Its not even a question. You shouldn’t be able to wipe your counters with one press of a Y button. Wraiths had this problem, now tanks do. Air doesn’t work as they can easily mix in anti air vehicles out of the same building as the tanks, hunters get blown to bits by one volley of canister shell. Give me a break. And no, tanks shouldn’t win against hunters “because they’re just spammable infantry” 900 power on beam upgrade and 1k+ to get 2nd global upgrade and they still get wiped. I had 1.5x the population of my opponent with all counter units and I lose? Tell me how that’s right.
Canister shell should at least have its AOE reduced for the sake of Cyclops and Hunters, but tanks are expensive as well. It takes a lot of time to let someone get to tech 3, so keep that in mind against Isabel and forge. They’re also pretty slow so sometimes attacking where they’re not helps.
> 2533274847916490;2:
> Canister shell should at least have its AOE reduced for the sake of Cyclops and Hunters, but tanks are expensive as well. It takes a lot of time to let someone get to tech 3, so keep that in mind against Isabel and forge. They’re also pretty slow so sometimes attacking where they’re not helps.
Super units cost a lot too, but 10 of wolverines well microed will wipe a condor. Not so much with tanks.
Agree.
Agree to disagree
if you let your oponwnt get to the point where isabels tanjs are realvant in general your fault. not the games fault you did not grab map control kill all his minibases etc
> 2533274904506600;5:
> Agree to disagree
>
> if you let your oponwnt get to the point where isabels tanjs are realvant in general your fault. not the games fault you did not grab map control kill all his minibases etc
They can get to tech three regardless of what you do. Turtling with kodiaks and an infantry mass you can’t deny it. Especially on the bigger maps, and the one where you have to constantly be running around guarding your power nodes from sentinels. What I’m saying is that when I have 1.5x the population of the counter of my opponent I should win. You disagree with that statement?
> 2533274871557759;6:
> > 2533274904506600;5:
> > Agree to disagree
> >
> > if you let your oponwnt get to the point where isabels tanjs are realvant in general your fault. not the games fault you did not grab map control kill all his minibases etc
>
> They can get to tech three regardless of what you do. Turtling with kodiaks and an infantry mass you can’t deny it. Especially on the bigger maps, and the one where you have to constantly be running around guarding your power nodes from sentinels. What I’m saying is that when I have 1.5x the population of the counter of my opponent I should win. You disagree with that statement?
no because i use wraiths alot and wraiths with decinis boundless fury you can kill armies of hunters counter units onlyibg losing 2 oe 3 wraiths. and this is without there y ability
so yes i agree c shell is super op butdisagree if you let it get to that point it is conpletely your fault. so yes i agree but diaagree
Eric! Its me Prince of Darkness… lmao. I was just about to come on here and post this hilariousness that are tanks… I’m 120 pop… all hunters… nothing else… in a 3v3 … I go into dark blues base… he has no turrets., all tanks… I swear on my life he wiped 120 pop hunters in 15 seconds no leader powers … lost… 1 tank… now come on bruh… what is that??? Canister is broken…~
Canister shell is only “OP” if all your hunters are clustered so the aoe will wreck them…It wont wipe them if your hunters are spread out strategically, rather than pressing all units and clumping them together.
Not to mention scorpion is tech 3 + canister upgrade + global upgrade.
Spread your hunters out and you wont have any issues with canister.
Canister shell is OP. While yes, it’s supposed to be strong against infantry, it’s too strong against anti-vehicle infantry. On top of that, it’s WAY too strong against vehicles and structures.
It needs a nerf against vehicles and buildings, at the very least.
> 2533274871557759;1:
> Its not even a question. You shouldn’t be able to wipe your counters with one press of a Y button. Wraiths had this problem, now tanks do. Air doesn’t work as they can easily mix in anti air vehicles out of the same building as the tanks, hunters get blown to bits by one volley of canister shell. Give me a break. And no, tanks shouldn’t win against hunters “because they’re just spammable infantry” 900 power on beam upgrade and 1k+ to get 2nd global upgrade and they still get wiped. I had 1.5x the population of my opponent with all counter units and I lose? Tell me how that’s right.
Eric I think it was me you played and commented on this. Was a great game.
You had your hunters all group up and you didn’t have any support units, I hit the y on your hunters because they where clumped and just standing there.and they got wreak and the should have …plus they weren’t fully upgraded and and my tanks were.
Hunters can easily wipe out tanks if you spread them out and have healers and maybe a shroud or two.
And it takes at least 8 mins to get an army up at which point you can be rolling across the map with an infantry death ball.
Canister shell is very strong, and yes tanks should beat hunters pop for pop. If you had a balanced army of engineers, hunters, shrouds and a banshee or 2 then you could’ve beaten the tanks.
Yes wolverines, come from the same building as tanks and are easy for the opposing force to produce, but if you stealth with a shroud then they have to bring their wolves to the front of their army to reveal the stealthed units, at which point you focus the wolves with your hunters. With the wolves gone, 1 shroud negates 90% of 2 scorpions damage output (Not including canister shell) and engineers reduce the damage taken by your units by 40%.
So whilst scorpions in general are very strong at the moment, and canister shell is extremely strong, by having the right unit composition and micro managing your forces effectively you can defeat them.
UNSC is worse than banished at T1 and T2, it’s only fair that they should have some strong units going into T3
> 2533274793692756;8:
> Eric! Its me Prince of Darkness… lmao. I was just about to come on here and post this hilariousness that are tanks… I’m 120 pop… all hunters… nothing else… in a 3v3 … I go into dark blues base… he has no turrets., all tanks… I swear on my life he wiped 120 pop hunters in 15 seconds no leader powers … lost… 1 tank… now come on bruh… what is that??? Canister is broken…~
assuming this is true, you have the worst micro on planet earth. did you daisy chain bum rush them in?
> 2533274871557759;6:
> > 2533274904506600;5:
> > Agree to disagree
> >
> > if you let your oponwnt get to the point where isabels tanjs are realvant in general your fault. not the games fault you did not grab map control kill all his minibases etc
>
> They can get to tech three regardless of what you do. Turtling with kodiaks and an infantry mass you can’t deny it. Especially on the bigger maps, and the one where you have to constantly be running around guarding your power nodes from sentinels. What I’m saying is that when I have 1.5x the population of the counter of my opponent I should win. You disagree with that statement?
Yes
It’s kinda necessary. WIthout tanks, that are effective, infantry balls are practically unstoppable. Sure, you can mass anti-infantry, but then you have literally nothing if your opponent tech switches. Tanks being an end-all counter to infantry needs to happen to balance infantry out.
That being said, the canny is definitely a bit too strong. I think either it needs a damage or an AOE nerf. However, I do not think that tanks should get absolutely demolished by anti-vehicle infantry as they have in the past. That made tanks unplayable, which is bad. I think that tanks should, in the end, beat all infantry, no questions asked. A single tank is 1/4 the cost of a super unit, more if you count the upgrades that make them viable. Something with that amount of time and recourse investment needs to be very strong. They just need to take heavier losses from things like hunters.
Also, I think that vehicles should have a weaker armor modifier against air. If tanks beat infantry, I’m all behind that. But you still need some counter to them. Having it so that tanks die faster to air strikes would mean an opponent could actually kill tanks BEFORE the AA shoots them down. Then, something like hunters could clean up. Right now, the rock-paper-scissors circle is heavily in favor of tanks and infantry. Air needs a buff against vehicles for a rock-paper-scissors mentality to actually work.
> 2533274924073601;15:
> It’s kinda necessary. WIthout tanks, that are effective, infantry balls are practically unstoppable. Sure, you can mass anti-infantry, but then you have literally nothing if your opponent tech switches. Tanks being an end-all counter to infantry needs to happen to balance infantry out.
>
> That being said, the canny is definitely a bit too strong. I think either it needs a damage or an AOE nerf. However, I do not think that tanks should get absolutely demolished by anti-vehicle infantry as they have in the past. That made tanks unplayable, which is bad. I think that tanks should, in the end, beat all infantry, no questions asked. A single tank is 1/4 the cost of a super unit, more if you count the upgrades that make them viable. Something with that amount of time and recourse investment needs to be very strong. They just need to take heavier losses from things like hunters.
>
> Also, I think that vehicles should have a weaker armor modifier against air. If tanks beat infantry, I’m all behind that. But you still need some counter to them. Having it so that tanks die faster to air strikes would mean an opponent could actually kill tanks BEFORE the AA shoots them down. Then, something like hunters could clean up. Right now, the rock-paper-scissors circle is heavily in favor of tanks and infantry. Air needs a buff against vehicles for a rock-paper-scissors mentality to actually work.
I completely agree with this, I think it is the best way to keep tanks viable and also have air play being more than a stealth mass produce and hit without your opponent being prepared for it play style.
Well think about this: hunter’s are infantry, tanks are good against infantry. Hunter’s should be a kinda of soft counter/medium counter to tanks. While air remains the dominant counter to tanks. Now tanks don’t win vs hunter’s without landing a brutal shell canister anyways, same with cyclopes. I do agree that without micro in this game you could lose a lot of hunter’s due to them not auto spreading like in HW1 into a line compared to the clump you get in this game.
Cyclops and hunters are not meant to be hard counters to tanks(tier 3).
If your still building tier 2 units when your opponent is building tier 3 units then you should lose, its simple.
> 2533274924073601;15:
> It’s kinda necessary. WIthout tanks, that are effective, infantry balls are practically unstoppable. Sure, you can mass anti-infantry, but then you have literally nothing if your opponent tech switches. Tanks being an end-all counter to infantry needs to happen to balance infantry out.
>
> That being said, the canny is definitely a bit too strong. I think either it needs a damage or an AOE nerf. However, I do not think that tanks should get absolutely demolished by anti-vehicle infantry as they have in the past. That made tanks unplayable, which is bad. I think that tanks should, in the end, beat all infantry, no questions asked. A single tank is 1/4 the cost of a super unit, more if you count the upgrades that make them viable. Something with that amount of time and recourse investment needs to be very strong. They just need to take heavier losses from things like hunters.
>
> Also, I think that vehicles should have a weaker armor modifier against air. If tanks beat infantry, I’m all behind that. But you still need some counter to them. Having it so that tanks die faster to air strikes would mean an opponent could actually kill tanks BEFORE the AA shoots them down. Then, something like hunters could clean up. Right now, the rock-paper-scissors circle is heavily in favor of tanks and infantry. Air needs a buff against vehicles for a rock-paper-scissors mentality to actually work.
I played some 3s on Friday and I can tell you that air beats tanks… lol. This “air isn’t that good against vehicles” stuff people have been talking about I think is a bit played out and somewhat invalid to a point. I had a tank army with wolverines mixed in where my vehicles were tier 3 at the point of fighting and a full on banshee army decimated my tank and wolverine army no problem.
If Tanks didn’t have this ability, they’d be useless. We’ve seen for many many weeks that using a tank was a was of resources. Why on earth are you now complaining about it. Does anything ever make people happy here?