Ok lets put locust aside cause they are just dumb. Banished scout is ridiculous right out the gate and gives map control to any banished player. Now That UNSC player is behind oh guess what here comes a swarm of grunts with engineers to wipe out what ever army you were trying to scrape up. If you do survive though next comes the (dare I say it) LOCUSTSSS. If by some dumb reason you survived that ( Which you wont unless the person your playing is a noob ) then you will get a swarm of air units that you cant even believe they have. So the outcome is the banished need an overall slight nerf to unit cost and some abilities.
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Have you tried playing better?
OH please their is an intelligent response.
Locusts are the only -Yoinking!- problem with the game seriously. How good they are is stupid. It is a small dinky spider walker drove by a grunt that can kill anything
I must confess, I am a Banished main so take what I am going to say with a grain of salt.
But I don’t agree with any of this. Choppers give you map control? Really? You can just run away from them, and marines with grenade can destroy them easy. Grunts and Engineers? Hellbringers and Snipers at T1 give you a great advantage against that. If they use Suicide Grunts? Target them first with your Snipers.
(Not going to mention Locusts, that’s a tale for another time)
By mass air are you referring to mass Banshee? 6 Wolverines with upgraded Marines will wipe them out of the sky. If they out run you build more Wolverines and have AA at your base. If they are going Banshee/Blisterback/Shroud then that costs a ludicrous amount of resources, where was your army while they built that deathball? And Marine/Wolverine/Hornet counters that too.
Are they Banished strong? Yes, especially late game. But by no means do they need a faction wide nerf. Change up the Locust if you need to, but they aren’t a broken faction.
Looks like you play cutter… get frag marines and a couple snipers out early and you will wreck scouts and grunts (just keep your units together and the scouts can touch them), cutters pretty good at grabbing the map early. I agree banished are a bit stronger over all right now especially with suicide grunts, but I think with some better early game tactics you will be able to find more success with cutter. Also when they switch to locust just counter them with raid 2 (the passive leader power) cyclops. They’ll go down, real quick.
Good responses I will try the grenade thing but I will have to sacrifice upgrading my first supply pad.
Choppers are trash, they really can’t give you map control, especially for any sustained period of time. Even if they did, you can get tech II really quick and build a number of things that would obliterate a chopper. Grunts with engineers can be taken with hogs/snipers/flamethrowers with or without nightingales, you could also put turrets on your base. Locusts could arguably do with another nerf (they could just make the marauder useful) but if you know what you’re doing, they can be countered. By the time they get air over to your base, you should probably have anti-air.
The problem is the Banished don’t have enough useful strategies, so going with locusts is one of the only effective things you can do. If the marauder is better, you’d probably see a lot less locust production. If you nerf locusts, then you remove one of the only viable banished strategies. Just learn to counter.
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> Good responses I will try the grenade thing but I will have to sacrifice upgrading my first supply pad.
My general t1 build with cutter is many marines (10-15 i dont really count just produce as many as i can) some snipers which is game dependent (0-4) and i still upgrade supply pad 1, and i build 3 pads 2 gens and the barracks goes on a mini base (should go for at least 2 minis if the map permits). If you gather well and take nodes you should be able to have 2 upgraded gens, an upgraded first supply pad, good map control and all the units with about a 4.5-5.5 min tech 2. Then add more snipers or cyclops (as well as more marines) as needed and some nightengales (or hornets if they have too much anti infantry). If your opening army has been well maintained u should be able to add a lot of early pressure as well. This is just a basic guideline and a lot of it depends on what you are encountering in the game, but if you master an opening like this you should see your win rate go up a lot. Be sure to get your infantry upgrades when you hit tech 2, as well as combat mechanics. I would recommend watching some twitch streams if you want to see high level players using builds like this.
Don’t go snipers in T1 there is never any need now marine nade is mono-cast. It is very easy for marine spam to beat choppers, grunts+engineers, or pretty much any banished t1. Even suicide grunts get beaten if you play well split your blob and nade them down.
In T2, snipers counter elite rangers. Cyclops are in all ways better than hunters. Wolverines are faster than reavers which is nice. Scorpions are tankier but slower than wraiths.
Yes, you don’t get engineers or shrouds. And elite rangers fill a really nice role of owning t1 infantry spam way better than snipers can due to higher dps and quicker build time. BUT. UNSC have all their leader powers to aid them. Early game mini-nukes, like MAC, carpet bomb, napalm missle, archers missles and then the unit drops. The unit drops make a huge difference.
Locust are too good atm due to teleport. Teleport needs a nerf.
Banished is without a doubt better than the UNSC, but scouts and grunt spam are not the issue. If that is what you are struggling with, you need to adjust your playstyle. UNSC loses to banished late game, but the UNSC is far superior early game. If that is where you are having trouble, the banished is not the issue.
Seriously late game scarab plus a million engineers plus constant healing plus shield recharging even if the base is under fire (WTF). It is a little OP. Banished can 1 base their way to victory late game.
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> Seriously late game scarab plus a million engineers plus constant healing plus shield recharging even if the base is under fire (WTF). It is a little OP. Banished can 1 base their way to victory late game.
Condor plus millions of Nightingales can’t do the same thing?
Not exactly since condors doesn’t have “Y” Shield and UNSC doesn’t have a contant healing passive leader power.
I’m just saying that a scarab with a ton of engineers is almost impossible to take down. If you can do it easily good for you
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> Don’t go snipers in T1 there is never any need now marine nade is mono-cast. It is very easy for marine spam to beat choppers, grunts+engineers, or pretty much any banished t1. Even suicide grunts get beaten if you play well split your blob and nade them down.
>
> In T2, snipers counter elite rangers. Cyclops are in all ways better than hunters. Wolverines are faster than reavers which is nice. Scorpions are tankier but slower than wraiths.
>
> Yes, you don’t get engineers or shrouds. And elite rangers fill a really nice role of owning t1 infantry spam way better than snipers can due to higher dps and quicker build time. BUT. UNSC have all their leader powers to aid them. Early game mini-nukes, like MAC, carpet bomb, napalm missle, archers missles and then the unit drops. The unit drops make a huge difference.
>
> Locust are too good atm due to teleport. Teleport needs a nerf.
Can’t agree there, if you scout and see a fair amount of infantry, Snipers are needed. For banished to stop Cutter rushes, they need Suicide Grunts and if you have Snipers in front of the base (at a good distance) and your Marines are at the back taking down their Raid camp and Turrets, then the Banished have nothing. 4 of them is good, 5 is best, 6 if they are doing Brute or Suicide Grunts. It will slow your teching but if you take 3 power nodes before hitting the Banished you will be set and you should have enough supplies for a full army, 2-3 mini bases and start building a second base while attacking at the 4:45-5 min mark.
If you don’t want to hit Banished early to take them out or weaken them then you are setting your self up to lose the mid to late game where the Banished start to overpower the UNSC.
Also Snipers late game can see invisible units and bases at the Tech 3 stage.
I mostly play unsc for daily challenges, but when I do I am always up against the Banished. My stats say I’m rubbish, however they have been skewed by my on purpose boosting of challenges by deliberately losing. So think what you will.
The banished have more base structures which help on the defence side. E.g. cloak and shield emmitter. With the ability to train powerful units such as locusts the base can by constantly defended.
Also condors get taken down so quickly when I’m battle even if they are being healed.
I think the fact that their scout can shoot and ram along with grunt support is pretty tough combo in first 30 sec of game.
I feel as though UNSC are better early game but Banished will dominate late game.
> 2533274833785535;10:
> Don’t go snipers in T1 there is never any need now marine nade is mono-cast. It is very easy for marine spam to beat choppers, grunts+engineers, or pretty much any banished t1. Even suicide grunts get beaten if you play well split your blob and nade them down.
>
> In T2, snipers counter elite rangers. Cyclops are in all ways better than hunters. Wolverines are faster than reavers which is nice. Scorpions are tankier but slower than wraiths.
>
> Yes, you don’t get engineers or shrouds. And elite rangers fill a really nice role of owning t1 infantry spam way better than snipers can due to higher dps and quicker build time. BUT. UNSC have all their leader powers to aid them. Early game mini-nukes, like MAC, carpet bomb, napalm missle, archers missles and then the unit drops. The unit drops make a huge difference.
>
> Locust are too good atm due to teleport. Teleport needs a nerf.
Banished T1 > UNSC T1 at the moment. If you don’t build snipers your marines will get wrecked by suicide grunts. Good luck spreading your marines out when Decimus can vortex them, or they get stunned by brute jump.
UNSC are in a really bad spot at the moment, and it’s not because of late game, it’s because of how T1 is played at the moment. If the UNSC doesn’t open with marine sniper, they’re gonna either lose the game early, or lose the map early (which pretty much results in losing the game).
By opening w/ marine sniper they can fight the banished at T1, but then they hit T2 far to late to be able to compete with banished. 400 power made throw + 150 for each sniper.
The imbalance between banished and UNSC is only really seen at high level play, but it is there.
Ahh thank you some one else who knows what I am saying.