Halo Wars Balance Feedback *updated*

Last post 12-14-2009, 6:30 AM by Needles129. 507 replies.
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  •  11-23-2009, 2:20 AM 775648 in reply to 775523

    Re: Halo Wars Balance Feedback *updated*

    Loki Shinigami: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.

    Actually 10 odst will be get owned, 5 cobras... maybe not too sure but I don't think they can match a scarab. 10 hawks also can't take a scarab down by themselves I've actually tried. All of the assuming no micro is involved, which is why the scarab is getting a buff.

     


    The solution to racism in America is to turn Ronald McDonald black. - Rapheal D. Mendoza (Tervalent Frog)
    Halo Legends is a disgrace to the Halo Universe.
  •  11-23-2009, 3:32 AM 775653 in reply to 775562

    Re: Halo Wars Balance Feedback *updated*

    Ronin 3000:

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

    orrrrr nerf UNSC turrets? they have mad range.

    either/ or
  •  11-23-2009, 10:05 AM 775683 in reply to 775272

    Re: Halo Wars Balance Feedback *updated*

    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. 

    Re: Yes you are soooo right. The Canister Shell is ridiculously OP it can kill everything, infantry, vehicles, even buildings. It should only damage infantry and it shouldn't damage hunters that much, I mean it is a shell full of ball-bearings, now I don't think those can cut through Hunter armour, let alone vehicle or Building armour.  

    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.

    Re: This is true as well. The Covies are strong in the "Hall" all infantry that it builds can be killed by the Scorpion, the Wolverine can kill any covie air unit and when locked down the Cobra can kill any Vehicle, bar the Scarab you need 2 spartan Cobras to kill Scarabs. (Should be fixed in the update).  

    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.

    Re: I agree with this too, wow I don't usually say that. Covie Turrets need to be more accurate and have more range, (Fuel Rods need to fire faster.). Covie shields are OK but I have found you need 2 at least, to keep their shields up, from the first volley of canister shells.  

     

     

    Agree with the above post or I'll get the Arbiter to shove your mouth over the mussel of a locked down Cobra's gun then we get Master Chief to fire said Cobra. :D 


    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.
  •  11-23-2009, 10:23 AM 775691 in reply to 775683

    Re: Halo Wars Balance Feedback *updated*

    Grizzly Canisters are not that strong, its the scorpion ones you have to worry about.  I think its fine, you sacrifice your canister damage if you upgrade to grizzly
  •  11-23-2009, 10:42 AM 775696 in reply to 775683

    Re: Halo Wars Balance Feedback *updated*

    Hawks Just Rule:
    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. 

    Re: Yes you are soooo right. The Canister Shell is ridiculously OP it can kill everything, infantry, vehicles, even buildings. It should only damage infantry and it shouldn't damage hunters that much, I mean it is a shell full of ball-bearings, now I don't think those can cut through Hunter armour, let alone vehicle or Building armour.  

    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.

    Re: This is true as well. The Covies are strong in the "Hall" all infantry that it builds can be killed by the Scorpion, the Wolverine can kill any covie air unit and when locked down the Cobra can kill any Vehicle, bar the Scarab you need 2 spartan Cobras to kill Scarabs. (Should be fixed in the update).  

    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.

    Re: I agree with this too, wow I don't usually say that. Covie Turrets need to be more accurate and have more range, (Fuel Rods need to fire faster.). Covie shields are OK but I have found you need 2 at least, to keep their shields up, from the first volley of canister shells.  

     

     

    Agree with the above post or I'll get the Arbiter to shove your mouth over the mussel of a locked down Cobra's gun then we get Master Chief to fire said Cobra. :D 

    As you posted above, i always need about 2 shield generators per base too since one barely gets the job done, especially for the base that has the temple.

  •  11-23-2009, 11:05 AM 775700 in reply to 775272

    Re: Halo Wars Balance Feedback *updated*

    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.

    Agreed. They should switch the power turret and canister shell upgrade and/or nerf canister damage.

    Master LuigiGun:

    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.

    Ever heard about Hunters? Use them to counter vehicles.

    Master LuigiGun: 

    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.


    Super upgrade for leader powers take a lot of time. Most games don't last that long, there really isn't any need to change a lot of things because some players can't cope with late game.

    Master LuigiGun:  

    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.

    The UNSC does not have a economy bonus that makes them better than Covenant. The Covenant usually gathers more resources throughout a game than UNSC, because the UNSC needs reactors and a field armory to be able to do what the Covenant does with 1 building.

     

    People complaining about UNSC being overpowered because of economic bonuses just show that they do not know enough about this game, because it is complete BS. Please think twice before throwing out stupid remarks about balance issues. You have misunderstood this game completely if you cry because UNSC get economic bonuses. It was almost balanced before the recycle building nerf, and it is definitely balanced now.


    King Kong aint got *** on me!
  •  11-23-2009, 11:20 AM 775706 in reply to 775700

    Re: Halo Wars Balance Feedback *updated*


     

    Quote-People complaining about UNSC being overpowered because of economic bonuses just show that they do not know enough about this game, because it is complete BS. Please think twice before throwing out stupid remarks about balance issues. You have misunderstood this game completely if you cry because UNSC get economic bonuses. It was almost balanced before the recycle building nerf, and it is definitely balanced now.

     

    @ DrugiS I agree with most of you're points, however hunters aren't the complete solution to tanks, canister mauls them: I suggest a 10-20% canister nerf vs Hunters of swap the tech tree Power Turret first (I like this idea btw).

    Regardless of the UNSC late game advantage, an army of AB Hunters should beat an army of Grizzlies/PT Tanks reasonably well (Covy should be baked up by a leader, UNSC by their Dbomb and/or power). The UNSC late game advantage should definitly not override hard counters in my opinion  

  •  11-23-2009, 11:54 AM 775713 in reply to 775700

    Re: Halo Wars Balance Feedback *updated*

    drugiS:
    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.

    Agreed. They should switch the power turret and canister shell upgrade and/or nerf canister damage.

    Master LuigiGun:

    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.

    Ever heard about Hunters? Use them to counter vehicles.

    Master LuigiGun: 

    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.


    Super upgrade for leader powers take a lot of time. Most games don't last that long, there really isn't any need to change a lot of things because some players can't cope with late game.

    Master LuigiGun:  

    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.

    The UNSC does not have a economy bonus that makes them better than Covenant. The Covenant usually gathers more resources throughout a game than UNSC, because the UNSC needs reactors and a field armory to be able to do what the Covenant does with 1 building.

     

    People complaining about UNSC being overpowered because of economic bonuses just show that they do not know enough about this game, because it is complete BS. Please think twice before throwing out stupid remarks about balance issues. You have misunderstood this game completely if you cry because UNSC get economic bonuses. It was almost balanced before the recycle building nerf, and it is definitely balanced now.

    Just so you know my main leader is captain cutter, and am currently using the prophet, nobody is crying, or like you trying to impose your opinion over someone elses. I am simply stating what i have noted in over 400 hours of play which i think i know enough. the only hard counter to grizzlies is also countered by them plus a strong Y button ability.

    but of course you see nothing wrong with that. of course you can't! because you rush in most of your games while i turtle most of mine to exploit the obvious weakness of the covenant late game. As you say most games don't last long but remember not everyone plays the same way you do, my games are close to an hour each one.

    If you play as the covenant and you cannot defeat your opponent early game by rushing or mid-game by simply outplaying them, you basically have lost the match, there is no way that a covenant army can survive the fully upgraded leader power(carpet mac) and the entire enemy army that has healing and disruption bomb to their disposal.

    On a side note, be nice; it's just a game.

  •  11-23-2009, 12:12 PM 775718 in reply to 775713

    Re: Halo Wars Balance Feedback *updated*

    Master LuigiGun:

    Just so you know my main leader is captain cutter, and am currently using the prophet, nobody is crying, or like you trying to impose your opinion over someone elses. I am simply stating what i have noted in over 400 hours of play which i think i know enough.

    It is not my opinion, it is a fact. Again, you are proving your lack of knowledge. Listen to what I say, and understand that you can't be right about everything. You can not notice that UNSC has an advantage from economic bonuses because it is not there!

     

    Master LuigiGun:

    the only hard counter to grizzlies is also countered by them plus a strong Y button ability.

     

    Try using Hunters + engineers and a leader power. But I agree that Grizzlies are a bit strong against Hunters.

    Master LuigiGun:

    but of course you see nothing wrong with that. of course you can't! because you rush in most of your games while i turtle most of mine to exploit the obvious weakness of the covenant late game.

    Is me rushing every game something else you have noticed in addition to UNSC having an unfair economic bonus? I think you are making things up.


    King Kong aint got *** on me!
  •  11-23-2009, 6:40 PM 776030 in reply to 775718

    Re: Halo Wars Balance Feedback *updated*

    Buff covie turrets or nerf UNSC

    fix suicide grunts

    give like a 1 minute period delay in buy time for the protectors on labrinth

    Wraith accuracy....

    reducing canisters building damage could change forge mirrors....

    fix the glitch where arby stays invisable while still raging your army

     

    issues not looked at but I think should

  •  11-23-2009, 6:42 PM 776032 in reply to 776030

    Re: Halo Wars Balance Feedback *updated*

    Klunk:

    Buff covie turrets or nerf UNSC

    fix suicide grunts

    give like a 1 minute period delay in buy time for the protectors on labrinth

    Wraith accuracy....

    reducing canisters building damage could change forge mirrors....

    fix the glitch where arby stays invisable while still raging your army

     

    issues not looked at but I think should

    gauss building damage should also be nerfed
  •  11-23-2009, 6:46 PM 776038 in reply to 776032

    Re: Halo Wars Balance Feedback *updated*

    orcle:
    Klunk:

    Buff covie turrets or nerf UNSC

    fix suicide grunts

    give like a 1 minute period delay in buy time for the protectors on labrinth

    Wraith accuracy....

    reducing canisters building damage could change forge mirrors....

    fix the glitch where arby stays invisable while still raging your army

     

    issues not looked at but I think should

    gauss building damage should also be nerfed
    If gauss didn't kill buildings hogs would have no late game use besides Anti-air.
  •  11-23-2009, 6:47 PM 776040 in reply to 769843

    Re: Halo Wars Balance Feedback *updated*

    i still dont understand the first one with the Scarab, is it going to get a damage bonus, health bonus, defense bonus, etc.?

    still the Scarab actually needs this update to live

    everything else is good except maybe the Arbiter one, i rarely play the arbiter but i think that one is delivering a blow below the belt for the arbiter

    can u make the brute chopper take up only 1 population count instead of 2? (just wondering)


    "What is the first thing you think about when a girl touches you?"
    "Sex"

    "oh my god! WITCH!!!!! What the hell are you doing don't just stand there help m.........(XP)
  •  11-23-2009, 6:51 PM 776043 in reply to 776040

    Re: Halo Wars Balance Feedback *updated*

    and also before it is released could we please be told the exact percentage of damage increase taken to the arby in rage mode?
  •  11-23-2009, 6:54 PM 776045 in reply to 776038

    Re: Halo Wars Balance Feedback *updated*

    Klunk:
    orcle:
    Klunk:

    Buff covie turrets or nerf UNSC

    fix suicide grunts

    give like a 1 minute period delay in buy time for the protectors on labrinth

    Wraith accuracy....

    reducing canisters building damage could change forge mirrors....

    fix the glitch where arby stays invisable while still raging your army

     

    issues not looked at but I think should

    gauss building damage should also be nerfed
    If gauss didn't kill buildings hogs would have no late game use besides Anti-air.
    they are way too good at it though...

    200dps against buildings while power turret scorpians(a tech higher) are only about 400dps, tanks are also 3 pop so per pop wise they are only about 140. even with canister shell factored in they do less than hogs. hog building damage exceed everything covenant has expect locusts. hogs are also the fastest unit in the game. hogs are also extremely good anti air. even with half of thier current building damage they will still be useful.

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