasing their RoF slightly.

    9.Weaken Wolverines Volley. It gives the UNSC too much of an advantage.

    10. Covie leaders excluding the BC need to be brought down to a fairer level. Arbiter is too hard to kill in rage but too easy to kill when out of rage. PoR is easy to kill when Glassing put to hard to kill when flying, he's not even competitive when not flying though, his shields however make it too easy for the player to recall him, making him far to easy to level up.

    por dies really easily if you just focus fire, or get a vampire, he has no health and even a 3 star prophet is easily killed. arbiter sucks against unsc. his rage is getting nerfed.

    Re: Like I say PoR can easily jump meaning he actually dies relatively rarely when microed properly. Arbiter like I said is very good in rage but cannot fight at all out of rage. Nerfing rage would just make him OK in rage and UP out of rage. I think Arbie should be slightly weaker in rage but stronger out of rage (that is balance). 

    11. Choppers should be able to shoot whilst driving at their target, ram should barely damage them even without ramming targ, guns should do more damage, more than both other scouts but less than gauss hogs.  

    Thankyou for reading. 

    ...

    You can't have Slaughter without Laughter.
    The ship of failure, sails on a sea of excuses.
    My names outdated. It should be: Replace the super upgrade with something better.
  •  11-18-2009, 4:32 PM 773835 in reply to 773794

    Re: Halo Wars Balance Feedback *updated*

    I agree with hawks on the spartan thing. As a single unit they are way to weak. The shields are fine but I think they should have more health. Also if i build 3 spartans that is 900 supplies i do not want them to die by just regular leader crap. I hate seeing my spartans getting raped by an arby or a PoR or a chieftens f**king stun ability. Honestly spartans should be immune to the brute chieftains stun and should have way more health. These halo wars spartans do not feel like spartans. They feel like super weak units. A spartan with his shields down is like a thing asking to die. Give them the health of a marine when they have their shields out. That would make the spartans actually a threat. The only real threat the spartans would be is if they are in vehicles. They NEED t obe more powerful single units.

    Spartan's health is like jelly, if you could grab the slippery ***.


    You can't play halo wars until you see this video
    http://www.escapistmagazine.com/videos/view/zero-punctuation/645-Halo-Wars
    I've been perma-banned at bungie.net :(
  •  11-18-2009, 4:42 PM 773839 in reply to 773794

    Re: Halo Wars Balance Feedback *updated*

    @hawks just rule

    3. hawks suck, they fail hard to any anti air and they are not powerful enough to do that much damage. anti air destroy them 1 to 4. i did not insult you, learn to read.

    5. Spartans can kill 1 tank if its there. think of halo 3, if they have more than 1 scorpion how often do you get to kill without dying? they do fine. they have a lot of health and they have good dps for a $300 unit. if anything, they are op because they can jack a 3 wraiths when 6 wraiths are shooting at them.

    7. the op thing about gremlins is they can stun tanks and 1 gremlin with chain amp can stun 3 tanks, 1 pop $200 unit completely stopping 9 pop $1500 units. they also stop early hogs for other unsc. the fact that they can stun is enough for it to be op. they are not even much of a problem early game because people can get by but by tech 3 chain amp just makes them completely op. gremlins the best anti vehicle in the game because they can stun full armies of vehicles, even with cobra gremlins will win unless the cobras are set up in good position. you are force to defend and anders can own you with gremlins and marines.

    10. arbiter being invisible and all and reflect damage and doing the most damage of any leader normal attack is good enough. he will still be the best leader power because right now he can take on 5x as much anti infantry as any other leader. por can recall but he wastes 100 and 1 vampire would be enough to stop him completely. he also can't do much if you just attack his base and kill him if he tries to defend. having a few anti air at his base when he recall would own him. he is easy to fight if you just have a covenant on your team or you attack him at his base.

     

  •  11-18-2009, 4:43 PM 773842 in reply to 773835

    Re: Halo Wars Balance Feedback *updated*

    sp4rt4n:

    I agree with hawks on the spartan thing. As a single unit they are way to weak. The shields are fine but I think they should have more health. Also if i build 3 spartans that is 900 supplies i do not want them to die by just regular leader crap. I hate seeing my spartans getting raped by an arby or a PoR or a chieftens f**king stun ability. Honestly spartans should be immune to the brute chieftains stun and should have way more health. These halo wars spartans do not feel like spartans. They feel like super weak units. A spartan with his shields down is like a thing asking to die. Give them the health of a marine when they have their shields out. That would make the spartans actually a threat. The only real threat the spartans would be is if they are in vehicles. They NEED t obe more powerful single units.

    Spartan's health is like jelly, if you could grab the slippery ***.

    it take more than 900 to kill 3 spartans with leader powers at the same tech
  •  11-18-2009, 5:01 PM 773853 in reply to 773842

    Re: Halo Wars Balance Feedback *updated*

    Honestly you are extreamly dumb and should go back to playing something else and leave these forums. That out of the way it takes 300 supplies of beaming with the PoR, 200 supplies for the BC, and like 350 supplies for the arby. Now I know covy leaders need leader powers but i still think it unfair that without their leader powers a unit that costs 400 or no money at the begining can kill 3 units that cost 900. So if you do not see the balance in this and hwo weak spartans are without their shields then you my good sir are a complete moron. Oh and for the gremlin thing gremlins can only stun 3 not 9 look at your post and edit it.
    You can't play halo wars until you see this video
    http://www.escapistmagazine.com/videos/view/zero-punctuation/645-Halo-Wars
    I've been perma-banned at bungie.net :(
  •  11-18-2009, 6:29 PM 773896 in reply to 773853

    Re: Halo Wars Balance Feedback *updated*

    sp4rt4n:Honestly you are extreamly dumb and should go back to playing something else and leave these forums. That out of the way it takes 300 supplies of beaming with the PoR, 200 supplies for the BC, and like 350 supplies for the arby. Now I know covy leaders need leader powers but i still think it unfair that without their leader powers a unit that costs 400 or no money at the begining can kill 3 units that cost 900. So if you do not see the balance in this and hwo weak spartans are without their shields then you my good sir are a complete moron. Oh and for the gremlin thing gremlins can only stun 3 not 9 look at your post and edit it.
    don't fight leaders with spartans then... i think they are fine. they do the job of making vehicles godlike and acts as a early game anti air and vehicle counter from the baracks. and i don't see your point about leaders, if it takes that much money to kill a 300 resource unit, you are already ahead even if you don't kill the leader.

    p.s. what he means is 9 pop, as in gremlins can stun up to 3 tanks which is 9 pop. 

  •  11-18-2009, 11:46 PM 774049 in reply to 773896

    Re: Halo Wars Balance Feedback *updated*

    No thats not the point here. My 900 for his 500 early game. Do you know what i am asking for all i want is the spartans to have more hp. I don't want them to completly destroy everything in sight boost. All i want is a wee bit more Hp for their weak arses.

    P.S what he meant was 1 gremlin per 9 population look at his post and you will know what i am talking about.


    You can't play halo wars until you see this video
    http://www.escapistmagazine.com/videos/view/zero-punctuation/645-Halo-Wars
    I've been perma-banned at bungie.net :(
  •  11-18-2009, 11:58 PM 774050 in reply to 774049

    Re: Halo Wars Balance Feedback *updated*

    Now that I think about it, and since your fixing glitches.

    There is a glitch where Jet Pack Brutes can jet pack out of a Cryo. Though minor, your fixing glitches.


    GT: Restricted NAT23

    Controllers gone though since March 3rd, 2009: 739
  •  11-19-2009, 12:05 AM 774051 in reply to 774049

    Re: Halo Wars Balance Feedback *updated*

    sp4rt4n:

    No thats not the point here. My 900 for his 500 early game. Do you know what i am asking for all i want is the spartans to have more hp. I don't want them to completly destroy everything in sight boost. All i want is a wee bit more Hp for their weak arses.

    P.S what he meant was 1 gremlin per 9 population look at his post and you will know what i am talking about.

    don't build spartans unless you are taking on vehicles extremely early game. they have good health, it take prophet about 300 to beam each spartan, that pretty good, a chieftan kills them for about 400 and arbiter about 500. this is with no tech, even if you facter in upgrading leader powers, it is still not economic to leader power spartans. the upgrade helps a little but also cost 300 early game. later in the game spartans are still good units mixed into your army and are very good for countering a few vehicles if you have a mainly infantry army. they are also very powerful inside any vehicle so they serve a role quite well. they have a good amount of health already (almost 7000 hp), its really hard to kill them if they get on a vehicle as covenant. they would be op if the health is buffed. don't relly only in spartans, they are good units stat wise but when you can only have 3 you need other units to go with them.

    P.S. 9 pop? 3 tanks=9 pop. 1 gremlin stuns 3 tanks = 1 gremlin stuns 9 pop (a 1 pop unit stuns 9 pop worth of units)

  •  11-19-2009, 12:12 AM 774055 in reply to 774051

    Re: Halo Wars Balance Feedback *updated*

    No they do because the spartans are just walking shields they can't take even a touch to the face after their shields go out. Spartans are way to weak health wise. Plus I am not suggesting a huge boost in health just one that is about the same as a marine squad.
    You can't play halo wars until you see this video
    http://www.escapistmagazine.com/videos/view/zero-punctuation/645-Halo-Wars
    I've been perma-banned at bungie.net :(
  •  11-19-2009, 12:21 AM 774060 in reply to 774055

    Re: Halo Wars Balance Feedback *updated*

    sp4rt4n:No they do because the spartans are just walking shields they can't take even a touch to the face after their shields go out. Spartans are way to weak health wise. Plus I am not suggesting a huge boost in health just one that is about the same as a marine squad.
    why does it matter how much is sheilds and how much is health? a archon in starcraft had 350 shields and 10 health. a marine squad has 4-6 members, each marine has less than a spartan. how much health does a spartan in halo 3 have? after your shield is gone, how many shots can you take? its better to have more shields anyways since they recharge. so you rather the shields be like 4000 and the spartan have 3000 health? why does it matter? the amount is fine.
  •  11-19-2009, 2:15 AM 774063 in reply to 773839

    Re: Halo Wars Balance Feedback *updated*

    whitemage:

    @hawks just rule

    3. hawks suck, they fail hard to any anti air and they are not powerful enough to do that much damage. anti air destroy them 1 to 4. i did not insult you, learn to read.

    5. Spartans can kill 1 tank if its there. think of halo 3, if they have more than 1 scorpion how often do you get to kill without dying? they do fine. they have a lot of health and they have good dps for a $300 unit. if anything, they are op because they can jack a 3 wraiths when 6 wraiths are shooting at them.

    7. the op thing about gremlins is they can stun tanks and 1 gremlin with chain amp can stun 3 tanks, 1 pop $200 unit completely stopping 9 pop $1500 units. they also stop early hogs for other unsc. Re: So that doesn't mean anything. Early hogs suck anyway.

    the fact that they can stun is enough for it to be op. Re: No it doesn't it just means you get beat by it easily. Besides easy way to make emp weaker is to decrease how long it lasts.

    they are not even much of a problem early game because people can get by but by tech 3 chain amp just makes them completely op. gremlins the best anti vehicle in the game because they can stun full armies of vehicles, even with cobra gremlins will win unless the cobras are set up in good position. you are force to defend and anders can own you with gremlins and marines.  Re: So add some air to the mix. Mircoed Cobras, a few scorpions with canister (cause at the minute that can kill pretty much anything at the minute), then have some air to help kill off the Gremlins. 

    10. arbiter being invisible and all and reflect damage and doing the most damage of any leader normal attack is good enough. Re: The arbiter cannot, reflect tank projectiles (or at least not Canister shell), and he is the only leader who cannot shoot into cover. 

    he will still be the best leader power because right now he can take on 5x as much anti infantry as any other leader. por can recall but he wastes 100 and 1 vampire would be enough to stop him completely. he also can't do much if you just attack his base and kill him if he tries to defend. having a few anti air at his base when he recall would own him. he is easy to fight if you just have a covenant on your team or you attack him at his base. Re: Actually the only thing PoR cannot recall out if is a Cryo Bomb, Plus all he needs is Vamps and he can easily defend himself from covies and hunters to stop unsc.

     


    You can't have Slaughter without Laughter.
    The ship of failure, sails on a sea of excuses.
    My names outdated. It should be: Replace the super upgrade with something better.
  •  11-19-2009, 5:23 AM 774107 in reply to 774051

    Re: Halo Wars Balance Feedback *updated*

    orcle:
    sp4rt4n:

    No thats not the point here. My 900 for his 500 early game. Do you know what i am asking for all i want is the spartans to have more hp. I don't want them to completly destroy everything in sight boost. All i want is a wee bit more Hp for their weak arses.

    P.S what he meant was 1 gremlin per 9 population look at his post and you will know what i am talking about.

    don't build spartans unless you are taking on vehicles extremely early game. they have good health, it take prophet about 300 to beam each spartan, that pretty good, a chieftan kills them for about 400 and arbiter about 500. this is with no tech, even if you facter in upgrading leader powers, it is still not economic to leader power spartans. the upgrade helps a little but also cost 300 early game. later in the game spartans are still good units mixed into your army and are very good for countering a few vehicles if you have a mainly infantry army. they are also very powerful inside any vehicle so they serve a role quite well. they have a good amount of health already (almost 7000 hp), its really hard to kill them if they get on a vehicle as covenant. they would be op if the health is buffed. don't relly only in spartans, they are good units stat wise but when you can only have 3 you need other units to go with them.

    P.S. 9 pop? 3 tanks=9 pop. 1 gremlin stuns 3 tanks = 1 gremlin stuns 9 pop (a 1 pop unit stuns 9 pop worth of units)

    There's no way the arbiter takes 500 to kill one spartan. The chieftains figure is too high also and when you do factor in leader powers it becomes much more cheap. Not to mention that once you absorb one spartan with the vortex, if you detonate the vortex on another one it should die (or almost) for no extra charge.


    justjtealouse:

    From what I understand from this forum is that "kangaroo love" is the boss around here and theres some poser named "sPro Mitch?" who keeps saying he's the best but he's not.
  •  11-19-2009, 7:10 AM 774121 in reply to 774107

    Re: Halo Wars Balance Feedback *updated*

    Fixing things a little late, aren't we?

    Obama Health is garbage
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