As it stands Cutter is the only Competitive UNSC leader! With UNSC raid allowing my flamethrowers to run down other UNSC Snipers and Grenade Marines killing Jackrabbits. ODST dropping in to blow up 3 pads at a time every time your opponent is caught off guard. Other UNSC leaders get murdered in the early game by Cutter or by any Banished leader. Choppers kill all infantry and jackrabbits are no longer an option there is nothing you can do until tech 2 but by that time your enemy has expanded and has taken the power nodes. Leaving you in the dust with economy. Lets say I’m Attriox and you choose any UNSC leader. I build 3 bases at the same time for 600/243 at 3 minutes while I’m building choppers(so your snipers, flamethrowers, marines, and Jackrabbits are useless. I upgrade my bases around 4min and build a shield by 5min on every base! You now will have 2 bases vs my 4 with a shield and I’ll have the power nodes. I can easily pump out of 4 factory, raid camp, or apex. By the time anyone gets through a shield of a base i already have a formidable army. Here are some changes I would like to see.
Jackrabbits NEED splash damage back no one in the patch notes let the public know that this was taken out whenever Kinsano got nerfed. This completly killed the unit and now Cutter dominates other UNSC leaders.
Forge is one of the worst leaders now. This makes me sad cause he is awesome! His leader powers is not good to be nice. When the game was released he was the man a beast without comparison and so forth he had to be nerfed. His Rolling Economy originally reduced upgrade cost, build cost, and build time for Supply Pads and Generators. Now it only reduces upgrade cost. Pelican transport is required late game because Grizzlies are slow. Scatter Bomb alerts your enemy and waits for them to move so they don’t get hurt. (please reduce drop time on scatter bomb and increase damage). ACC. Assembly is nice for wolves and to make Grizzlys affordable. Lets face it no one will build Grizzlys without ACC. Assembly. Which means I need to use 2 leader point before I have a decently affordable late game unit. Now his late game isn’t all that bad but please look into buffing the Rolling Economy and Scatter Bomb.
Anders is the worst leader in the game which to the high level community is not even an argument. Her sentinels early game are useless, you need her first sentinel upgrade which is on tech 2 and sentinel synergy which is 5th leader point before she can even make a decent sentinel. By that time it is 7 minutes in the game which means your opponent has tech 2 as well giving them access to anti-air. Another problem is R&D. This looks great in theory but doesn’t do enough. Actually R&D doesn’t really start helping till the mid game and by that time your opponent has wrecked you in economy making your R&D useless. Think about the Attriox Strat I mentioned earlier, how is Anders going to out research 4 bases in under 5 minutes. Well that’s easy she won’t even with R&D level 3. She used to be feared having high damage sentinels with low heath fly over bases making people think twice before expanding allowing her to cripple her opponent to the mid game where she could capitalize on her R&D. RIP Anders!
ODST should not be able to blow up pads.
I agree, the rolling economy on Forge should be set back the way it was. I also agree that his cluster bomb need to do more damage and drop quicker.
With Anders I think her R&D should be a single leader power which grants you the same benifits as the current teir 3.
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> you need her first sentinel upgrade which is on tech 2 and sentinel synergy which is 5th leader point before she can even make a decent sentinel.
Sentinel synergy is the 4th point.
Once you have all that, sentinels are pretty decent though. Primarily because of there range, they can stay just out of range and do attacks. It might just be because I get tech 3 very fast.
But yeah they do so little damage and have so little health at the start of the game before the upgrade and the shield it’s ridiculous and makes you get over run really fast.
Anders offensive leader powers are really not that useful at all. Her army might be more powerful overall, but you have to give ground every single time.
If you want my full thoughts you can find it here under the anders guide. https://www.halowaypoint.com/en-us/forums/38bd6e2ebbb14e5b9b359bb029588800/topics/the-prof-anders-thread---guides-bos-tactics/eac7fbd9-4848-419d-940c-6f653c5159b2/posts?page=1#post2
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> ODST should not be able to blow up pads.
>
> I agree, the rolling economy on Forge should be set back the way it was. I also agree that his cluster bomb need to do more damage and drop quicker.
>
> With Anders I think her R&D should be a single leader power which grants you the same benifits as the current teir 3.
ODST - Yes
Rolling Economy - No (That’s a major part of the reason why forge was insanely broken at the start of halo wars 2)
R&D - No Maybe taking 2 points. MAYBE. But that’s way to huge of a buff.
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> > 2641173531476146;2:
> > ODST should not be able to blow up pads.
> >
> > I agree, the rolling economy on Forge should be set back the way it was. I also agree that his cluster bomb need to do more damage and drop quicker.
> >
> > With Anders I think her R&D should be a single leader power which grants you the same benifits as the current teir 3.
>
> ODST - Yes
> Rolling Economy - No (That’s a major part of the reason why forge was insanely broken at the start of halo wars 2)
> R&D - No Maybe taking 2 points. MAYBE. But that’s way to huge of a buff.
I’m taking Redwolfs Side with that one for Anders She either needs Sentinel Buff or/and R&D as 1 leader point. As for Forge I’m not saying give him all 3 perks(build time, build cost, and research cost) for Rolling Economy but 2 of the 3 would be ideal like build time and research cost. As for ODST I never asked for them to get nerfed they are fine as they are. It is not that hard to defend just keep a few units back to shoot the charges.
I also think buffing Grizzles would really help Forge out a lot.
I’m not all for Jackrabbits regaining their crazy splash damage again, I’d prefer a nerf to Choppers.
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> I also think buffing Grizzles would really help Forge out a lot.
>
> I’m not all for Jackrabbits regaining their crazy splash damage again, I’d prefer a nerf to Choppers.
Grizzly buff would be fine. If there is no Jackrabbit buff then all UNSC will always lose to cutter.
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> I also think buffing Grizzles would really help Forge out a lot.
>
> I’m not all for Jackrabbits regaining their crazy splash damage again, I’d prefer a nerf to Choppers.
exactly bring choppers down to the jack rabbits level. that way jack rabbits can contest with choppers and both the basic marine or grunt infantry can be pretty good. adding dpalah to jack rabbits would once again riin the meta people would just go back to all jack rabbit rushes.
all people make are choppers now and once again they domibate the early game so bring choppers down leave everything else early game related where it is
anders was unfairly nerfed like 3 times. make her good again 343 please
if they balanced choppers then giving forge his early economy back is fine. dont you dare buff jackrabbits i will quit this already unpopulated game for good ot until they get nerfed.
i will not play a rts where the basic infantry gets anilated by scout units that dont take skill to use
This a good thread…I agree something has to be done with the choppers it gives too much for opening and map control to…they do cost a bit more energy, but combining them with engineers is very hard to stop.
The last thing I want to see is a jackrabbit comeback. I just feel like it’s pretty lame that you have to spam so many opening T1 units. I get it tho…get out there and get map control, but if we buff jackrabbits back all we’re ever going to see is jackrabbits and choppers…4ever!!!
I’d like to see a chopper nerf personally…or make them more expensive, or something. It’s painful going out there against a blatantly better opening unit then what you already have.
Also I totes agree give forge his rolling Econ back to full strength. And his rolling thunder does suck. If you can’t dodge hunters brand…how come you get like 30 minutes to dodge rolling thunder. And make his barrage or something better for the grizzlies to make them more viable.
Dont touch ODST. That’s what their demo is supposed to do.
Also get rid of the hunter invicible in garrison thing already.
Also the collosus is the biggest joke of a unit in the game. That is all.
I guess with the UNSC there’s a thin line between underpowered and overpowered
Look guys I under stand why you don’t want jackrabbits to be buffed however left unchecked Cutter will never have competition in a UNSC mirror. UNSC raid allows units to run faster this might seem small but it isn’t. Snipers cannot shoot backwards only sideways and forward. If cutter makes flamethrowers and runs directly at you he will run yous Snipers down and kill you. If you make flamethrowers Cutter will make Snipers and you will never catch him. You might get away with it by your base next to turrets but you will never be able to obtain map control. Giving splash damage back to jackrabbits or some kind of drastic buff because as it stands they are unusable. JRs would then allow all UNSC to compete with each other and choppers. Marines have already been buffed vs. scout units so it wouldn’t be the exact result we had before. But I guess would I would rather JRs run the UNSC meta than Auto lose to Cutter every game. I like playing other UNSC leaders…
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> Look guys I under stand why you don’t want jackrabbits to be buffed however left unchecked Cutter will never have competition in a UNSC mirror. UNSC raid allows units to run faster this might seem small but it isn’t. Snipers cannot shoot backwards only sideways and forward. If cutter makes flamethrowers and runs directly at you he will run yous Snipers down and kill you. If you make flamethrowers Cutter will make Snipers and you will never catch him. You might get away with it by your base next to turrets but you will never be able to obtain map control. Giving splash damage back to jackrabbits or some kind of drastic buff because as it stands they are unusable. JRs would then allow all UNSC to compete with each other and choppers. Marines have already been buffed vs. scout units so it wouldn’t be the exact result we had before. But I guess would I would rather JRs run the UNSC meta than Auto lose to Cutter every game. I like playing other UNSC leaders…
I’d rather them buff early game leader powers for everyone else.
For Forge: Buff his passive ability and BUFF the Grizzlies.
For Anders: Honestly, I kind of think she’s solid, I played against her a few games ago and she was a pain in the -Yoink- to deal with.
Cutter: Doesn’t need much, maybe the ability to use more ODSTs.
Kinsano: Cutters cryptonite, doesn’t need anything.
Johnson: Good against UNSC, weak against Banished.
Isabel: Best UNSC Leader.
The biggest thing is that the Banished have such advantages mid - late game, and their ability to get a shield up on their bases so early in the game negates the UNSC early game advantage. The best thing to do would be to make the shield for banished bases T2, so that if you do out work the banished early game, you actually stand a chance. As it stands now, by the time you get their shield down, their turret(s) or infantry have done enough damage where your whole advantage you just earned is negligent.
Has anyone even tried Kinsano Jackrabbits? I still do in in 1v1 and it catches a lot of people off guard, especially Cutters. Granted Choppers are still hugely better. I can micro around choppers though with decent success.
Glad I’m not the only one noticing how effective the early chopper play is against UNSC in taking the early game with return on investment and map control.
R&D is actually really good. Having 2 points into it is amazing.
The issue with this character is her sentinels. The fact they are garbage and all her leader powers synergize with just her sentinels. Then on top of that you need all your leader powers invested into 2 kill powers and passive perk to actually make her kill powers be worth a -Yoink-. That’s like 4-6 leader power points just to make ark defense and the other one worth a crap.
Then there is literally nothing left and she has 0 ability to use any other unit in the game. Then you spend the late game spamming air and calling in that giant sentinel trying to have the strength to over come another player. Sentinels were just not a good choice and I’d rather she had Hawks again.
Cutter and Kinsano both rush
Isa and Johnson have strong 7m power spikes
Forge has nothing but a fast econ
Anders has R&D which you’d think would be good but nothing effects her units so she has no power spike from anything. It’s not like she’s racing to hit some strong unit upgrade. The buff that should have a huge impact ends up having no impact. Just in power build time alone this perk should have a huge impact and it doesn’t because there is nothing special about any of her units. Half upgrade cost was amazing in HW1 but in HW2 its worthless.
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> R&D is actually really good. Having 2 points into it is amazing.
>
> The issue with this character is her sentinels. The fact they are garbage and all her leader powers synergize with just her sentinels. Then on top of that you need all your leader powers invested into 2 kill powers and passive perk to actually make her kill powers be worth a -Yoink-. That’s like 4-6 leader power points just to make ark defense and the other one worth a crap.
>
> Then there is literally nothing left and she has 0 ability to use any other unit in the game. Then you spend the late game spamming air and calling in that giant sentinel trying to have the strength to over come another player. Sentinels were just not a good choice and I’d rather she had Hawks again.
>
> Cutter and Kinsano both rush
>
> Isa and Johnson have strong 7m power spikes
>
> Forge has nothing but a fast econ
>
> Anders has R&D which you’d think would be good but nothing effects her units so she has no power spike from anything. It’s not like she’s racing to hit some strong unit upgrade. The buff that should have a huge impact ends up having no impact. Just in power build time alone this perk should have a huge impact and it doesn’t because there is nothing special about any of her units. Half upgrade cost was amazing in HW1 but in HW2 its worthless.
I think her leader power should be 1 point to improve early game. As for her sentinels switch Sentinel Synergy with ARK Defense and buff her Drone Escort. ARK Defense should have a buff just for it to be usable. These changes would allow her first 3 leader points to change games as well as not giving her to much rush capability since she would need tech 2 before damage kicked in. R&D vs Rolling Economy or Fortifications is a joke because of the early game. By the mid game you don’t want to keep dumping leader points into R&D in hope to keep up since your eco will be so bad. Another idea would be instead of buffing the sentinel unit, buff Sentinel Synergy to take 2 points increasing shield and damage further.
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> Look guys I under stand why you don’t want jackrabbits to be buffed however left unchecked Cutter will never have competition in a UNSC mirror.
Then Cutter could get a nerf to his unsc raid movement speed. keep it at the level 1 amount and then have the second point just do it’s other effect.
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> > 2535422421305993;11:
> > Look guys I under stand why you don’t want jackrabbits to be buffed however left unchecked Cutter will never have competition in a UNSC mirror.
>
> Then Cutter could get a nerf to his unsc raid movement speed. keep it at the level 1 amount and then have the second point just do it’s other effect.
Kinsano is better than Cutter early game and Infantry rushes are the easiest rushes to stop.