Feedback from a seasoned Halo Wars gamer :)

I have been playing HW2 now for a few days, including deathmatch mode. Here is my feedback:

I was a big fan of HW1, and played it on and off for many years. I realise this is only an unfinished beta, and I know personally from many years working for another part of Microsoft Game Studios how things change during development, but I will list each point as if it is in the game to stay,

Overall, I have enjoyed the game. It definitely has promise. However, it does not feel currently near the level that HW1 was, in terms of balance, gameplay, or the feeling of tension and reward it creates through the use of strategy, outsmarting and coordination.

Readable maps

In HW1, you often got the feeling of being genuinely stuck in a part of the level, trying to figure out how to get past your enemies defences to get to a part of the map you wanted to (Eg a base). Equally, you really got the feeling of being able to lock down different entry points to your part of the map with smart deployment of your forces. In HW2, it always feels that you can plough straight through anywhere very quickly without too much consequence, and due to this the feeling of controlling parts of the map and the satisfaction this brings with it, is dulled.

Memorable maps with individual strategies

In HW1 each map had its own unique traits which led to unique strategies. Classic example of this would be the 2vs2 ice map, which had two bases on islands, which if planned correctly, you could capture two mini bases and get a foothold right at the start. These islands were the defining battlegrounds for that map, and gave some memorable battles. I do not see anything in the current maps that could give such distinct strategic options (aside from capturing the power stations early on).

Infantry very overpowered

UNSC infantry feels incredibly overpowered. The paper scissor stone gameplay mechanic does not really seem to be working properly here: Infantry almost always seem superior to ground vehicles due to sheer numbers, meaning that almost always the only thing needed is to build and upgrade infantry ASAP.

This leads to another balance issue: Infantry can be built directly from any base, whether its the large or small bases scattered around the map without a barracks. This means that it is incredibly easy to spam them out very quickly, overwhelming the enemy if they use non infantry units. I almost feel like trying to win a match without infantry just to add some variety!

If I could choose three things to try to limit the infantry being overpowered:

  1. Perhaps infantry could only be built from the barracks, not from any base
  2. Decreasing their power against tanks
  3. Increasing their weakness to vehicle-based attacks somewhat.

Little bit too fast
Somehow the general gameplay feels a little too fast and frantic. I enjoyed the little extra timein the original to plan and retaliate to things that occurred.

Love the command tree
The command tree options really add some variety to the game, and I think this is a great addition. I wonder if some limitation to this could enhance the strategic possibilities of this: Eg if you research A then you can never research B, or something along those lines. if this was done, then perhaps some way to encourage teammates to coordinate this.

Love the mobile turret
I love the mobile turret option, good work!

Secondary fire button
Many units have a secondary button available via the Y button. However, it does not appear very obvious that this can be used, and indeed when it is available to use. The Y button never appears on the HUD, or at least not when you have more than one unit type selected. I did not realise for a long time that the Y button attack was available for my selected units. I recommend showing the Y button icon at the bottom left of the screen when the Y button attack is available for at least 1 of your selected units.

Audio
Although there is not much music in the beta, what there is sounds great!

Input lag / sluggishness
There is noticeable input lag with the controls, noticeably more than in the original (which also had it). This means that it is easy and frustrating to over scroll and miss a unit or a target, or just generally not feel in control. Whist this may seem like a minor issue, it really makes me feel a little not fully in control and less able to shoot around the map managing all of the different things going on.

No cursor snapping / locking
When attempting to select an enemy to attack, I often find myself missing the selection. Partially this is because the cursor does not snap and lock onto targets, whether it is an enemy unit or a base. I assume this is just not implemented yet, but it really needs to be in the final game.

Unit count limitations
I like this, as it forces some kind of strategy as to what unit type to select (although as mentioned previously, only infantry are needed!)

Health bars difficult to see
Particularly for the bases, it is difficult to see what the current health level is. It appears at the bottom left of the screen but only when the base is selected. Ideally, all units and bases would have their health bars displayed prominently.

Where is the teammate looking?
Currently missing is the ability to see where a teammate is looking. I love this feature, not only for communication purposes but also for a feeling of showing off: if you could see your teammate was watching a battle you were having with an enemy, it felt good that you knew they were watching it.

Resource crates
In HW1, everything felt a little bit more scarce, particularly at the beginning. Therefore, hunting down crates felt more fun, like it may give you a little advantage over the enemy at the beginning if you efficiently found them. In HW2, it does not feel rewarding to collect the crates at the start of the game. Perhaps if they did not show up on the unexplored parts of the map this could help. Perhaps due to players being less supply poor now at the beginnings of games, you could also have power crates scattered around

Base graphics
The bases currently look less distinct than the original, and a little grey, although they do look nice. The main issue I have is telling between upgraded supply pads / generators and their non upgraded variants. I find myself clicking on each structure to make sure they have been upgraded.

Zoom
It would be great to be able to zoom out a little more.

Left on Dpad
I like that you can press left on dpad to quickly snap to a base. However, in HW1 this was a little more polished in that it was easy to then select one of the individual base structures within the base. I cannot recall how it was easier, but certainly I remember tapping left on dpad, selecting an individual strcture straight aware (whereas now I press left then have to then wiggle the cursor awkwardly to select an individual base). I would recommend having a look into the original to see how they optimized this.

Up on dpad
A few times I have pressed up on the dpad by accident and then set a global rallypoint to some point on the map. This can be disastrous if you have bases all around the map. I then have to manually go to each base one by one and reset the rally point for that base to be just outside of the base. I recommend a way to reset the rallypoints for all bases back to their default option.

Enhanced postgame stats
I very much miss the post game stats screen. It’s great being able to compare yourself after a game, esp. if you feel you have carried your teammate

All the best with the rest of the dev!

Nice imput on this game and the past game. I didnt play halo wars one since i didnt think i would enjoy it. Its sad to see what i missed out on. :confused:
Im really hoping to see this game improve in the final product.

> 2533274844431251;2:
> Nice imput on this game and the past game. I didnt play halo wars one since i didnt think i would enjoy it. Its sad to see what i missed out on. :confused:
> Im really hoping to see this game improve in the final product.

I’ve played Halo wars for quite a few years on and off, and in my opinion you haven’t really missed out on anything too significant. To keep the negatives short: you’ll find around 80% of your games ending within the first minute due to a) teammates or opposition instantly backing out after seeing a general, or b) network issues. Additionally, there is way too many balancing issues which make only a few strategies viable (e.g. 1 scarab/30 engineers or tank/warthog rush); as well as making many units outright useless. All in all, if you end up getting the definitive edition when number 2 comes out, I’m sure you’ll still get some enjoyment out of the original.

Good review, like the input.

" Additionally, there is way too many balancing issues which make only a few strategies viable (e.g. 1 scarab/30 engineers or tank/warthog rush)"

Now this however I don’t agree with in the slightest xD especially the scarab thing. No competitively played game should have a scarab, much less one that actually manages to defeat the opponent.

Glad you like the review!

I agree with your comment, there were many ways of winning in the first game :slight_smile:

One bug that is very disappointing, though, is the fact that the game often ends suddenly with a “defeat” message appearing. This has meant that we have not always been able to see how the different tactics pan out, and is a real shame when you have spent 45 mins in an epic encounter only to suddenly receive a “defeat” message.