I pretty much just want them to fix HW1 at this point with this remaster. HW2 has so far been a huge letdown.
As far as balancing goes I always thought about making a lengthy list of balance changes the game has been needing for a long time that I would have posted on the old forums but never felt like doing so. The things I remember off the top of my head include:
Fix Grizzlies so their canister shell isn’t weaker than PT scorpions
Nerf Anders to no longer include Field Armory upgrades as part of her bonus
Bump up Grunt Squads, Jackals, EHG and Brutes as a result of the Grizzly fix so they don’t get nearly one shot by their canny
Make EHG not suck, one possible change is when garrisoned they sheathe their sword and attack with a Fuel Rod Cannon
Improve usefulness of Ghosts, Choppers, Brutes, Locusts, Cobras.
Either rework Cyclopses entirely or just plain get rid of them for an early Mantis prototype. Seriously, why does Forge get such a shaft in the late game?
Very slight decrease to Wolverine and Vampire AA damage. The moment these come out Air just has ZERO chance.
Proposed Cutter bonus: In addition to starting with a Fortress and building Stations- 10% pad building rate at tech level 1, +5% for each tech level beyond that until a max of tech level 4, (25%) does not include turrets.
Fix Canister shell glitch
Fix Vulcans
Fix Teleporting arbiter glitch
Remove the side imbalances of several maps.
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> Path finding! Although a problem I see with a path finding fix is ground units would have a bit more of an advantage against air, primarily wolverines and warthogs as they would be able to chase down air much easier. Spartans would have a harder time jacking vehicles also. This may open a can of worms in unforeseen ways but the path finding would benefit from a bit of work.
Definintely need improvements here. I think SC2 got pathfinding perfect when it comes to RTS’s. And spartans could be speed up a little to compensate.
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> Gauss warthogs would need a little nerf. Lower the output damage a little.
Not necessary. Their low hp balances this out.
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> These covie v covie anti air battles could be a little more interesting if the grunt needler upgrade did more damage to air units. It would mix the armies up a bit and make the grunt unit more useful.
Grunts in general need buffs.
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> I wouldn’t nerf the tanks, rather improve heir counters. With a path finding fix, cobras would benefit, It may be worth speeding them up a little bit… maybe just speed up their lock down ability - I’m sure we would see more varied armies. Hunters could maybe do a bit more damage to tanks, primarily late game upgrades, as they are a bit under powered to be considered the best counter.
Definitely need a faster lock-down and lock-up animation. They move so slow as it is. Hunters are fine as is. Mega Beam let’s them annihilate tanks. It’s just Canni glitch and PT op damage kills them usually faster, or they hit and run with canni since they outspeed them.
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> Ideas on how to encourage players to use wraiths and ghosts more?
Wraiths kinda have to be where they are due to the whole “Covies are number and UNSC is quality” theme. Ghosts could take a more recon role if they ditched the ram and gave them a Y activated cloak instead.