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.
It definitely needs more HP as a $3,000 / 20 pop unit with 53,000 HP is less than 2 grizzlies $1,000 / 6 pop with 56,000 combined HP. It dies instantly to a quad mac blast.
How about making it possible to build just one scarab instead of two, but it is a real threat on battlefield and not a glorified locust. Perhaps costing increased population to account for extra power.
Would this involve an extra investment to get to tech 4 for the "super" scarab unit?
Be careful not to make it too powerful so games don't become a race to the "I win" scarab.
2. Buffing the Hunters Assault Beam upgrade so that Hunters can track fast moving vehicles like warthogs.
Hunters also need to be made able to withstand canister shells from tanks. Currently the explosive damage from canister shell does 1.5 damage multiplier to heavy infantry and Grizzly tanks can one-shot kill hunters even at tech 3. Power turret scorpions do 3750 (2000*1.25*1.5 explosive multiplier) and Grizzlies do 5850 (3900*1.5 explosive multiplier) with canister shell against hunters (max HP is 4695 at level 3). Then they just run away, recharge canister, and repeat until hunter HARD counter army is decimated against the vehicle they are supposed to defeat without making a single flamethrower.
Adjusting heavy infantry resistance to explosive damage would only affect hunters, cyclops and flamers. Please consider this as hunters do not currently act as HARD counters to late game UNSC tanks due to canister shell.
3. Fixing the Grunt squads needler upgrade so that they keep their damage bonus against Air craft.
Thank you! Are you considering making them as effective as ghosts against air? IMO, they should get a damage increase over ghosts to account for their lack of mobility once they reach deacon. If you use a 1.8 multiplier for "AA small arms" (it is not listed in table) as you use for guass and machine gun/plasma, the damage would look like this:
| Covenant
AA damage per second |
|
|
|
|
|
|
| |
Lvl 0 |
Lvl 1 |
Lvl 2 |
Lvl 3 |
|
|
| Grunts (small arms current
status) with elite |
42 |
67 |
93 |
164 |
|
Small arms AA |
| Grunts (needler as AA bug fix)
with elite |
42 |
67 |
148 |
270 |
|
1.8 |
| Ghosts |
154 |
192 |
240 |
240 |
|
|
| Choppers |
120 |
270 |
311 |
311 |
|
|
| Vampire |
n/a |
n/a |
368 |
515 |
|
|
p.s. The chopper is listed as "small arms". Does it do "AA small arms" damage as well like the ghost?
4. Nerfing the Arbiter during Rage so that he takes more damage from attacks.
You could adjust his damage to sniper and/or small arms fire so it would only affect jackals/grunts and not affect the UNSC balance too much. Most people say that arbiter is balanced against UNSC due to D-bomb but against covenant he can be a challenge or OP. Currently, the prophet can stand up to arbiter due to elite honor guards soaking up all rage damage, but the brute chieftain definitely has a hard time if it gets to late game.
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.
Sounds good.
Other balance topic to consider:
The chopper needs a buff. It should be one population and stay at $200, or something to help it. It pales in comparison to ghosts as you can amass a ghost army quickly and cheaply to counter flamers and air, but a chopper army is ineffective, expensive and uses up way to much population.
Thank you for including the community in your balance discussion.