Please 343i! Please buff anti air. I cant get far in terminus firefight because anti air cant compete with direct air, mixed air, and heavy air waves. Idk what you were thinking making the anti air be vehicles. It disrupts the rock paper scissors element of the game. I literally have 150 population worth of reavers all veteran level 3, with vehicle sindicate 3, and they still stand little chance. So either anti air needs to be buffed, or in a different unit class other than vehicles. Like bring back vampires from Halo Wars 1. They were anti air air and did little damage to vehicles so it was perfectly ballanced. Other than that, the game is perfect.
hhheeerrre weeee gooooooo
Vampires were a disaster.
While AA might be underperforming in Terminus, you can’t change the whole game just to balance a single gamemode that not that many people even play.
> 2533274868470208;1:
> Other than that, the game is perfect.
Even my overly optimistic view can’t agree with that.
Anyways, are you saying your AA issue is in Terminus Firefight only? Or in Deathmatch as well? Because several tests have been done to prove that incorrect.
never liked firefight anyway
Did you see the other threads about anti-air? It’s been proven from time and time again even with a bunch of videos that there is a perfect balance between the two. AA destroys air in between a ratio of 2:1 to 3:1. AV is the one slacking off a little.
AA is just fine where it is.
Your issues with AA stem from Terminus Firefight, where units can have, you know, 300% damage/HP modifiers.
Even if if there were Vampires (which there never should be), they would still get rekt just the same when Vultures are doing 300% more damage.
And to your last point, no, the game is not perfectly balanced. We’ve still got a ways to go until we achieve balance, but we’re getting there.
I think AA is fine in terminus.
Seems like AA has been controversial since launch.
lets buff cryotroopers while we’re at it!
> 2533274805640921;8:
> Seems like AA has been controversial since launch.
It’s because it is one of the more micro intensive units vs. the least micro intensive. Hard for less skilled players but easier for those with skill.
> 2533274868470208;1:
> Please 343i! Please buff anti air. I cant get far in terminus firefight because anti air cant compete with direct air, mixed air, and heavy air waves. Idk what you were thinking making the anti air be vehicles. It disrupts the rock paper scissors element of the game. I literally have 150 population worth of reavers all veteran level 3, with vehicle sindicate 3, and they still stand little chance. So either anti air needs to be buffed, or in a different unit class other than vehicles. Like bring back vampires from Halo Wars 1. They were anti air air and did little damage to vehicles so it was perfectly ballanced. Other than that, the game is perfect.
Just use the jump/launch & move your units more, you can`t just stare at battle. Not to shoot down your idea but you need to “micro”; pull the air units into your turrets with your reavers & bam, done deal.
> 2533274869891714;6:
> AA is just fine where it is.
>
> Your issues with AA stem from Terminus Firefight, where units can have, you know, 300% damage/HP modifiers.
I feel that this 1 sentence is worth repeating. Therein lies your problem.
I believe AA is in a really good spot, the only time that I think AA needs to be buffed is when I go up against a full force of Decimus banshees, or Colony banshees. A force like that is unstoppable, and even if you do catch them with some good leader powers, 300 supply is painless to build more. The only option you have against that, is AA, because infantry can’t kill a banshee fast enough before it flies out of range and the infantry have to target a new one, all the while, Colony Combat Repair, and Decimus’ siphons, heal those banshees that were previously hurt right back up.
So, the only option is anti air, but then you’re stuck with the problem that you have only a moderate speed force with practically no base-killing damage. So by the time you get halfway to the enemy base to actually try and do something to get out of the rut you are in, the enemy air force is chewing through your base, and you know that your force has absolutely no chance of winning the base race. So if you continue forward to attack their bases, you might take out one and a half before the enemy air force has deleted all of your own bases. You have no income, no bases, and are forced to pull off of the enemy bases you are still attacking just to find a base and stay in the game.
Option two is, turn around and stop the air force hitting your base. You reach them after your base is red barred and chase them off, not killing but maybe five banshees, just so they can fly to your secondary base and melt it too. So you split your forces, and then the overwhelming power and healing of banshees against your split AA (which remember is your only option because infantry can’t cut it) is what decides the game all the same.
Some people I’m sure are about to say “Well just scout it and stop it before he gets that strategy going” or “be more proactive in the early game, or rush.”
Sure those are great suggestions, but the force described above is unstoppable, and no strategy, at any point in any time, should ever be unstoppable in respect that if you did not do something right in an earlier part of the game, you missed your chance and you should just resign.
As for specific leaders, someone tell me how Arbiter and Jerome are supposed to remotely try and take on Decimus/Colony air?