FootlongKhan:The Brute Chieftan and Arbiter need to be leveled out a bit against UNSC. I'd much rather see other units become more effective against these heroes rather than to see this game turn into a mind-numbing soft-counter system.
I've been playing some top Chieftan players, and I've come across some very effective strategies. They are able to pump out Brutes as fodder and all-around units, get their leader out, and progress to making Hunters. The only way to turn this into a stalemate is with SPARTANs, this is why:
-Other infantry have no bang for their buck, and are too slow. They are also countered VERY hard by Jackals.
-Hogs have very weak armor. One micro mistake and you will lose 3+ Hogs to a Chieftan.
-Turrets only delay the inevitable being that you are wasting your cash on static defenses giving a good player total map control.
-Teching up fast is not possible. By the time you start building tanks or aircraft, he has a handful of Brutes, his leader, and possibly a Hunter or two.
In RTS, you should not have to attack another player's base just to stop a rush. This is how the game evolves into a slowpaced boring game. There should be some unit micromanagement in battles. I'm finding myself only making strategical decisions, not tactical to win games. And when I win, I feel as if we both lost. It's hard to follow, but I'm trying to keep this short.
You guys made SPARTANs to where they are somewhat effective. That is the only UNSC infantry I build. The others are useless. It's a bit extreme, but I think infantry would play a more effective role in global buffs to DPS and global nerfs to armor to keep them reasonable. It would enforce players to think about unit care a bit more as well, raising the overall skill level of the community.
Another option would to just be to delay the Cov leader. It makes no sense that they have such a strong unit within the first minute of the game. Of course in doing this, Hogs would need to be toned down.
An easy way out would be to lessen the recharge time on Disruption Bomb to make it available more often.
The only thing I'm afraid of in patching based on who and what is OP, is that you guys may nerf key fun factors in the game. Too much nerfing will render a very soft counter system, and it will be a game of nothing but focus fire and plenty of time for those with poor reaction times to walk away with more wins than they deserve. There are not many strong, effective units like the obvious couple. I think there should be global buffs rather than a few nerfs. I'm much more in favor of degrading unit and base armors globally.
Flamers are ridiciously crap.
TimBobDAnimal:
B) Hellbringers do
not run fast enough to keep up with Jackals and Heros. Close ranged
units need one of two things to be viable; toughness or speed. Although
Hellbringers can be upgraded to move faster, they are not fast enough
to close the distance to compete with Jackals, nor cause signifcant
pressure to Heros. Jackals can spread out, kite and focus fire
Hellbringers to thin their numbers signifcantly before they even start
taking damage. This will mean mainly favourable outcomes for the
Jackals. Heros move much fast than Hellbringers, thus, a focused player
can avoid damage completely while still acting as a Grav Lift point,
keeping the rush going.
If the Hellbringer isn't useful against the two most significant infantry a player is going to
encounter, why would a player build them? Grunts and Hunters can both
be fought effectively with Marines, which are far more flexible units.
By making the Hellbringer run too slow, you've made the unit unable to
fufill its use. Good players WILL use micro to their advantage, thus the devs NEED to compensate for it.
Change them to Snipers. There problems fixed.