Balancing halo wars

Last post 08-27-2009, 12:05 PM by Encrypted AI. 73 replies.
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  •  08-25-2009, 4:04 PM 706205

    Balancing halo wars

                Well I’m just going to write what I think would balance the game

     

    Balance changes

     

    ·        The gremlin cannot deal damage to units at tech 1, so basically all it has is the disable ability, but it gains it back at tech 2 when it researches focusing lens

    ·        Hawks cost is 900 again

    ·        Suicide grunts build time is slowed by 3 seconds

    ·        The brute chieftain now has the ability to draw lighter units like infantry and warthogs to it at tech 1 to prevent kiting

    ·        Brutes damage vs. turrets is reduced by 20% (other buildings not effected)

    ·        Grunts damage against air is increased by 75%

    ·        When rammed the damage dealt is reduced vs. hunters is reduced by 50%

    ·        Cobras and hunters resistance against carpet bombs and canister shells is improved by 30%

    ·        The PoR’s ramming resistance is buffed by 30%

    ·        Elephant upgrades are moved down 1 tech level and twin engine is now 200

    ·        The pelican’s speed is buffed by 50%

    ·        The chopper is now 1 population but all stats are reduced by 10% and its build time is decreased by 2 seconds

    ·        The scarab can now hit melee units right next to it, the AA turret is buffed by 20% and the arbiters damage vs. the scarab is reduced by 30%

    ·        The arbiter's lunge distance is reduced by 40%, he does not gain health for killing a unit in each squad, he must kill the whole squad, and jackals now do 20% more damage

    ·        Lower gauss building damage

    ·        Various glitch fixes

     

    Note: not final numbers

     

    So do you think this would work?



    kiunk:
    go drown in a fire

  •  08-25-2009, 4:07 PM 706208 in reply to 706205

    Re: Balancing halo wars

    I don't like the rage limit idea.

    and why make hawks back to 900?

     

    apart from those... i agree/don't mind the rest.


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  •  08-25-2009, 4:10 PM 706210 in reply to 706205

    Re: Balancing halo wars

    I like most of them, but not:

    *the rage cooldown

    *Hawk price

    *Brute turret damage

    The rest are pretty good ideas. 


    Burn the land and boil the sea, you can't take the sky from me.
  •  08-25-2009, 4:11 PM 706212 in reply to 706208

    Re: Balancing halo wars

    zorgy:

    I don't like the rage limit idea.

    the main OP part of the arbiter is that he can stay in rage so long, and he would suck if there was a cost increase

    and why make hawks back to 900?

    do you ever see hawks anymore, anders will be useless without this, and cutter will be op XD

    apart from those... i agree/don't mind the rest.

    ok then

     



    kiunk:
    go drown in a fire

  •  08-25-2009, 4:13 PM 706214 in reply to 706205

    Re: Balancing halo wars

    Encrypted AI:

    Well I’m just going to write what I think would balance the game

    Balance changes

    ·        The gremlin cannot deal damage to units at tech 1, so basically all it has is the disable ability, but it gains it back at tech 2 when it researches focusing lens

    why not just make a it a tech 2 unit? =/

    ·        Hawks cost is 900 again

    why?

    ·        Suicide grunts build time is slowed by 3 seconds

    Yes! the suicide grunts are the fastest built unquie unit and is the deadliest therefore I agree (plus it gives more time to prepare for suicide rush

    ·        The brute chieftain now has the ability to draw lighter units like infantry and warthogs to it at tech 1 to prevent kiting

    Rocking thunder would you please get over that kiting is part of the game, I have seen you post mutiple times that kiting is dumb in some way.

    ·        Brutes damage vs. turrets is reduced by 20% (other buildings not effected)

    No way it already takes ages to kill the turret because they miss so much

    ·        Grunts damage against air is increased by 75%

    HOLY **** 75%, I dont know about that but a buff would be good yes

    ·        When rammed the damage dealt is reduced vs. hunters is reduced by 50%

    no way, almost every units has it's Y abuility to give it a somwhat fighting chance against a counter, the wolves volley, the tanks cansiter so no I dot agree

    ·        Cobras and hunters resistance against carpet bombs and canister shells is improved by 30%

    Hmmmm, I dont know about this one but I think it would work out well so yes

    ·        The PoR’s ramming resistance is buffed by 30%

    his shields are strong enough, plus if this plus the weaker ram happened it would suck, plus ramming a POR is like warthog suicide

    ·        Elephant upgrades are moved down 1 tech level and twin engine is now 200

    Agree, a little more incetive to use them and keep using them

    ·        The pelican’s speed is buffed by 50%

    YES THAT THING IS SO FREAKING SLOW, I agree.

    ·        The chopper is now 1 population but all stats are reduced by 10% and its build time is decreased by 2 seconds

    10%? well it already sucks why make it weaker

    ·        The scarab can now hit melee units right next to it, the AA turret is buffed by 20% and the arbiters damage vs. the scarab is reduced by 30%

    No comment

    ·        The arbiter now gets a rage “limit”, it can stay in rage for 1 minute but then he has to rest for 15 seconds

    What's the point of this?

    ·        Various glitch fixes

    yes

    So do you think this would work?

    not bad ideas but some are just...well stupid


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  •  08-25-2009, 4:14 PM 706215 in reply to 706212

    Re: Balancing halo wars

    With these, this game would be near-perfect.

     

    You forgot reducing Gauss Building Damage. 


    GT: Donal O C

    Playing again.
  •  08-25-2009, 4:14 PM 706216 in reply to 706208

    Re: Balancing halo wars

    The rage limit is a good idea. If the Arbiter has to Rage for a whole minute he probably won't win the battle or their will be very few units to damage him during the cooldown. And why should Hawks be 900 again?

    "You can't pick up chicks in a tank."-Tucker

    GT-Spartan H19
  •  08-25-2009, 4:15 PM 706217 in reply to 706210

    Re: Balancing halo wars

    Wild Smurf 14:

    I like most of them, but not:

    *the rage cooldown

    his main OP part is that he can stay in rage so long, and if it was a cost increase he would suck

    *Hawk price

    with all the nerfs anders needs some sort of buff

    *Brute turret damage

    it is so easy to take out turrets with brutes its not funny

    The rest are pretty good ideas. 

     



    kiunk:
    go drown in a fire

  •  08-25-2009, 4:15 PM 706218 in reply to 706215

    Re: Balancing halo wars

    Shockwave:

    With these, this game would be near-perfect.

     

    You forgot reducing Gauss Building Damage. 

    I knew I was forgeting something big



    kiunk:
    go drown in a fire

  •  08-25-2009, 4:16 PM 706219 in reply to 706216

    Re: Balancing halo wars

    Spartan H19:The rage limit is a good idea. If the Arbiter has to Rage for a whole minute he probably won't win the battle or their will be very few units to damage him during the cooldown. And why should Hawks be 900 again?

     

    ROBOT got overexcited nerfing anders, you see. its either her old EcoBonus  back or 900Supplies Hawks. 


    GT: Donal O C

    Playing again.
  •  08-25-2009, 4:16 PM 706220 in reply to 706205

    Re: Balancing halo wars

    Encrypted AI:

    Well I’m just going to write what I think would balance the game

     

    Balance changes

     

    ·        The gremlin cannot deal damage to units at tech 1, so basically all it has is the disable ability, but it gains it back at tech 2 when it researches focusing lens

    Meh ... your best idea, but .... I like other gremlins nerfs better

    ·        Hawks cost is 900 again

    lol

    ·        Suicide grunts build time is slowed by 3 seconds

    why ?

    ·        The brute chieftain now has the ability to draw lighter units like infantry and warthogs to it at tech 1 to prevent kiting

    lol

    ·        Brutes damage vs. turrets is reduced by 20% (other buildings not effected)

    rofl

    ·        Grunts damage against air is increased by 75%

    idk ... maybe at tech 2 & 3 (tech 1 grunts counter banshees imo)

    ·        When rammed the damage dealt is reduced vs. hunters is reduced by 50%

    ok

    ·        Cobras and hunters resistance against carpet bombs and canister shells is improved by 30%

    lmfao

    ·        The PoR’s ramming resistance is buffed by 30%

    lol, make the best (covy) leader stronger ...

    ·        Elephant upgrades are moved down 1 tech level and twin engine is now 200

    lol

    ·        The pelican’s speed is buffed by 50%

    ok

    ·        The chopper is now 1 population but all stats are reduced by 10% and its build time is decreased by 2 seconds

    that's BS. pop doesn't affect covys at all, and choppers are already a fail, I'd rather have them 3 pop and 100% stronger, they fail vs. everything atm (even flamers...)

    ·        The scarab can now hit melee units right next to it, the AA turret is buffed by 20% and the arbiters damage vs. the scarab is reduced by 30%

    ... maybe, I never see/use scarabs, so idk

    ·        The arbiter now gets a rage “limit”, it can stay in rage for 1 minute but then he has to rest for 15 seconds

    loooooooool, what a monkey *** suggestion, that doesn't make any sense (one *** minute, holy mother, are you playing 3v3 ???)

    ·        Various glitch fixes

    ?

     

    So do you think this would work?

    No, your suggestions are 90% BS, leave the balance change suggestions to top player plz (no offence, but ...)

  •  08-25-2009, 4:18 PM 706222 in reply to 706220

    Re: Balancing halo wars

    Dr Doh:
    Encrypted AI:

    Well I’m just going to write what I think would balance the game

    Balance changes

    ·        The gremlin cannot deal damage to units at tech 1, so basically all it has is the disable ability, but it gains it back at tech 2 when it researches focusing lens

    Meh ... your best idea, but .... I like other gremlins nerfs better

    ·        Hawks cost is 900 again

    lol

    ·        Suicide grunts build time is slowed by 3 seconds

    why ?

    ·        The brute chieftain now has the ability to draw lighter units like infantry and warthogs to it at tech 1 to prevent kiting

    lol

    ·        Brutes damage vs. turrets is reduced by 20% (other buildings not effected)

    rofl

    ·        Grunts damage against air is increased by 75%

    idk ... maybe at tech 2 & 3 (tech 1 grunts counter banshees imo)

    ·        When rammed the damage dealt is reduced vs. hunters is reduced by 50%

    ok

    ·        Cobras and hunters resistance against carpet bombs and canister shells is improved by 30%

    lmfao

    ·        The PoR’s ramming resistance is buffed by 30%

    lol, make the best (covy) leader stronger ...

    ·        Elephant upgrades are moved down 1 tech level and twin engine is now 200

    lol

    ·        The pelican’s speed is buffed by 50%

    ok

    ·        The chopper is now 1 population but all stats are reduced by 10% and its build time is decreased by 2 seconds

    that's BS. pop doesn't affect covys at all, and choppers are already a fail, I'd rather have them 3 pop and 100% stronger, they fail vs. everything atm (even flamers...)

    ·        The scarab can now hit melee units right next to it, the AA turret is buffed by 20% and the arbiters damage vs. the scarab is reduced by 30%

    ... maybe, I never see/use scarabs, so idk

    ·        The arbiter now gets a rage “limit”, it can stay in rage for 1 minute but then he has to rest for 15 seconds

    loooooooool, what a monkey *** suggestion, that doesn't make any sense

    ·        Various glitch fixes

    ?

    So do you think this would work?

    No, your suggestions are 90% BS, leave the balance change suggestions to top player plz (no offence, but ...)

    dude half your responses are lol, and rocking thunder is indeed a VERY good player


    GT: EverCuteKitty
    1v1-front page (random all)
    2v2-front page (anders)
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  •  08-25-2009, 4:19 PM 706224 in reply to 706217

    Re: Balancing halo wars

    The Arbiter needs a decreased resistance to Jackals and Wraiths. Once the UNSC side gets Canister tanks, the Arbiter goes down easily. Covenant need their units to kill an Arbiter effectively.

    Edit: Oh, and the buffs/nerfs seem right, but the percentages seem a little too extreme for some of them. 


    Burn the land and boil the sea, you can't take the sky from me.
  •  08-25-2009, 4:22 PM 706227 in reply to 706222

    Re: Balancing halo wars

    studmuffin:

    dude half your responses are lol, and rocking thunder is indeed a VERY good player

     

    lol means they are BS ;-)

  •  08-25-2009, 4:22 PM 706229 in reply to 706227

    Re: Balancing halo wars

    Dr Doh:
    studmuffin:

    dude half your responses are lol, and rocking thunder is indeed a VERY good player

     

    lol means they are BS ;-)

    ohhhhhh,

    IDK I didnt think they were that bad but some arent the best of ideas =/


    GT: EverCuteKitty
    1v1-front page (random all)
    2v2-front page (anders)
    3v3-top 50 (random UNSC)


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