Here is my list of Units that need any of the three I mentioned in the Topic Title. If you have any units that you think need any of the three chances, comment below.
Scorpions need to be tech 2 again with some buffs to there health and damage. Like most vehicles, they’re underpowered.
Cyclops Need a power reduction cost. Maybe change them from Tech 2 to Tech 1 like in the original or keep them Tech 2 as long as the JackRabbits are addressed. Keep them ranged.
Hellbringers should have their flash bang ability back to be more useful to infantry. I haven’t tested out there building damage but if it’s too good, that should have a reduction in exchange for the flash bang ability.
Hunters IMO, should be Tech 1 again and have their power cost cut in half. Right now, it’s way too much.
Elite Rangers need to be change from Tech 2 to Tech 1. Also need overall health and damage boost. Because right now, it seems snipers outperform them by a mile.
I think you’re right about Hunters being Tech 1. As of now, it can be tricky to counter an early vehicle rush with The Banished. I’m not talking about Choppers or Jackrabbits.
The scorpions should stay at tech 3 but their health does need a buff this does not apply to grizzlys
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> The scorpions should stay at tech 3 but their health does need a buff this does not apply to grizzlys
So Scorpions should stay at tech 3 with their counters staying at tech 2 like hornets and hunters for example?
I agree that their health needs to be increase and a slight damage buff also. Not make it broken though like it was in HW1.
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> Here is my list of Units that need any of the three I mentioned in the Topic Title. If you have any units that you think need any of the three chances, comment below.
>
> Scorpions need to be tech 2 again with some buffs to there health and damage. Like most vehicles, they’re underpowered.
>
> Cyclops Need a power reduction cost. Maybe change them from Tech 2 to Tech 1 like in the original or keep them Tech 2 as long as the JackRabbits are addressed. Keep them ranged.
>
> Hellbringers should have their flash bang ability back to be more useful to infantry. I haven’t tested out there building damage but if it’s too good, that should have a reduction in exchange for the flash bang ability.
>
> Hunters IMO, should be Tech 1 again and have their power cost cut in half. Right now, it’s way too much.
>
> Elite Rangers need to be change from Tech 2 to Tech 1. Also need overall health and damage boost. Because right now, it seems snipers outperform them by a mile.
- Scorpions: I agree/disagree. I certainly agree scorpions need a buff overall (their canister isn’t very good, in particular.) Actually I think all vehicles need to be more effective against infantry to some extent. Marauders in particular are quite useless. I feel conflicted about moving them to t2 , however. Moving one of the only 2 UNSC t3 units to t2 (excluding Condor uber unit) would make t3 somewhat lackluster considering the lack of unit upgrades HW2 has vs. HW1, where it had a more palpable effect. The only real reason to go t3 at that point would be for global upgrades or powerful air, which isn’t bad, its just… boring, I guess? Only teching for globals vs teching for specific unit upgrades like in HW1.
I would like the scorpion to be a scary late-game unit rather than see it return to its ‘rank-and-file’ status as a core t2 unit, I just think it would be more interesting. However, since scorpions are already expensive and their canister shot ability won’t be as OP as it was in HW1, aaand since counter units are already stronger in HW2 vs. HW1 to discourage unit spam, I would be ok doing it your way. I would just prefer trying to do something a little different than the HW1 route. Also, you mentioned counter units being t2 while scorpions were t3 being a problem, but that argument also applies to the Vulture (t1 counters if you include marines/grunts) but that doesn’t detract from the Vulture at all due to its power, right? And even though its powerful, Vultures are well-balanced because they are:
A. Expensive and late-game
B. Fairly easy to counter if spotted
C.Slow and easy to kill with said counter-units if caught out of position.
I suppose that’s what I want in the scorpion: a mini-ground-Vulture that can’t be spammed as easily as HW1 but still makes you think twice about a late-game engagement with one and helps make a solid push.
- Cyclops: Pretty much agree with everything here, I would like to see them ever-so-slightly nerfed in the DPS department and their build time reduced somewhat (to help counter jackrabbit rushes) in addition to reducing their cost. Not sure about making them t1 though, especially since they’re slightly anti-building (don’t know if it would matter.) I think the ‘Jackrabbit’ issue is better solved with increasing their tech cost, but I haven’t given it much thought admittedly. - Hellbringers: Their building dmg gets pretty spooky with Inf. lvl 1 in the early game, not really rush-able though due to their low HP. I’m guessing they’re holding back Hellbringers Y ability for the new leader Kinsano (or however her name goes) considering she is literally a Hellbringer lol. The Marauder only has a Y ability for the Shipmaster, I’m guessing they’ll do the same for her. Overall, I like where Hellbringers are. I think they’re better than Snipers in most cases because you can actually pressure a base with them. I feel like I get more use out of them vs. snipers. - Hunters:Unsure about making them t1, definitely need to bring their power cost down though. Cyclops should maybe be around 100-120 power and hunters 150, the difference being hunters are more tanky and more dps probably so you need fewer. If they lower the power cost of hunters, though, they need a slight nerf on health; they’re already pretty damn tanky. - Elite Rangers: Couldn’t agree more, all UNSC anti-inf. are t1, why not Rangers? And yeah, definite buff needed. I would like them to be somewhere between the Hellbringer and the Sniper; more health but less range than a sniper yet more range and better harrasment than Hellbringers… minus the anti-building, naturally. - Wolverines: I think Wolverines need their firerate increased slightly or their damage increased to keep pace with the Reaver, in addition to a small speed buff so they can chase retreating air a little more consistently. As it stands now, the Reaver with its Y ability and shield just completely blows the wolverine away, and I always regret making wolverines vs just making more Marines to deal with enemy air. Also, Reavers and Wolverines take a little too much dmg from air, I feel. - Turret upgrades: Turret upgrades being 300 energy a piece seems a little crazy, makes upgrading them to counter mid-game pushes economic suicide. Instead I think they should half the power cost, but slightly (~10-15%?) nerf their dmg output vs. their counters and increase the cost of the Fortify upgrades, that way they stay viable late-game but you can consider getting them early and mid-game without feeling like you’re tanking your tech progression. Because, lets be honest… spending 600 energy to upgrade the inf. global to lvl 2 to help your infantry push is going to have a lot more impact than your opponent upgrading 2 turrets to anti-inf to counter that. - Warthogs: Needs a rework, imo. I’ve been attacked mid-game by they a few times in numbers but they get shredded so fast by anti-vehicle its never been an issue for me. I think that’s fine, but maybe make them do more building dmg so they’re better suited to hit-and-run tactics (the Jackrabbit is lackluster for this after early-game passes.) Make them better suited to aggressive players who could use small groups of them flying around the map attacking minibases and poking down turrets… or something else, idk. They just don’t fulfill a role right now, I feel. UNSC have 2 anti-infantry infantry units and 2 anti-infantry vehicles (Warthog and Kodiak), the Kodiak has multiple uses but the Warthog cant even counter an infantry player well due to the fact they’ll probably have teched-up anti-vehicle infantry on the field, so with no other uses I have never seen them used effectively. - Wraiths: Underappreciated unit, its got scary DPS vs. infantry armies, and solid DPS vs. most everything else, but its a little too flimsy. I think its HP needs a small boost. I’m sure there’s more, but I already wrote a book so I’ll stop here for now.
I never played HW1 competitively, and I’ve only done 60 proper DM games or so on HW2 so feel free to criticize, I’m sure I got some things wrong.