Difficulty Finishing Games

Hello, hello.

I may be alone on this, but has anyone had difficulty closing (finishing) games after the most recent patch?
I’m finding if a game isn’t over within the first ~10:00 minutes, it’s rather tricky to actually end the game.

I mainly play UNSC, so what I would usually do for base damage was incorporate a handful of Vultures and use them to nuke a base/help drop a shield. With the recent nerf to Phoenix Missile, I’m finding I need a lot more Vultures for this to be effective. Having too many Vultures scares me, as they’re rather squishy, slow, and take up a fair amount of population. On top of this, with Cyclops base damage being reduced, my base damage is even lower.

If my opponent has a shield (or shields) on their base, this is even more annoying, as it takes exponentially longer to drop the base, giving my opponent a comfortable amount of time to counter.

I’m finding I have to adopt a much more passive style of play now. I have to slowly choke my opponent out by taking out their expos/minis, while building up large armies to assault a base. As another thread stated the other day; it’s a “control meta”.

Additionally, my games are being drawn out a lot. If the game isn’t over within the first or second push, I find my games go on for 30+ minutes most of the time. I find it rather irritating when a game takes that long, when it should have been over fifteen minutes before.

Is is anyone else finding this, too? Or am I genuinely that bad. Idk.

Notes:

-this is mainly for 1v1. 2-3 armies on a base drops it fine
-I only pkay 1’s on my second account, so you can’t see my horrendous stats on this account :confused:
-Banished have an easier time with this, in my experience due to locust. Though, Banished never get to mid-game in this meta, lol

That’s all, thanks for reading, everyone!

> 2533274869891714;1:
> Hello, hello.
>
> I may be alone on this,

You are not alone.
We are the same, you and I.

Locusts got nerfed too. I don’t know how they’ll do because I’ve dropped Banished for the time being.

But I’ve noticed turtling with siege turrets completely negates ground approaches. The 20% buff to siege turrets is borderline OP, and breaking the game in the sense it forces you to go air, and the enemy can still use anti air with his free pop. I only played one game against UNSC as Banished against such strategy, and shrouds do not work. They’ll block whatever projectile comes first, so if the enemy has snipers/wolverines then your ground units will be destroyed in seconds.

The cyclops and vulture nerf against buildings was a necessity. That being said. As UNSC I’ve had no trouble breaking turtles or finishing the game. Maybe this is a cutter thing only, just drop in close air support and that’s it. I’ve won two games with Vulture Y as well.

> 2533274821521504;3:
> Locusts got nerfed too. I don’t know how they’ll do because I’ve dropped Banished for the time being.
>
> But I’ve noticed turtling with siege turrets completely negates ground approaches. The 20% buff to siege turrets is borderline OP, and breaking the game in the sense it forces you to go air, and the enemy can still use anti air with his free pop. I only played one game against UNSC as Banished against such strategy, and shrouds do not work. They’ll block whatever projectile comes first, so if the enemy has snipers/wolverines then your ground units will be destroyed in seconds.
>
> The cyclops and vulture nerf against buildings was a necessity. That being said. As UNSC I’ve had no trouble breaking turtles or finishing the game. Maybe this is a cutter thing only, just drop in close air support and that’s it. I’ve won two games with Vulture Y as well.

I could be wrong, but I believe Locust only got their base damage dropped by 10%. They still feel effective to me. Though, I’m staying away from Banished for a while because their early game is just so trash, lol.

Siege Turrets are just annoying right now. Not a fan of the buff they received.

CAS feels pointless after the ten minute mark, which is the area I’m speaking of, as people will have Fortifications and AA units. Idk, maybe I’m not playing right, or something. I’m gonna play some more today and see how it goes.

You’re just better than I am, I suppose :p.

> 2533274821521504;3:
> Locusts got nerfed too. I don’t know how they’ll do because I’ve dropped Banished for the time being.
>
> But I’ve noticed turtling with siege turrets completely negates ground approaches. The 20% buff to siege turrets is borderline OP, and breaking the game in the sense it forces you to go air, and the enemy can still use anti air with his free pop. I only played one game against UNSC as Banished against such strategy, and shrouds do not work. They’ll block whatever projectile comes first, so if the enemy has snipers/wolverines then your ground units will be destroyed in seconds.
>
> The cyclops and vulture nerf against buildings was a necessity. That being said. As UNSC I’ve had no trouble breaking turtles or finishing the game. Maybe this is a cutter thing only, just drop in close air support and that’s it. I’ve won two games with Vulture Y as well.

Locusts are still the best base dropping units in the game.

I havent played as Cutter yet, but against a base stacked with Siege turrets and anti air, it’s just no fun lol.

> 2533274796391115;5:
> > 2533274821521504;3:
> > Locusts got nerfed too. I don’t know how they’ll do because I’ve dropped Banished for the time being.
> >
> > But I’ve noticed turtling with siege turrets completely negates ground approaches. The 20% buff to siege turrets is borderline OP, and breaking the game in the sense it forces you to go air, and the enemy can still use anti air with his free pop. I only played one game against UNSC as Banished against such strategy, and shrouds do not work. They’ll block whatever projectile comes first, so if the enemy has snipers/wolverines then your ground units will be destroyed in seconds.
> >
> > The cyclops and vulture nerf against buildings was a necessity. That being said. As UNSC I’ve had no trouble breaking turtles or finishing the game. Maybe this is a cutter thing only, just drop in close air support and that’s it. I’ve won two games with Vulture Y as well.
>
> Locusts are still the best base dropping units in the game.
>
> I havent played as Cutter yet, but against a base stacked with Siege turrets and anti air, it’s just no fun lol.

That would be a really drawn out game, maybe more than 20, 25 minutes?

I am seriously concerned and confused at some of these uncalled buffs. Some people agree siege turrets were originally fine. They got a price reduction: ok, fair enough, no biggie. But now they got a dps buff that no one asked for and the game wasn’t needing in the slightest.

So while the shield gen and cloak gen get nerfs (which is fine, requested and fair) the siege turret continues getting unrequested and unfair buffs.

I took one look at the patch notes and said that I don’t know how I’m supposed to break a base as unsc. I have no desire to play potato gun wars. Prior to this patch when savior and I would play, the games would often drag on past 90 minutes as it was already difficult enough to break a base.

> 2533274869891714;1:
> Hello, hello.
>
> I may be alone on this, but has anyone had difficulty closing (finishing) games after the most recent patch?
> I’m finding if a game isn’t over within the first ~10:00 minutes, it’s rather tricky to actually end the game.
>
> I mainly play UNSC, so what I would usually do for base damage was incorporate a handful of Vultures and use them to nuke a base/help drop a shield. With the recent nerf to Phoenix Missile, I’m finding I need a lot more Vultures for this to be effective. Having too many Vultures scares me, as they’re rather squishy, slow, and take up a fair amount of population. On top of this, with Cyclops base damage being reduced, my base damage is even lower.
>
> If my opponent has a shield (or shields) on their base, this is even more annoying, as it takes exponentially longer to drop the base, giving my opponent a comfortable amount of time to counter.
>
> I’m finding I have to adopt a much more passive style of play now. I have to slowly choke my opponent out by taking out their expos/minis, while building up large armies to assault a base. As another thread stated the other day; it’s a “control meta”.
>
> Additionally, my games are being drawn out a lot. If the game isn’t over within the first or second push, I find my games go on for 30+ minutes most of the time. I find it rather irritating when a game takes that long, when it should have been over fifteen minutes before.
>
> Is is anyone else finding this, too? Or am I genuinely that bad. Idk.
>
> Notes:
>
> -this is mainly for 1v1. 2-3 armies on a base drops it fine
> -I only pkay 1’s on my second account, so you can’t see my horrendous stats on this account :confused:
> -Banished have an easier time with this, in my experience due to locust. Though, Banished never get to mid-game in this meta, lol
>
> That’s all, thanks for reading, everyone!

Personally haven’t found this to be a problem yet, but it was one of my concerns that I voiced when ODST building damage was lowered alongside a cyclops building damage nerf. Meta could involve turtling at some point, but as of now I’m doing fine ending games quickly.

I’ve experienced the same. Destroying bases is much more difficult now, with lowered damage against buildings. Flamers go down too fast and vultures are too dangerous to mass. There’s nothing in between for UNSC.

Banished are much better at cracking bases because of locusts and a wide variety of strong and viable anti-building infantry units. But like you’ve already said Joker, Banished don’t make it to mid game this season lol.

> 2533274821521504;6:
> > 2533274796391115;5:
> > > 2533274821521504;3:
> > > Locusts got nerfed too. I don’t know how they’ll do because I’ve dropped Banished for the time being.
> > >
> > > But I’ve noticed turtling with siege turrets completely negates ground approaches. The 20% buff to siege turrets is borderline OP, and breaking the game in the sense it forces you to go air, and the enemy can still use anti air with his free pop. I only played one game against UNSC as Banished against such strategy, and shrouds do not work. They’ll block whatever projectile comes first, so if the enemy has snipers/wolverines then your ground units will be destroyed in seconds.
> > >
> > > The cyclops and vulture nerf against buildings was a necessity. That being said. As UNSC I’ve had no trouble breaking turtles or finishing the game. Maybe this is a cutter thing only, just drop in close air support and that’s it. I’ve won two games with Vulture Y as well.
> >
> > Locusts are still the best base dropping units in the game.
> >
> > I havent played as Cutter yet, but against a base stacked with Siege turrets and anti air, it’s just no fun lol.
>
> That would be a really drawn out game, maybe more than 20, 25 minutes?
>
> I am seriously concerned and confused at some of these uncalled buffs. Some people agree siege turrets were originally fine. They got a price reduction: ok, fair enough, no biggie. But now they got a dps buff that no one asked for and the game wasn’t needing in the slightest.
>
> So while the shield gen and cloak gen get nerfs (which is fine, requested and fair) the siege turret continues getting unrequested and unfair buffs.

I can only assume that they’re trying out different ways of making the lesser leaders viable. Last season, Forge was the only real competitive contender in the UNSC (debatable, sure).
So, what do you do? You tone down Forge and the the top banished leaders (Deci and Yap), and then you try to buff the whole UNSC. How? I guess marines to give a better T1 game, and add to that by making the hero openers less dominant.
Then buff base defense to help UNSC keep up against shielded and cloaked banished armies.

So, I guess I can see where they’re coming from. But not sure if it’s a solid change just yet.

> 2535412479792507;8:
> > 2533274869891714;1:
> > Hello, hello.
> >
> > I may be alone on this, but has anyone had difficulty closing (finishing) games after the most recent patch?
> > I’m finding if a game isn’t over within the first ~10:00 minutes, it’s rather tricky to actually end the game.
> >
> > I mainly play UNSC, so what I would usually do for base damage was incorporate a handful of Vultures and use them to nuke a base/help drop a shield. With the recent nerf to Phoenix Missile, I’m finding I need a lot more Vultures for this to be effective. Having too many Vultures scares me, as they’re rather squishy, slow, and take up a fair amount of population. On top of this, with Cyclops base damage being reduced, my base damage is even lower.
> >
> > If my opponent has a shield (or shields) on their base, this is even more annoying, as it takes exponentially longer to drop the base, giving my opponent a comfortable amount of time to counter.
> >
> > I’m finding I have to adopt a much more passive style of play now. I have to slowly choke my opponent out by taking out their expos/minis, while building up large armies to assault a base. As another thread stated the other day; it’s a “control meta”.
> >
> > Additionally, my games are being drawn out a lot. If the game isn’t over within the first or second push, I find my games go on for 30+ minutes most of the time. I find it rather irritating when a game takes that long, when it should have been over fifteen minutes before.
> >
> > Is is anyone else finding this, too? Or am I genuinely that bad. Idk.
> >
> > Notes:
> >
> > -this is mainly for 1v1. 2-3 armies on a base drops it fine
> > -I only pkay 1’s on my second account, so you can’t see my horrendous stats on this account :confused:
> > -Banished have an easier time with this, in my experience due to locust. Though, Banished never get to mid-game in this meta, lol
> >
> > That’s all, thanks for reading, everyone!
>
> Personally haven’t found this to be a problem yet, but it was one of my concerns that I voiced when ODST building damage was lowered alongside a cyclops building damage nerf. Meta could involve turtling at some point, but as of now I’m doing fine ending games quickly.

It’s not ending games quickly that’s the problem. Forgive me if this comes off as arrogant, but I win most most my games before the ten minute mark. It’s when I don’t win in that first or second push that things start to get tricky, due to people building Siege Turrets, purchasing Fortifications, etc.

Once a a game gets passed the fifteen mark, I have serious trouble breaking a base to end the game. Having base advantage feels really strong at that stage in the game.

But, again, this may just be me.

Thank you for your comment!

I’ve been hearing that killing bases is a lot lenghtier now

> 2533274811417927;7:
> I took one look at the patch notes and said that I don’t know how I’m supposed to break a base as unsc. I have no desire to play potato gun wars. Prior to this patch when savior and I would play, the games would often drag on past 90 minutes as it was already difficult enough to break a base.

Glad to know I’m not alone on this, and moreover, players that are much better than I understand what I’m saying.

As you said, breaking a base was already tricky against competent players. That has now been made even more difficult.

With Kodiaks getting buffed I wonder if they would be effective at breaking a base. I never found them useful before, but maybe they’re better now. Idk. I’m gonna try it.

Thank you for your comment!

> 2533274869891714;13:
> > 2533274811417927;7:
> > I took one look at the patch notes and said that I don’t know how I’m supposed to break a base as unsc. I have no desire to play potato gun wars. Prior to this patch when savior and I would play, the games would often drag on past 90 minutes as it was already difficult enough to break a base.
>
> Glad to know I’m not alone on this, and moreover, players that are much better than I understand what I’m saying.
>
> As you said, breaking a base was already tricky against competent players. That has now been made even more difficult.
>
> With Kodiaks getting buffed I wonder if they would be effective at breaking a base. I never found them useful before, but maybe they’re better now. Idk. I’m gonna try it.
>
> Thank you for your comment!

They have incredible range now, and 8% dps buff is considerable.

Yesterday I played two games in which I’d steal the closest mínibase to their main, get a garage and set 1 or 2 kodiaks there.

In on the games against Banished I lost like half my army fighting his, but when I beat his army I saw his base was shield less and had only 4 buildings left. So I think they deal quite a bit or damage, but I can’t really say this is a reliable strategy at all. It was successful due to the enemy carelessness.

> 2533274796391115;10:
> > 2533274821521504;6:
> > > 2533274796391115;5:
> > > > 2533274821521504;3:
> > > > Locusts got nerfed too. I don’t know how they’ll do because I’ve dropped Banished for the time being.
> > > >
> > > > But I’ve noticed turtling with siege turrets completely negates ground approaches. The 20% buff to siege turrets is borderline OP, and breaking the game in the sense it forces you to go air, and the enemy can still use anti air with his free pop. I only played one game against UNSC as Banished against such strategy, and shrouds do not work. They’ll block whatever projectile comes first, so if the enemy has snipers/wolverines then your ground units will be destroyed in seconds.
> > > >
> > > > The cyclops and vulture nerf against buildings was a necessity. That being said. As UNSC I’ve had no trouble breaking turtles or finishing the game. Maybe this is a cutter thing only, just drop in close air support and that’s it. I’ve won two games with Vulture Y as well.
>
> I can only assume that they’re trying out different ways of making the lesser leaders viable. Last season, Forge was the only real competitive contender in the UNSC (debatable, sure).
> So, what do you do? You tone down Forge and the the top banished leaders (Deci and Yap), and then you try to buff the whole UNSC. How? I guess marines to give a better T1 game, and add to that by making the hero openers less dominant.
> Then buff base defense to help UNSC keep up against shielded and cloaked banished armies.
>
> So, I guess I can see where they’re coming from. But not sure if it’s a solid change just yet.

I’d have really like to see how this season would have played out without the insane marine buffs, I think the balance may have been close to the best it has ever been.

> 2533274869891714;1:
> Hello, hello.
>
> I may be alone on this, but has anyone had difficulty closing (finishing) games after the most recent patch?
> I’m finding if a game isn’t over within the first ~10:00 minutes, it’s rather tricky to actually end the game.
>
> I mainly play UNSC, so what I would usually do for base damage was incorporate a handful of Vultures and use them to nuke a base/help drop a shield. With the recent nerf to Phoenix Missile, I’m finding I need a lot more Vultures for this to be effective. Having too many Vultures scares me, as they’re rather squishy, slow, and take up a fair amount of population. On top of this, with Cyclops base damage being reduced, my base damage is even lower.
>
> If my opponent has a shield (or shields) on their base, this is even more annoying, as it takes exponentially longer to drop the base, giving my opponent a comfortable amount of time to counter.
>
> I’m finding I have to adopt a much more passive style of play now. I have to slowly choke my opponent out by taking out their expos/minis, while building up large armies to assault a base. As another thread stated the other day; it’s a “control meta”.
>
> Additionally, my games are being drawn out a lot. If the game isn’t over within the first or second push, I find my games go on for 30+ minutes most of the time. I find it rather irritating when a game takes that long, when it should have been over fifteen minutes before.
>
> Is is anyone else finding this, too? Or am I genuinely that bad. Idk.
>
> Notes:
>
> -this is mainly for 1v1. 2-3 armies on a base drops it fine
> -I only pkay 1’s on my second account, so you can’t see my horrendous stats on this account :confused:
> -Banished have an easier time with this, in my experience due to locust. Though, Banished never get to mid-game in this meta, lol
>
> That’s all, thanks for reading, everyone!

Well I have always been a rush player. So tier one being able to handle leaders I was able to start using cutter again. I play 2v2. Me and my allie push to get nodes and control the map. I expand and have 2 bases by 2:15-2:30 witha geberator on each base a mini and double barracks at second base. Marines , snipers and flamers keeps them from expanding . We choke them out basically so now I’m on a 2 base economy while my opponent is stuck on one. Then I tech up to air . We beat onyx/champion players in 10-11 mins sometimes . Reason they were onyx/champion becuz they used leaders like serine and forge and now that the game isn’t based around the leaders being so strong and tier one can handle them , just shows me they don’t know RTS and can’t adapt . The days of One base leader rush is over and makes the game a lot better and top tier players will have to make adjustments and form new strats.

So its the complete opposite of being passive. I push early and keep the pressure on . This allows me to prevent them from expanding and also see what units they are trying to tech too.

> 2743710844422030;16:
> > 2533274869891714;1:
> > Hello, hello.
> >
> > I may be alone on this, but has anyone had difficulty closing (finishing) games after the most recent patch?
> > I’m finding if a game isn’t over within the first ~10:00 minutes, it’s rather tricky to actually end the game.
> >
> > I mainly play UNSC, so what I would usually do for base damage was incorporate a handful of Vultures and use them to nuke a base/help drop a shield. With the recent nerf to Phoenix Missile, I’m finding I need a lot more Vultures for this to be effective. Having too many Vultures scares me, as they’re rather squishy, slow, and take up a fair amount of population. On top of this, with Cyclops base damage being reduced, my base damage is even lower.
> >
> > If my opponent has a shield (or shields) on their base, this is even more annoying, as it takes exponentially longer to drop the base, giving my opponent a comfortable amount of time to counter.
> >
> > I’m finding I have to adopt a much more passive style of play now. I have to slowly choke my opponent out by taking out their expos/minis, while building up large armies to assault a base. As another thread stated the other day; it’s a “control meta”.
> >
> > Additionally, my games are being drawn out a lot. If the game isn’t over within the first or second push, I find my games go on for 30+ minutes most of the time. I find it rather irritating when a game takes that long, when it should have been over fifteen minutes before.
> >
> > Is is anyone else finding this, too? Or am I genuinely that bad. Idk.
> >
> > Notes:
> >
> > -this is mainly for 1v1. 2-3 armies on a base drops it fine
> > -I only pkay 1’s on my second account, so you can’t see my horrendous stats on this account :confused:
> > -Banished have an easier time with this, in my experience due to locust. Though, Banished never get to mid-game in this meta, lol
> >
> > That’s all, thanks for reading, everyone!
>
> Well I have always been a rush player. So tier one being able to handle leaders I was able to start using cutter again. I play 2v2. Me and my allie push to get nodes and control the map. I expand and have 2 bases by 2:15-2:30 witha geberator on each base a mini and double barracks at second base. Marines , snipers and flamers keeps them from expanding . We choke them out basically so now I’m on a 2 base economy while my opponent is stuck on one. Then I tech up to air . We beat onyx/champion players in 10-11 mins sometimes . Reason they were onyx/champion becuz they used leaders like serine and forge and now that the game isn’t based around the leaders being so strong and tier one can handle them , just shows me they don’t know RTS and can’t adapt . The days of One base leader rush is over and makes the game a lot better and top tier players will have to make adjustments and form new strats.
>
> So its the complete opposite of being passive. I push early and keep the pressure on . This allows me to prevent them from expanding and also see what units they are trying to tech too.

Um, my dude, did you read my post? I’m speaking about 1’s here.

But, thank you for your input.

Boys boys boys, wait until a late game serina decides nah lets turtle this out, with 4 kodiaks that freeze siege turrets that freeze and virtually 2 nukes, you tell me how you crack a serina in a full turtle mode

Starting to feel the effects of this patch on Strongholds…like come on man. When you’re outnumbered enemy spamming leader powers sometimes your only hope is to destroy these bases.

First game I ever had last 2 hours was this patch. They had 16 kodiaks set up.