Criticism and Compaints- Add Disruption Bomb

Overall I have enjoyed the game as a whole. The campaign while not my favorite still felt fun and refreshing. I enjoy the new units and leaders we have to face in battle.

But the multiplayer has become almost unplayable for me and I played the first Halo Wars to death. Half of my matches I flat out have my teammate disconnect or be afk at the start of a 2 vs 2 and it’s a guaranteed loss. They need to add a system to punishes players for flat out quitting the game and fix the connection issues players are having when they disconnect because it ruins the game… and people’s ratios.

I honestly i grown to own to dislike the leader abilities. They are much stronger and numerous than in the first Halo Wars. What’s the fun is you’re entire army gets destroyed. They barely have any warning ( yeah the red indicator that last 2 seconds) when they used and they punish hard.

I also have to critic the MAC blast. Even fully upgraded it’s a joke compared to other leaders powers and it looks terrible. The first Halo Wars had a great visual effect on the MAC shots.

Currently I see no point of playing any other leader than Atriox, Anders, Shipmaster, or maybe Forge. Mainly because they have the strongest leader powers.

The leader powers just about ruin the game for me. They either need to buff some of the leaders powers or nerf most of the covenant abilities. At the least they need to add in the disruption bomb back in the game. If they don’t want to rebalnce the powers it’s a easy solution.

Also so a small audio bug I’ve had in the campaign cutscenes which has almost ruined them is they’re but is the warthog machine gun keeps firing and even the in game music during the cutscene.

What do you guys think of the cloaked bases in multiplier or even skirmish mode? Do you think the covenant heroes match up to the Spartans?

I would like to hear what you guys find the most annoying thing about this game and possible solutions. This is my expience and a few friends. I enjoy Halo Wars and I want to see this game grow and last a long time.

I don’t mind the leader powers. I don’t think they are as powerful as you make them seem. Some need tweaking but overall I like the leader power tree. It anything they are a great way to survive or make a comeback if used right. Kind of like an Ultimate in Overwatch, you use them to make plays. My only complaint so far is to make some tweaks. I played a 2v2 match where one of the enemies drop a scarab and the other had hornets with 3 nightingales and I couldn’t take out their air because the nightingales kept healing everything. I had about 10 wolverines and my damage got negated by the nightingales and eventually got killed by the scarab. This has gotten me scratching my head in what to do in that situation.

Disruption bomb was only needed in HW1 because unsc did not have the abilities to keep up. if disruption was a thing then things like setinals would be way more OP considering ability powers rec them if used well.

I do agree that the support unit spam plus ultimate unit(s) is an extremely strong tactic right now I’ve won game’s where I’ve been outnumbered because of that tactic. Even fights when my condor was outnumbered by other condors/scarabs just because I a lot of my remaining population into nightingales. Honestly I think that maybe it would be a good idea just to reduce support unit healing towards scarabs/condors only. Idk, the engineer scarab combo has been around since Hw1 and it was mighty powerful back then too. In relation to hero powers though I feel like right now they are in a decent place but you are absolutely right that some leader powers are definitely much more powerful than others, especially on the banished side. On one hand, each leader does have a different playstyle as a result of the powers they can be used as a crutch quite often. To name probably the most deadly leader power, eradication, as a prime example. My friends an I have nicknamed this particular power the army killer because that exactly what it does. To be fair it is only unlocked later in the game and can in some cases be easily avoided but definitely turn the tide of a fight rather quickly, especially if the opposing player is attempting to micromanage bases or other units while engaging in a fight. Another aspect of it is that it can be easily avoided by air units especially but can be extremely deadly when coordinated and coupled with a shipmaster displacement. I for the most part, don’t mind the new abilities system too much but I do wish there were some more distinguishing characteristics between leaders other than their abilities. Perhaps that’s something we will see in the future leaders.