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.
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.
6. *New* Buffing Brute choppers auto-cannon damage to do more damage to air units at the same rate as other scout units.
1. I think the Scarab is fine personally. Ever faced an 8-minute Scarab + Flying Prophet on Exile? It's devastating and your teammates don't even have to feed, so they can have an army to support it. Of course that strategy is vunerable to a rush, but still. Make sure you consider these quick Scarab builds on maps with reactors, as well as the Scarab w/ 30 Engineers strat, before buffing the Scarab.
The reason most people complain about the Scarab is because they use it wrong. They throw it headlong into a full army (which usually has a higher resource cost than the Scarab) and are shocked when it loses even though it should lose. When well supported by counter-units, the Scarab is fine.
2. Hunters need a general buff (Speed and Damage) and especially the AB buff. Well-micro'd Grizzly's can decimate an army of Hunters, which is a serious gameplay flaw. I feel like they need a damage increase as well, especially with AB. Seriously, it takes like 4 seconds for 10 AB Hunters to kill one Grizzly. That seems outta whack to me.
3. Grunt squads definitely need this buff. They need to have some purpose late game, currently they have none.
4.The Arbiter nerf is also touchy. Again, test this thouroughly before implementing anything. I think only a tech-3 Arbiter needs a nerf, because you simply need to dedicate too much of our army to countering him. Especially for covenant because you have to use Jackals, which serve no purpose for killing buildings once the Arbiter is dead. At least with UNSC you can use Scorpions. Maybe reduce how fast he attacks so he is easier to target?
5. The Gremlin nerf is a NECESSITY for balancing UNSC 1v1's. I'm not sure if the tech increase is the answer though, because that could make Forge too powerful against Anders. I say keep the Gremlin's tech level 1 to build, but move the upgrades up one level. Chaim Amp is just to powerful to be a tech 3 upgrade.
I think a general nerf to the Gremlin (reducing stun time and damage) would suffice along with the upgrades increasing a tech level. Also, reduce it's building damage GREATLY. This unit should serve no purpose other than helping other units, and should do close to nothing against buildings.
Bottom line is that Chain Amp Gremlins are better vehicle counters than the Cobra by far, and Anders gets them out of the main structure. This is a serious imbalance and needs to be fixed.
6. Yes, Choppers definitely need a buff. Especially since they are 2 pop. Make them a legitimate unit.
Other potential fixes I think need to be looked at:
Reduce the damage of Canister Shell to Anti-Vehicle units. Deflection Plating, by nature, should all but eliminate the damage of Canister Shells, an AoE shrapnel attack. Because Cobras have such limited mobility and a high build time and tech requirement, Canister Shell currently does too much damage to them to be fully effective as a vehicle counter. Same goes for Hunters. Canister Shell, when microed well, is too effective at thinning out an army of its counters.
Reduce Gauss (And Hogs in general) building damage. Give them a slightly higher bonus vs. air and reduce their building damage by about 50%. A 1 pop unit with that much speed should not be a late game base destroyer. It is overpowered in that sense. Give the Warthogs a late game focus towards countering air, but not as effectively as the wolverine.
Consider a buff to Mainline Infatry against builings. They need to be a legitimate threat to kill your opponent in a rush if they aren't prepared. Flamers/Jackals and Turrets (Early Game) counter them so hard that worry about these rushes being overpowered shouldn't be an issue.
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