Am I missing something here?! I often have a banished player beat dead to rights whith map control, wait patiently for all my leader abilities right unit combo, they still turtle there and take all my units and have nothing. Attack after attack and I can’t take them down. It’s beyond cheese, broken crap. If I’m missing something other than ‘get gud’ comment I’m willing to hear but it’s just dumb right now.
It’s the shield generator. Since the patch the shield is goes up again in less than a minute even if the base is under constant fire. People can hide their Locusts under the shield negating their glass canon weakness. UNSC also lacks any decent siege until the Condor come out.
So they can just be under there with engineers and whatever else and be invulnerable with shield?!
So banished have ubsurd turtle base defenses, a broken unit from the start, the best hero unit, better all around leader powers, overall better units, and plenty to worry about with brutes in the beginning…is everyone supposed to play banished in this game or what?!
i mean not all around better units but most…
banshee>hornet
wraith>scorpion
locust>>>>>>>>>>>>>>>>>>>>>>kodiak #fml
engineer/shroud>>>>nightingale
this is starting to get ubsurd
> 2535431178094949;1:
> Am I missing something here?! I often have a banished player beat dead to rights whith map control, wait patiently for all my leader abilities right unit combo, they still turtle there and take all my units and have nothing. Attack after attack and I can’t take them down. It’s beyond cheese, broken crap. If I’m missing something other than ‘get gud’ comment I’m willing to hear but it’s just dumb right now.
12 vultures with there Y ability will instantly kill a base.
This is the UNSC Go-To Strategy to break a turtle and is also nicknamed the “Nuke”…
Bonus:
If you want to make this strategy more powerful play forge, Combined with his Salvage Ability and Acc Assembly Passive you can literally pump them out faster then anyone can rebuild a base…
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Git Gud
> 2535431178094949;1:
> Am I missing something here?! I often have a banished player beat dead to rights whith map control, wait patiently for all my leader abilities right unit combo, they still turtle there and take all my units and have nothing. Attack after attack and I can’t take them down. It’s beyond cheese, broken crap. If I’m missing something other than ‘get gud’ comment I’m willing to hear but it’s just dumb right now.
Dude I know how that feels. I posted a feedback in the Multiplayer Feedback thread about this issue. Here’s what I wrote :
> Unlimited resources bothered me since the first time I played. And I realize that it would not if there was a higher pop cap that allows you to make a real difference in battles.
> Your team may own the map, the opponents will always be waiting for you in their fortified bases, leader powers ready and a sh*t load of counter units. It makes some very boring and, above all, POINTLESS games. Resources must deplete in some way. Or we should be able to use the full potential of our economy. Even pop cap depending on number of bases should do the trick …
Now that you mention it
Cloak generators are really annoying!!! Especially if you build a force in masse and find out at the last moment I can’t target the base
then I get picked off my cleansing beams and cloaked blister backs that honestly works better than any turret in the game… mind you that’s my fault and learned my lesson quick
My Point is… the banish have these capabilities and the UNSC doesn’t… where exactly is the balance when it comes to base offense and defense between UNSC and Banished?
at least give UNSC turrets a buff or we should have cloaking and shied technologies too
The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
> 2533274924073601;9:
> The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
#buffKodiaks
I find the cloak generators to be the real issue. when you deal with covie bases. Mostly because no god dang unit can reveal them without being on their front door step and even that isn’t good enough to reveal the whole base.
> 2533274835201387;8:
> Now that you mention it
>
> Cloak generators are really annoying!!! Especially if you build a force in masse and find out at the last moment I can’t target the base
>
> then I get picked off my cleansing beams and cloaked blister backs that honestly works better than any turret in the game… mind you that’s my fault and learned my lesson quick
>
> My Point is… the banish have these capabilities and the UNSC doesn’t… where exactly is the balance when it comes to base offense and defense between UNSC and Banished?
>
> at least give UNSC turrets a buff or we should have cloaking and shied technologies too
UNSC Have a Nuke that can kill any base instantly,
Thats the balance.
But yes, the detect range needs to be buffed across the board.
Its kinda silly to have to park your detect units right on top of any cloak units/base to be able to attack.
There are many possible solutions but my favorite would be to macth the detect rang of the unit to there LoS, vary simple.
> 2533274835201387;8:
> Now that you mention it
>
> Cloak generators are really annoying!!! Especially if you build a force in masse and find out at the last moment I can’t target the base
>
> then I get picked off my cleansing beams and cloaked blister backs that honestly works better than any turret in the game… mind you that’s my fault and learned my lesson quick
>
> My Point is… the banish have these capabilities and the UNSC doesn’t… where exactly is the balance when it comes to base offense and defense between UNSC and Banished?
>
> at least give UNSC turrets a buff or we should have cloaking and shied technologies too
UNSC turrets are better than banished turrets already.
> 2533274924073601;9:
> > 2533274924073601;9:
> > The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
>
> The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
UNSC Have Vultures which are arguably the best building killers however they lack the utility of the locust and are considerably more expensive to build but, regardless they are the best unit at breaking a turtle, I would even argue that they’re better then locusts at breaking turtles.
> 2533275008266928;5:
> > 2535431178094949;1:
> > Am I missing something here?! I often have a banished player beat dead to rights whith map control, wait patiently for all my leader abilities right unit combo, they still turtle there and take all my units and have nothing. Attack after attack and I can’t take them down. It’s beyond cheese, broken crap. If I’m missing something other than ‘get gud’ comment I’m willing to hear but it’s just dumb right now.
>
> 12 vultures with there Y ability will instantly kill a base.
>
> This is the UNSC Go-To Strategy to break a turtle and is also nicknamed the “Nuke”…
>
> Bonus:
> If you want to make this strategy more powerful play forge, Combined with his Salvage Ability and Acc Assembly Passive you can literally pump them out faster then anyone can rebuild a base…
I always try to go for this because I’m still addicted to vultures from HW1, but they always kill too many vultures by the time I get to their base, even if they don’t have any reavers.
> 2533275008266928;14:
> > 2533274924073601;9:
> > > 2533274924073601;9:
> > > The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
> >
> > The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
>
> UNSC Have Vultures which are arguably the best building killers however they lack the utility of the locust and are considerably more expensive to build but, regardless they are the best unit at breaking a turtle, I would even argue that they’re better then locusts at breaking turtles.
It takes like 8 of them to kill a base, which is an insane amount of recourses to spend on a unit so easily killed. Overall, it just isn’t worth it and they’re too slow. They simply can’t go toe-to-toe with other units, especially anti-air. Plus, they’re tech 3.
Play in a team - win. And just attack the regenerator so the shield will not regenerate
> 2533274924073601;16:
> > 2533275008266928;14:
> > > 2533274924073601;9:
> > > > 2533274924073601;9:
> > > > The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
> > >
> > > The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
> >
> > UNSC Have Vultures which are arguably the best building killers however they lack the utility of the locust and are considerably more expensive to build but, regardless they are the best unit at breaking a turtle, I would even argue that they’re better then locusts at breaking turtles.
>
> It takes like 8 of them to kill a base, which is an insane amount of recourses to spend on a unit so easily killed. Overall, it just isn’t worth it and they’re too slow.
If you have your opponent trap in his base but are struggling to break his turtle as UNSC then this is in fact the best strategy, Speed/Cost doesn’t matter when you control the map and most if not all of the bases. Like I’ve said before this is an End Game strategy and most players would waste time and resourceis trying complicated and likely bad ideas to break a turtle (Against a Banished).
> 2535417180496827;15:
> > 2533275008266928;5:
> > > 2535431178094949;1:
> > > Am I missing something here?! I often have a banished player beat dead to rights whith map control, wait patiently for all my leader abilities right unit combo, they still turtle there and take all my units and have nothing. Attack after attack and I can’t take them down. It’s beyond cheese, broken crap. If I’m missing something other than ‘get gud’ comment I’m willing to hear but it’s just dumb right now.
> >
> > 12 vultures with there Y ability will instantly kill a base.
> >
> > This is the UNSC Go-To Strategy to break a turtle and is also nicknamed the “Nuke”…
> >
> > Bonus:
> > If you want to make this strategy more powerful play forge, Combined with his Salvage Ability and Acc Assembly Passive you can literally pump them out faster then anyone can rebuild a base…
>
> I always try to go for this because I’m still addicted to vultures from HW1, but they always kill too many vultures by the time I get to their base, even if they don’t have any reavers.
I Admit, This is the biggest weaknesses of the strategy which is why i only recommend it for players trying to break a turtle, they’re not a replacement for core units unlike locust,
try not to treat them as the same and keep them out of any open space.
> 2533274924073601;16:
> > 2533275008266928;14:
> > > 2533274924073601;9:
> > > > 2533274924073601;9:
> > > > The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
> > >
> > > The fact that the UNSC doesn’t have an effective siege unit (at least on the scale of a locust). Which is odd, since the Banished have the stronger base defenses to begin with. Both sides should have an effective siege unit to break turtles.
> >
> > UNSC Have Vultures which are arguably the best building killers however they lack the utility of the locust and are considerably more expensive to build but, regardless they are the best unit at breaking a turtle, I would even argue that they’re better then locusts at breaking turtles.
>
> It takes like 8 of them to kill a base, which is an insane amount of recourses to spend on a unit so easily killed. Overall, it just isn’t worth it and they’re too slow. They simply can’t go toe-to-toe with other units, especially anti-air. Plus, they’re tech 3.
I disagree. I usually have a full fleet of vultures fairly quick into the game and they can take out 2 or 3 bases before the other team even knows what is happening. They do however completely fall out of the sky if anyone shoots at them
The thing that annoys me the most is the freaking cloak generator, my vultures will fly in circles and get destroyed just because my idiot nightengales can’t figure out how to flight straight over the freaking generator so that they can see it.
I wish the cloak generator wasn’t in the game
I don’t think it even adds anything.