Halo Wars Balance Feedback *updated*

Last post 12-14-2009, 6:30 AM by Needles129. 507 replies.
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  •  11-22-2009, 3:32 PM 775291 in reply to 775290

    Re: Halo Wars Balance Feedback *updated*

    studmuffin:
    orcle:
    studmuffin:
    Master LuigiGun:

    One major thing that apparently won't be fixed is the over powered canister shell. in the upgrade description it says canister shell raises the scorpions anti-infantry role, but the canister shell ends up being the 2nd strongest Y button ability(mega-barrage 1st) for the strongest land mainline unit.

    Canister destroys, wraiths,locust, and even cobras basically everything. this thing should be toned down against armor it makes using wraiths or anything landbased against scorpions useless, when playing covenant i have to resort to banshees when facing forge, which is impractical for more than 7 or so minutes, cause in the almighty UNSC vehicle depot you can build wolverines that demolish and entire air army with just 5 or 6 of them without spartans in them. heck wolverines can put up a fight against anything in the covenant factory, destroy everything in the summit, and they can kill grunt squads and jackals with ease.

    As UNSC i can play a whole match with just a vehicle depot, especially Forge. But with the covenant, if i fail any initial attack, i seem to have to switch unit type and building very fast and seem to be limited to offensive options like the locust while UNSC can change to defense with a few cobras and wolverines. sure the covenant have leaders but UNSC  have three super strong spartans that don't count to population. The only option for vehicles are the hunters which by infantry-nature can get destroyed by canister+superMAC/superCARPET/CRYO.

    Some people might say that everything is balanced because the covenant have shields(that take a slot in your base) and free teleportation but UNSC all have eco-bonus and super-units but most importantly the ability to counter with powerful units from just the vehicle depot backed up by strong UNSC leader powers. let's not even get started on the crappy turrets for the covenant that are slow and fire in bursts while UNSC turrets fire nonstop and are super accurate.

     

     

    well getting tech 3 as UNSc against good covie is hard and so you have to start out with a barracks and the hall being better you on covies turf. Also hunters can counter everything in the UNSC vehicle depot and make banshee's and hunters and with good micro you can win alog with leader powers it's not that bad at all

    hunters are fail

    there really not though Im not sure why people say this but hunters pwn vehciles and the only situation where tanks beat hunters when it has earned them there bad name is if the tanks out number them/equal number (NOT POP). Dont get assualt beam though beacuse then they really do get owned

    hunters fail pop wise to tanks, 3 hunters will lose to 2 tanks. at eqaul tech level. complete crap for a hard counter.
  •  11-22-2009, 3:37 PM 775295 in reply to 775290

    Re: Halo Wars Balance Feedback *updated*

    studmuffin:
    orcle:
    studmuffin:
    Master LuigiGun:

    One major thing that apparently won't be fixed is the over powered canister shell. in the upgrade description it says canister shell raises the scorpions anti-infantry role, but the canister shell ends up being the 2nd strongest Y button ability(mega-barrage 1st) for the strongest land mainline unit.

    Canister destroys, wraiths,locust, and even cobras basically everything. this thing should be toned down against armor it makes using wraiths or anything landbased against scorpions useless, when playing covenant i have to resort to banshees when facing forge, which is impractical for more than 7 or so minutes, cause in the almighty UNSC vehicle depot you can build wolverines that demolish and entire air army with just 5 or 6 of them without spartans in them. heck wolverines can put up a fight against anything in the covenant factory, destroy everything in the summit, and they can kill grunt squads and jackals with ease.

    As UNSC i can play a whole match with just a vehicle depot, especially Forge. But with the covenant, if i fail any initial attack, i seem to have to switch unit type and building very fast and seem to be limited to offensive options like the locust while UNSC can change to defense with a few cobras and wolverines. sure the covenant have leaders but UNSC  have three super strong spartans that don't count to population. The only option for vehicles are the hunters which by infantry-nature can get destroyed by canister+superMAC/superCARPET/CRYO.

    Some people might say that everything is balanced because the covenant have shields(that take a slot in your base) and free teleportation but UNSC all have eco-bonus and super-units but most importantly the ability to counter with powerful units from just the vehicle depot backed up by strong UNSC leader powers. let's not even get started on the crappy turrets for the covenant that are slow and fire in bursts while UNSC turrets fire nonstop and are super accurate.

     

     

    well getting tech 3 as UNSc against good covie is hard and so you have to start out with a barracks and the hall being better you on covies turf. Also hunters can counter everything in the UNSC vehicle depot and make banshee's and hunters and with good micro you can win alog with leader powers it's not that bad at all

    hunters are fail

    there really not though Im not sure why people say this but hunters pwn vehciles and the only situation where tanks beat hunters when it has earned them there bad name is if the tanks out number them/equal number (NOT POP). Dont get assualt beam though beacuse then they really do get owned

    getting tech 3 is hard depending on your strategy, just look at forge than can get tech 2 before 2 minutes and pop his first tank out by 3:30 so it's difficult to deal with that so early in game. "good" covie players will make it hard for tech 3 but most players aren"t rushers. if you don't leader rush is there another way? 

  •  11-22-2009, 3:52 PM 775302 in reply to 775291

    Re: Halo Wars Balance Feedback *updated*

    orcle:
    studmuffin:
    orcle:
    studmuffin:
    Master LuigiGun:

    One major thing that apparently won't be fixed is the over powered canister shell. in the upgrade description it says canister shell raises the scorpions anti-infantry role, but the canister shell ends up being the 2nd strongest Y button ability(mega-barrage 1st) for the strongest land mainline unit.

    Canister destroys, wraiths,locust, and even cobras basically everything. this thing should be toned down against armor it makes using wraiths or anything landbased against scorpions useless, when playing covenant i have to resort to banshees when facing forge, which is impractical for more than 7 or so minutes, cause in the almighty UNSC vehicle depot you can build wolverines that demolish and entire air army with just 5 or 6 of them without spartans in them. heck wolverines can put up a fight against anything in the covenant factory, destroy everything in the summit, and they can kill grunt squads and jackals with ease.

    As UNSC i can play a whole match with just a vehicle depot, especially Forge. But with the covenant, if i fail any initial attack, i seem to have to switch unit type and building very fast and seem to be limited to offensive options like the locust while UNSC can change to defense with a few cobras and wolverines. sure the covenant have leaders but UNSC  have three super strong spartans that don't count to population. The only option for vehicles are the hunters which by infantry-nature can get destroyed by canister+superMAC/superCARPET/CRYO.

    Some people might say that everything is balanced because the covenant have shields(that take a slot in your base) and free teleportation but UNSC all have eco-bonus and super-units but most importantly the ability to counter with powerful units from just the vehicle depot backed up by strong UNSC leader powers. let's not even get started on the crappy turrets for the covenant that are slow and fire in bursts while UNSC turrets fire nonstop and are super accurate.

     

     

    well getting tech 3 as UNSc against good covie is hard and so you have to start out with a barracks and the hall being better you on covies turf. Also hunters can counter everything in the UNSC vehicle depot and make banshee's and hunters and with good micro you can win alog with leader powers it's not that bad at all

    hunters are fail

    there really not though Im not sure why people say this but hunters pwn vehciles and the only situation where tanks beat hunters when it has earned them there bad name is if the tanks out number them/equal number (NOT POP). Dont get assualt beam though beacuse then they really do get owned

    hunters fail pop wise to tanks, 3 hunters will lose to 2 tanks. at eqaul tech level. complete crap for a hard counter.

    4 hunters wont fail to two tanks though, 3 hunters may be 6 pop like 2 tanks but it's not the same cost wise is why

    @luigi if they do the tank rush to get tanks out that quick then as POR get bless and hunters/banshee's because they dont have wovles and they cant make tanks faster than you cna make hunters. And if your arby then you sucide grunt rush his factory and stop it from coming up and if they put up early turret then upgrade arby adn get banshee's and kill turret with arby and then bring in banshee's for tanks, if your brute then get hamme and vortex upgraed and get hunters. You dont have to leader rush but if you dont like rushing at all and are going for some stronger things and just letting each other build up try going for banshee's plus hunters along with your leader you should do fine. If you really have that hard a time with UNSc vehicles then go for brute chieftain adn get a tech or 1 cheftain or whatever and all banshee's the brute vortex rips apart wolves leaving not enough elft to stop you even if they kill the leader


    GT: EverCuteKitty
    1v1-front page (random all)
    2v2-front page (anders)
    3v3-top 50 (random UNSC)


  •  11-22-2009, 3:57 PM 775304 in reply to 775302

    Re: Halo Wars Balance Feedback *updated*

    studmuffin:

    4 hunters wont fail to two tanks though, 3 hunters may be 6 pop like 2 tanks but it's not the same cost wise is why

    which is why they fail as a hard counter.

    to be a good hard counter they need to be able to have a effeciency of 3 against the unit they hard counter, they can't even make 1 now. 

    1 flamer/jackal >3 marines/grunts

    1 wolverine/vampier > 3 hornets/banshees

    2 hunters should be able to kill 3 tanks to be a good hard counter.

  •  11-22-2009, 4:16 PM 775309 in reply to 775304

    Re: Halo Wars Balance Feedback *updated*

    orcle:
    studmuffin:

    4 hunters wont fail to two tanks though, 3 hunters may be 6 pop like 2 tanks but it's not the same cost wise is why

    which is why they fail as a hard counter.

    to be a good hard counter they need to be able to have a effeciency of 3 against the unit they hard counter, they can't even make 1 now. 

    1 flamer/jackal >3 marines/grunts

    1 wolverine/vampier > 3 hornets/banshees

    2 hunters should be able to kill 3 tanks to be a good hard counter.

    1 tank<1 cobra

    there a hell of alot better than cobras and they still pwn there are times when they jsut arent enough but that's what leader pwoers are for


    GT: EverCuteKitty
    1v1-front page (random all)
    2v2-front page (anders)
    3v3-top 50 (random UNSC)


  •  11-22-2009, 4:24 PM 775315 in reply to 775309

    Re: Halo Wars Balance Feedback *updated*

    studmuffin:
    orcle:
    studmuffin:

    4 hunters wont fail to two tanks though, 3 hunters may be 6 pop like 2 tanks but it's not the same cost wise is why

    which is why they fail as a hard counter.

    to be a good hard counter they need to be able to have a effeciency of 3 against the unit they hard counter, they can't even make 1 now. 

    1 flamer/jackal >3 marines/grunts

    1 wolverine/vampier > 3 hornets/banshees

    2 hunters should be able to kill 3 tanks to be a good hard counter.

    1 tank<1 cobra

    there a hell of alot better than cobras and they still pwn there are times when they jsut arent enough but that's what leader pwoers are for

    which is why cobras also suck. but at least a lock down cobra can take a tank 1v1 if the tank doesn't run away.
  •  11-22-2009, 5:03 PM 775330 in reply to 775210

    Re: Halo Wars Balance Feedback *updated*

    orcle:
    Klunk:Buff covie turrets to match thier UNSC counterparts
    totally, covenant turrets should actually do something when you build them.
    Why would you give covie a weaker turret? to make warthogs even more useful agaisnt covie? it makes no sense why would the advanced covie race make a turret that misses constantly and has less range .

  •  11-22-2009, 5:23 PM 775338 in reply to 775330

    Re: Halo Wars Balance Feedback *updated*

    whats retarded is that All of cobras upgrades are for when its locked down, I bet you Ensemble has a glitch in there coding where cobra is a different unit then a locked down cobra, so the upgrades don't carry over. Because thats exactly how it looks when they fight...

     

     


    httP://www.lazyfrog.us
  •  11-22-2009, 6:43 PM 775397 in reply to 769843

    Re: Halo Wars Balance Feedback *updated*

    NOT TEH ARBITUR!!!!1!one!!!!111!111eleven!!!!11
    www.youtube.com/houlihanfryingpan
  •  11-22-2009, 10:20 PM 775507 in reply to 769843

    Re: Halo Wars Balance Feedback *updated*

    Timotron:There is no date official or unofficial at this point for a potential TU. We will update you when we have one.


    In an potential upcoming title update we are investigating making the following balance changes to Halo Wars, as such I am opening up for feedback as we continue work on refining our balance pass.

     

    Balance Changes

    1. Buffing the Scarab from a fully upgraded tech level 3 Covenant unit to a "super" tech unit on par with Grizzly's, Hawks and ODST.

    2. Buffing the Hunters Assault Beam upgrade so that Hunters can track fast moving vehicles like warthogs.

    3. Fixing the Grunt squads needler upgrade so that they keep their damage bonus against Air craft.

    4. Nerfing the Arbiter during Rage so that he takes more damage from attacks.

    5.  Nerfing the Gremlin by adjusting the vehicle and its upgrades up one tech level, making Gremlins a tech level 2 vehicles with the first upgrade available at tech 3 and the final upgrade at tech 4.

    6. *New* Buffing Brute choppers auto-cannon damage to do more damage to air units at the same rate as other scout units.

    We are still adjusting final numbers on these changes and investigating other changes so we want feedback on these changes and other suggestions for other changes or bugs that need fixing. 

    1. what do you mean by buffering the scarab to a super unit?  Do you mean you are going to make it even stronger?  It already takes an entire army to take them on and thats not including if they have engineers!

    2. Isn't the warthogs speed one of its pre-determined advantages?  Why should they be easier to target they die quickly anyway from hunters and any other attacks?

    3.  The grunt one i understand since they are suppose to have this ability

    4. Why are you nerfing the arbiter he is already easy to kill just surround him with strong units.  I understand if you want to make him weaker to start (rushing) but he should be on par with the other leaders and the starting units of the unsc.

    5.  making the gremlin tech 2 is not a bad idea but making its upgrades equivalent to a tank might be a little too much.

    6.  ok but this better not increase damage against ground units.


    Coming Soon www.Battlefield4Hope.com
  •  11-22-2009, 10:42 PM 775523 in reply to 775507

    Re: Halo Wars Balance Feedback *updated*

    4x mac

    10 odst

    5 cobras

    10 hawks 

    ect, ect

    ^^^^^^^^^ pick one of those . . . . . they dont make an army. scarabs are too easy to take down.
    Bled of all you had to lose, Pick up the pieces with your broken hands.

    Yes I'm aware my post count is low, I only reply to intelligent conversations.

    Yes I'm aware I use a vocabulary you're unfamiliar with, it's called Proper English
  •  11-22-2009, 10:50 PM 775527 in reply to 775159

    Re: Halo Wars Balance Feedback *updated*

    MLGSneakyBeaver:
    Tomanater00:
    MLGSneakyBeaver:

     

    Tomanater (Can't spell your name it confuses me.)

    Grizzly canister is weaker than PT yes I know, but it still does a nice chunk of damage to hunters and the main problem with Hunters vs. Grizzlies seems to be the canister and retreat method.

    PT tanks can do it better to hunters, but without the health boost or upgraded Machine gun they fall to massed banshees realitivley easily. 

    lesson on how to spell my name(note this is not how i created it)

    break it down into a few words

    tom

    an

    ate

    then just add a r to the end

     

    grizzlie canister is better against hunters, cuz grizzlies have anti infantry canister while pt has anti heavy armor.  

     

    Orly? I never knew that to be honest. I thought it had something to do with grizzlies canister being more spread out while PT had a inclosed, but more powerful one. 

     

     

    your right but thats what makes grizzlies have a anti infantry canister and pt tanks have a anti heavy armor canister.


    crusaderking:
    Tomanater is like a supply elevator. nuff said.
  •  11-22-2009, 10:51 PM 775528 in reply to 775153

    Re: Halo Wars Balance Feedback *updated*

    Klunk:Buff covie turrets to match thier UNSC counterparts
    +1
    crusaderking:
    Tomanater is like a supply elevator. nuff said.
  •  11-22-2009, 11:45 PM 775562 in reply to 775528

    Re: Halo Wars Balance Feedback *updated*

    Tomanater00:
    Klunk:Buff covie turrets to match thier UNSC counterparts
    +1

    orrrrr nerf UNSC turrets? they have mad range.


    AolxHangover:
    i've never spoken to crusader but whenever i see his forum posts i think of a forge with no mussels :P
  •  11-23-2009, 1:34 AM 775602 in reply to 769843

    Re: Halo Wars Balance Feedback *updated*

    Timotron:There is no date official or unofficial at this point for a potential TU. We will update you when we have one.


    In an potential upcoming title update we are investigating making the following balance changes to Halo Wars, as such I am opening up for feedback as we continue work on refining our balance pass.

     

    Balance Changes

    1. Buffing the Scarab from a fully upgraded tech level 3 Covenant unit to a "super" tech unit on par with Grizzly's, Hawks and ODST.

    2. Buffing the Hunters Assault Beam upgrade so that Hunters can track fast moving vehicles like warthogs.

    3. Fixing the Grunt squads needler upgrade so that they keep their damage bonus against Air craft.

    4. Nerfing the Arbiter during Rage so that he takes more damage from attacks.

    5.  Nerfing the Gremlin by adjusting the vehicle and its upgrades up one tech level, making Gremlins a tech level 2 vehicles with the first upgrade available at tech 3 and the final upgrade at tech 4.

    6. *New* Buffing Brute choppers auto-cannon damage to do more damage to air units at the same rate as other scout units.

    We are still adjusting final numbers on these changes and investigating other changes so we want feedback on these changes and other suggestions for other changes or bugs that need fixing. 

      

     



    Aloysius: We are also going to be changing the amount of points needed to gain ranks in Multiplayer.

    1. this is awesome !!!

    2.Hunters are op

    3.now grnuts will be op...

    4 yayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy !!!hes impossible to beat in 1v1, youjusthave to hope you dont match him. now i will best him evry time !

    5.You really dont need to do suff to gremlins, you can just build hunters or wraiths to beat them.

    6. choppers are vehicles there not meant to beat air... you dumb

     that sounsd good i can be cool now like my freind.

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