I’m listing the changes and the reason why.
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Banished****Suicide Grunts: Shut down all early aggression far too effectively, reduce the AOE 10% & lower the damage by 15%
Locust: Still too effective at killing units and still melt bases extremely quick, reduce damage by 5% & move speed slow by 5%
Marauder: Currently lacks damage, no one in high level play uses it, increase damage by 15%
Banshee: Currently slightly too expensive for what they offer lower cost to 275
Wraith: Absolutely melt their counter “marauders” The whole purpose of building a counter is to counter and they simply can’t do that vs this unit. Lower scorch damage by 30% reduce AOE and reduce wraith damage by 10% These units are game breaking at top levels(champion) for unsc vs banished players
Engineers: Slightly too cheap when comparing their counterpart 240 (nightingale 400) Engineer, heal is stronger than nightingale, but affects one unit and there y ability reduces all all damage. Suggested: eg Engineer 300, nightingale 400 or Engineer 240, nightingale 340
Brutehammers: Their building damage is far too high and can result is some very cheesy tactics, reduce building damage by 15%
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UNSC****Jackrabbit: Slightly over nerfed, they are really struggling currently to find any type of role. The time between healing takes place reduce for 10 seconds to 7. increase damage by 10%
Nightingale: Too expensive for what it is, (See Engineer above) eg Engineer 240, nightingale 340
Hornet: Hornet simply do not offer any viability, they are far too expensive to ever get an effective counter. If you see the opponent massing tanks you can’t tech switch to them, as they don’t do enough damage and are extremely expensive. Far too expensive 375 why? their 300 counterpart (banshee) beats them in a 1v1 and with their upgrades banshee do more ground damage, so why is this useless unit soo expensive? eg Reduce Hornet cost to 300, Reduce banshee 275
FlameHogs: Can be hard to deal with in large numbers and can out run anything that counters them. Reduce building damage by 15%
Scorpion: slightly too squishy, the don’t do very well vs wraiths when combined with Scorch Increase health by 10%
Leader heroes:
Clear discrepancy in power between them all
Arbiter and jerome are completely useless then you see others like kinsano, atriox which are monsters & decimus drop
Another thing to note each time you add upgrades to them, their build time should increase, its ridiculous. Sometime you finally kill a leader only for him to instantly pop up again, once you reach their side of the map.
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*Original post. Click at your own discretion.
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actually if you knew what you were doing cutter has a early restoration drones if you put that down you can handle the suicide grunts much easier, wriths are fine you just have to set up sneaky attacks and use your pelican if your forge to set up a flank if you want i can show you just add me i can help np
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lol nultz!!@! fu and your pelican 
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> lol nultz!!@! fu and your pelican 
Not nultz. I just played this guy. So it cant be him
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marauders are acutally pretty good if you get the thick hide upgrade i have a 9 minute thick hide timing push that is super strong
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sorry i keep forgetting about that 9 min think hide timing attack haha, I told you not to tell anyone about these super strats! >_<
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> > lol nultz!!@! fu and your pelican 
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> Not nultz. I just played this guy. So it cant be him
The guy with 0 games played?
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> > > > actually if you knew what you were doing cutter has a early restoration drones if you put that down you can handle the suicide grunts much easier, wriths are fine you just have to set up sneaky attacks and use your pelican if your forge to set up a flank if you want i can show you just add me i can help np
> > >
> > > lol nultz!!@! fu and your pelican 
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> > Not nultz. I just played this guy. So it cant be him
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> The guy with 0 games played?
its a joke facepalm sigh
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> **This post has been edited by a moderator. Please do not create alternate accounts to bypass forum bans. Alternate accounts will be permanently banned, and offending users will be subject to both temporary and permanent bans.***Original post. Click at your own discretion. marauders are acutally pretty good if you get the thick hide upgrade i have a 9 minute thick hide timing push that is super strong
I saw this coming hahaha
you sound like a unsc player. biased : )
Are you gonna revise the OP since today’s patch addressed a lot of these points in one way or another?
A lot of stuff was touched on in the patch notes. But I’ll give my two cents on everything else.
Suicide Grunts: Don’t nerf them, they’re Banished only hope against Marine/Hellbringer spam, and wife good use of Snipers they’re countered anyway.
Banshee/Hornet: I approve 
Marauder: I approve 
Nightingales: I approve 
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> I’m listing the changes and the reason why. - Banished****Suicide Grunts: Shut down all early aggression far too effectively, reduce the AOE 10% & lower the damage by 15%
> Locust: Still too effective at killing units and still melt bases extremely quick, reduce damage by 5% & move speed slow by 5%
> Marauder: Currently lacks damage, no one in high level play uses it, increase damage by 15%
> Banshee: Currently slightly too expensive for what they offer lower cost to 275
> Wraith: Absolutely melt their counter “marauders” The whole purpose of building a counter is to counter and they simply can’t do that vs this unit. Lower scorch damage by 30% reduce AOE and reduce wraith damage by 10% These units are game breaking at top levels(champion) for unsc vs banished players
> Engineers: Slightly too cheap when comparing their counterpart 240 (nightingale 400) Engineer, heal is stronger than nightingale, but affects one unit and there y ability reduces all all damage. Suggested: eg Engineer 300, nightingale 400 or Engineer 240, nightingale 340 Brutehammers: Their building damage is far too high and can result is some very cheesy tactics, reduce building damage by 15%
> - UNSC****Jackrabbit: Slightly over nerfed, they are really struggling currently to find any type of role. The time between healing takes place reduce for 10 seconds to 7. increase damage by 10%
> Nightingale: Too expensive for what it is, (See Engineer above) eg Engineer 240, nightingale 340Hornet: Hornet simply do not offer any viability, they are far too expensive to ever get an effective counter. If you see the opponent massing tanks you can’t tech switch to them, as they don’t do enough damage and are extremely expensive. Far too expensive 375 why? their 300 counterpart (banshee) beats them in a 1v1 and with their upgrades banshee do more ground damage, so why is this useless unit soo expensive? eg Reduce Hornet cost to 300, Reduce banshee 275
> FlameHogs: Can be hard to deal with in large numbers and can out run anything that counters them. Reduce building damage by 15%
> Scorpion: slightly too squishy, the don’t do very well vs wraiths when combined with Scorch Increase health by 10%
>
> Leader heroes:
> Clear discrepancy in power between them all
> Arbiter and jerome are completely useless then you see others like kinsano, atriox which are monsters & decimus drop
> Another thing to note each time you add upgrades to them, their build time should increase, its ridiculous. Sometime you finally kill a leader only for him to instantly pop up again, once you reach their side of the map.
Jackrabbits are scout units, they are meant to scout not be a competing unit, so no they were not over nerfed nor should they be a counter to anything. Just because they were a meta doesn’t mean it should return.
Don’t nerf suicide grunts. That’s the closest thing we got to a grenade and the unit dies too.
As per air, we’ll I’m seeing a lot of air today after the patch! We might see a comeback.
Suicide grunts kinda need to be the way they are to deal with UNSC infantry spam. They’re the only unit the banished gets and they can’t go up against snipers, they have to be strong. Also, brutes are anti-building. Why in the hell would you nerf their damage versus buildings. They’re cheesy as hell and easily countered; take away the one thing they are good at and literally nobody will ever play them.
I agree with everything else, though, and a lot of it was addressed this patch. Which is good.
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> sorry i keep forgetting about that 9 min think hide timing attack haha, I told you not to tell anyone about these super strats! >_<
Lmfaooooooooo