Halo Wars Balance Feedback *updated*

Last post 12-14-2009, 6:30 AM by Needles129. 507 replies.
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  •  11-10-2009, 8:30 PM 769910 in reply to 769866

    Re: Halo Wars Balance Feedback

    Corbas are fine, they just need units like tanks to spot and block for them so they don't get canistered, put the spotters at the edge of the cobras LOS as they can shoot further than they can see, otherwise they would be OP. Just one more note on cobras, 6 are more than enough to tank out a full pop of grizzlies if you use spartanks as spotters and to block the grizzlies, or any enemy vehicles really.

    Hunters are getting the only buff they truly need, a faster tracking speed with assault beam, they get smashed by tanks right now because of the fact they can't hit a fast moving target.

  •  11-10-2009, 8:31 PM 769911 in reply to 769908

    Re: Halo Wars Balance Feedback

    good point.
    Almost isn't good enough.
    Take No Prisoners!
    Repitition Kills You.
    <(^(oo)^)> -its a piggy!
  •  11-10-2009, 8:32 PM 769912 in reply to 769907

    Re: Halo Wars Balance Feedback

    if you are nerfing gremlins that much, you should give anders back her old eco bonus since it wasnt the thing that made her OP in the first place.

    as for arbiter fixes, he is already the worst 1v1. yes, he is the best team leader, but how do you justify making him even worse in 1v1 to make him balanced in teams? maybe make it so he can rage sentinels and attack units in hooks? also, a suicide grunt fix is a given. if you teleport them in when enemy units are in their LOS, they will not freaking move. this can really screw an arbiter in both 1v1 and team games.


    AolxHangover:
    i've never spoken to crusader but whenever i see his forum posts i think of a forge with no mussels :P
  •  11-10-2009, 8:32 PM 769913 in reply to 769908

    Re: Halo Wars Balance Feedback

    Fatso: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!!!

     

    ^good point.^


    Almost isn't good enough.
    Take No Prisoners!
    Repitition Kills You.
    <(^(oo)^)> -its a piggy!
  •  11-10-2009, 8:34 PM 769917 in reply to 769912

    Re: Halo Wars Balance Feedback

    Ronin 3000:

    if you are nerfing gremlins that much, you should give anders back her old eco bonus since it wasnt the thing that made her OP in the first place.

    as for arbiter fixes, he is already the worst 1v1. yes, he is the best team leader, but how do you justify making him even worse in 1v1 to make him balanced in teams? maybe make it so he can rage sentinels and attack units in hooks? also, a suicide grunt fix is a given. if you teleport them in when enemy units are in their LOS, they will not freaking move. this can really screw an arbiter in both 1v1 and team games.

     what was old eco bonus? and this may be extreme but, maybe change arbiter special unit? i dont know to what but i dont like suicide grunts.


    Almost isn't good enough.
    Take No Prisoners!
    Repitition Kills You.
    <(^(oo)^)> -its a piggy!
  •  11-10-2009, 8:37 PM 769921 in reply to 769917

    Re: Halo Wars Balance Feedback

    abcdestroyer:
    Ronin 3000:

    if you are nerfing gremlins that much, you should give anders back her old eco bonus since it wasnt the thing that made her OP in the first place.

    as for arbiter fixes, he is already the worst 1v1. yes, he is the best team leader, but how do you justify making him even worse in 1v1 to make him balanced in teams? maybe make it so he can rage sentinels and attack units in hooks? also, a suicide grunt fix is a given. if you teleport them in when enemy units are in their LOS, they will not freaking move. this can really screw an arbiter in both 1v1 and team games.

     what was old eco bonus? and this may be extreme but, maybe change arbiter special unit? i dont know to what but i dont like suicide grunts.

    old bonus: 50% tech price and 50% less research time.

    you cant suggest swapping an entire unit because you dont like it. that's just stupid. 


    AolxHangover:
    i've never spoken to crusader but whenever i see his forum posts i think of a forge with no mussels :P
  •  11-10-2009, 8:39 PM 769922 in reply to 769921

    Re: Halo Wars Balance Feedback

    Ronin 3000:
    abcdestroyer:
    Ronin 3000:

    if you are nerfing gremlins that much, you should give anders back her old eco bonus since it wasnt the thing that made her OP in the first place.

    as for arbiter fixes, he is already the worst 1v1. yes, he is the best team leader, but how do you justify making him even worse in 1v1 to make him balanced in teams? maybe make it so he can rage sentinels and attack units in hooks? also, a suicide grunt fix is a given. if you teleport them in when enemy units are in their LOS, they will not freaking move. this can really screw an arbiter in both 1v1 and team games.

     what was old eco bonus? and this may be extreme but, maybe change arbiter special unit? i dont know to what but i dont like suicide grunts.

    old bonus: 50% tech price and 50% less research time.

    you cant suggest swapping an entire unit because you dont like it. that's just stupid. 

     

    k thx


    Almost isn't good enough.
    Take No Prisoners!
    Repitition Kills You.
    <(^(oo)^)> -its a piggy!
  •  11-10-2009, 9:00 PM 769934 in reply to 769843

    Re: Halo Wars Balance Feedback

    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.

     

  •  11-10-2009, 9:13 PM 769940 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.

    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.

    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. 

      

     

    I have played 700+ games with anders and I completely disagree with number 5.

    Ask the people who play with competitively and play her alot... 

    1.Anders mirrors will become incredibly slow, stupid, and really boring because of this nerf. Tech 2 gremlins is just begging to ruin the whole anders feel and tons of other balance issues will a rise. Anders will probably become the worst leader after Cutter because to this nerf.

    Not to mention 2 of the UNSC leaders will suck really bad and won't be played with much.

    2. Anders will become incredibly underpowered, a tank rush mixed in with some hogs will easily dominate most anders.

    3. Anders will also become will weak in 1s due to this. She loses her main and most useful unit. And for those who are saying she has a good eco boost and the nerf is fine. I didn't no anders auto starts with Tech 4...

    Maybe useful for the OP 20min rush.  

    Will make a tread later on this topic when I get the time. 

    Please rethink this nerf...

    I think the most appropriate nerf would be to make gremlins still tech 1 but remove the Y ability and place it in tech 2 research.  

     

     

  •  11-10-2009, 9:23 PM 769941 in reply to 769940

    Re: Halo Wars Balance Feedback

    maybe make it so tech 1 gremlins can stun but not attack. then at tech 2, focusing lens would give them their attack. tech 3 would be chain amp like normal.


    AolxHangover:
    i've never spoken to crusader but whenever i see his forum posts i think of a forge with no mussels :P
  •  11-10-2009, 9:33 PM 769948 in reply to 769843

    Re: Halo Wars Balance Feedback

    Nerfing the Arbiter? Hes already the weakest of the leaders against anyone who knows what theyre doing. Like a guy above me said, he just needs to somehow be made easier to target perhaps. Hes already too weak against anyone with any decent army with any skills. He has little chance against a human army and a covenant army is not much better, just that the covenant lack any sort of disruption bomb. Dont nerf the arbiter. Please, I beg of you. Either leave him alone, or make him better.

    Hunters just need to be better vs vehicles all the time, not just at tier 3. A well microed army of Scorpions, or worse grizzlies will obliterate an army of Hunters.

     Buff wraiths somehow.

     

    Just my opinion... Covenant need no more shafting. 

     


    I love it when a plan comes together. - Hannibal Smith
  •  11-10-2009, 9:38 PM 769951 in reply to 769940

    Re: Halo Wars Balance Feedback

    LiquidxMetal:
    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.

    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. 

      

     

    I have played 700+ games with anders and I completely disagree with number 5.

    Ask the people who play with competitively and play her alot... 

    1.Anders mirrors will become incredibly slow, stupid, and really boring because of this nerf. Tech 2 gremlins is just begging to ruin the whole anders feel and tons of other balance issues will a rise. Anders will probably become the worst leader after Cutter because to this nerf.

    Not to mention 2 of the UNSC leaders will suck really bad and won't be played with much.

    2. Anders will become incredibly underpowered, a tank rush mixed in with some hogs will easily dominate most anders.

    3. Anders will also become will weak in 1s due to this. She loses her main and most useful unit. And for those who are saying she has a good eco boost and the nerf is fine. I didn't no anders auto starts with Tech 4...

    Maybe useful for the OP 20min rush.  

    Will make a tread later on this topic when I get the time. 

    Please rethink this nerf...

    I think the most appropriate nerf would be to make gremlins still tech 1 but remove the Y ability and place it in tech 2 research.  

     

     

    Anders been OP since release, that nerf will equal her out in my opinion vs Forge/Cutter and if she becomes worse, well, she had her spotlight.

    Also, the reason Anders is OP is because she can get them out so early, not so much her "y" button initially. When I face top Anders, and they have gremlins out instantly with a barracks, its pretty much game over.


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

    URL of the week:
    http://wwp.greenwichmeantime.com/time-zone/usa/pacific-time/



  •  11-10-2009, 9:38 PM 769952 in reply to 769940

    Re: Halo Wars Balance Feedback

    looking at the stats wraiths definately need some sort of buff. the scorch is does like only a fraction of canister shell and because of this a scorpian can easily beat 2 wraiths, thats a bit off.

    i personally don't think the scarab needs much of a buff but that could make them more useable, i mean right now they are only made when you want to taunt the enemy.

    covenant turrets should also get a health buff, they have no health. they are also super in acurrate, maybe make them more damaging to balance them out with unsc turrets.

    i personally think grunts plasma grenades also need a buff, make them have better tracking and more splash damage or something, they can never hit now.

    i like the arbiter nerf, covenant may now have a solution to him now that he can't just rape everything.

    cyclops buff? please?

    hunters buff is needed but i think it also need a speed buff or something, it is too easy to kite a hunter with tanks.

    pelican buff on infantry would be nice to make infantry more useful, make it hold 10 squads of infantry would mean leaders beside cutter can tech marines and use them well.

     


    I get banned for no reason
  •  11-10-2009, 9:41 PM 769956 in reply to 769952

    Re: Halo Wars Balance Feedback

    I looked at the link with the marker board and I was wishing I see cyclops with an arrow up.
    Forge FTW.
    3 accounts in the top 50 1v1 standard.
    Good 1v1 standard non-asian Forge player
    45 TS For 1v1

    URL of the week:
    http://wwp.greenwichmeantime.com/time-zone/usa/pacific-time/



  •  11-10-2009, 9:46 PM 769960 in reply to 769934

    Re: Halo Wars Balance Feedback

    Cerambycidae: 

     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.

     

     

    This. 


    I love it when a plan comes together. - Hannibal Smith
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