Halo Wars Balance Feedback *updated*

Last post 12-14-2009, 6:30 AM by Needles129. 507 replies.
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  •  11-10-2009, 7:11 PM 769880 in reply to 769843

    Re: Halo Wars Balance Feedback

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

    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.

    yea one scarab and 30 engineers baby and i'm going to the top 

    LOL LOL LOL LOL LOL LOL LOL LOL LOL ROFL

    but it will most likely be a buff like they did with turret     5% lol

     

     


    two players per box for halo wars (splite screen) well really for every Xbox game (splite screen)
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  •  11-10-2009, 7:18 PM 769882 in reply to 769878

    Re: Halo Wars Balance Feedback

    Fix the rally-point scouting glitch.

    I also think chain-amplifier is OP even at tech 4. 4 gremlins can shut down an army of tanks for plenty long enough to halve their numbers (with the aid of whatever other unit you're making). That's a bit much. I'd say either reduce the number of units stunned to 2, or increase duration of single-target stun.

    And what about the cyclops? Why must he be forever worthless?

    Also, is Grizzly canister going to be altered? Power turret tanks' canister does more damage, which is just plain wrong.


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  •  11-10-2009, 7:33 PM 769885 in reply to 769882

    Re: Halo Wars Balance Feedback

    I know that this is not an immediate issue, but could you fix the animation for the Modulator Upgrade for the Wraith tank? Every time I use it, the plasma mortar always disappears without that "splash" effect.

    Also, I like where the TU is going so far (especially the Hunter fix).

  •  11-10-2009, 7:47 PM 769888 in reply to 769885

    Re: Halo Wars Balance Feedback

    I have a few suggestions for the Cyclops. ;)

     Make him faster so that turrets do not down half of his hp before he is even able to use his Y ability. Or you could give him increased bullet reflection/damage reflection.

     Give him an area of damage radius so that when he is thrasing about and ripping apart buildings other units are hurt as well. However, the damage would not be huge, but it could be substantial when fighting other units such as marines.

     When I tell Cobras who are locked down to move their asses, I don't want to have to hit Y on all of them and then have to move them.

  •  11-10-2009, 7:52 PM 769890 in reply to 769888

    Re: Halo Wars Balance Feedback

    The Arbiter nerf has me worried. As of now he is basically useless when raging anything that takes more than 3 - 4 hit to kill by virtue of him losing his damage reflection in rage. if you further increase the damage he takes he may become incredibly useless except as a unit teleporter. In regards to fixing him I believe you should make him easier to target when he comes out of invisibility, and make it easier for units to hit him in rage. If you do that he may actually need a buff in his damage resistance because if more things hit him in rage he could also be made useless.

    I guess my message in this post is to be careful how you handle him because he could very easily be made useless as a result of changes to him.

  •  11-10-2009, 7:57 PM 769892 in reply to 769888

    Re: Halo Wars Balance Feedback

    Thank you for the gremlin nerf, a lot of Anders are going to be upset, but it was a well deserved nerf one way or another.

    The hunter buff is great and all but I'm thinking with an Anders nerf and a hunter buff, that prophet might become most viable in 1v1, or possibly Forge?

    Will Anders still be queen? We'll see, no matter what happens, Anders always seems to come back.

    The scarab thing is confusing, I hope its a solution without becomming another problem.

    Arby nerf, well, cant hurt, but now I think no Arby player will ever give me trouble in 1v1 game.


    Forge FTW.
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  •  11-10-2009, 8:07 PM 769895 in reply to 769882

    Re: Halo Wars Balance Feedback

    ExaltedVanguard:

    Fix the rally-point scouting glitch.

    I also think chain-amplifier is OP even at tech 4. 4 gremlins can shut down an army of tanks for plenty long enough to halve their numbers (with the aid of whatever other unit you're making). That's a bit much. I'd say either reduce the number of units stunned to 2, or increase duration of single-target stun.

    And what about the cyclops? Why must he be forever worthless?

    Also, is Grizzly canister going to be altered? Power turret tanks' canister does more damage, which is just plain wrong.

    Anders wont get to tech 4 with with a lot of units unless she can somehow stall, in which case, would deserve that advantage since now my goal is too hurt her before hand, kind of like what they did to me now.


    Forge FTW.
    3 accounts in the top 50 1v1 standard.
    Good 1v1 standard non-asian Forge player
    45 TS For 1v1

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  •  11-10-2009, 8:08 PM 769897 in reply to 769843

    Re: Halo Wars Balance Feedback

    Timotron:

     

    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.

    A damage boost to the AA gun would be nice, and would it be possible to allow them to walk over smaller units?  Since they can walk over mountains and all.  I think wraiths' AA gun could use a small damage boost as well. 

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

    Sounds good 

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

    Not sure about this, UNSC handles him just fine with marines/flamers and scorpions, and with wolverines and air with disruption bombs, so nerfing him would make him underpowered, though covenant doesn't have a lot of options late game in teams.   

     

     


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  •  11-10-2009, 8:19 PM 769900 in reply to 769843

    Re: Halo Wars Balance Feedback

    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.

    Hm. I'm A-okay with this bugger here(see what I did there?).

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

     I'd also include a plain buff(range, damage, etc.) to the Hunters, and down the Canister damage on them.

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

    And can we haz them almost equal to Marines? 

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

    Nah. All you hear about Arbiter being "OP" is junk from noobs.

    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.

    Up the tech levels on upgrades, up the price, but keep Gremlins normal. 

    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. 

      

     

    BOLD
    Tank > Banshee
  •  11-10-2009, 8:22 PM 769901 in reply to 769897

    Re: Halo Wars Balance Feedback

    Arbiter is already the worst 1v1 leader, nerfing him in any way would kill him completely. Do not do it. Period. Knowing our exact trueskill is handy, keep it.  I actually think the loss in shields the secound the prophet upgrades disadvantages him vs early hogs which already dominate prophet early game.

    FIX SUICIDE GRUNT PATHFINDING THEY JUST STAND STILL HALF THE TIME.

  •  11-10-2009, 8:23 PM 769902 in reply to 769843

    Re: Halo Wars Balance Feedback

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

     

    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.

    I though they started as tech 4 anyway, they do seem to in standard at least

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

    NOOOOOO!!!! How can my Grizzlies best 50 pop of Hunters now! They do need it though, hopefully I can still make use of my Grizzlies superior speed and range.

    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.

    He's fine really, the only problem is not being able to attack him while he's invisible but you can notice him.

    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.

    Good, gremlins are probably the only OP thing on the battlefield, its pretty hard to beat them early game. Actually, just take the upgrades for the gremlin up a tech level and possibly make them 25 supplies more, that would be good.

    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. 

    The games pretty balanced overall, which is very good for such a new RTS.

  •  11-10-2009, 8:23 PM 769903 in reply to 769843

    Re: Halo Wars Balance Feedback

    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.

    sounds good considering it only takes a few cobra shots to kill it.

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

    i dont get hunters much so i cant say much but im sure this will help.

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

    YES! this will help so much instead of getting vampires.might hurt anders cause cryo only stops grunts for a bit.also you could just build a hall for covenant and have all counters if this happened.

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

    dont nerf him too bad and this is good.

    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.

    i havent found gremlins a problem but i dont do 1v1, which seems where alot of anders players are. once again hurting anders. if your going to do all this to anders and tae away cryo glitch you need to boost something else of anders to make up for it such as economy bonus improvement or something. otherwise anders becomes #1 used player to least. i dont even use anders much but it seems a little harsh.

    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. 

    sounds good. thank you for reporting what your going to change. doing great job!


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  •  11-10-2009, 8:26 PM 769906 in reply to 769843

    Re: Halo Wars Balance Feedback

    Thanks a bunch for giving us the option to give you some feedback.

    I really like the fixes you have laid out.  The only thing that worries me is the arbiter nerf.  Yes he is very hard to stop when playing as covenant, but is almost too easy to stop when playing as UNSC.  I think making him easier to target would be better than nerfing him.  It does suck that you have to have a full army of jackals to stop a fully upgraded arbiter, so that should be addressed; but nerfing him overall would make him useless against UNSC.  Just please be very careful when deciding how to fix this.

    I agree with making the gremlins tier 2 units.  It would make anders a little weaker, so maybe just making the unit tier 1 with no stun upgrade until tier 2. 

    Everything else sounds great, especially my dear grunt needler upgrade.  It would be nice to not be limited to vamps only for anti air.

    One other buff that is needed... WRAITHS!  Please do something about these poor guys.  They try so hard.  Even when they are fully upgraded, they cannot defeat a less amount of canister tanks.


    Prophet of Regret and Forge FTW!
  •  11-10-2009, 8:28 PM 769907 in reply to 769880

    Re: Halo Wars Balance Feedback

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

    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.

    yea one scarab and 30 engineers baby and i'm going to the top 

    LOL LOL LOL LOL LOL LOL LOL LOL LOL ROFL

    but it will most likely be a buff like they did with turret     5% lol

    ROFLMFAO, if it is a huge buff ,but scarab does need some buff.

     


    Almost isn't good enough.
    Take No Prisoners!
    Repitition Kills You.
    <(^(oo)^)> -its a piggy!
  •  11-10-2009, 8:29 PM 769908 in reply to 769903

    Re: Halo Wars Balance Feedback

    To abcdestroyer:  you meantioned that building a hall as covy would give you all the counter, well that is what we want.  All the UNSC players already have a one building counter-all; the vehicle depot.  All those units counter everything very well.  Tanks own infantry, cobras own vehicles, and wolves own air.  Giving covy the same benefit would be great!!!
    Prophet of Regret and Forge FTW!
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