Inconsistent leaders and balance issues

So since HW2 support is almost non-existent some issues will never be fixed but over my playtime I’ve noticed some leaders really need some adjustments as they are either too strong in certain tech tiers or too weak in others.

  • Isabel: wayyy too weak in T1 as her first 2 points have no powers that will help her slog through early rushes, her lotus mines are good but I would recommend placing her turret drop in place of holo-decoy. Her Best Offensive passive is pretty underwhelming and I would change it to give shields to all mechanized units ( cyclops and all vehicles, not a super strong shield ) - Johnson: weakest leader in the game if rushed on T1 ( slightly worse than Isabel due to Alice having a stun ) but stupidly powerful and straightforward when on T2 as his only strategy is mantis spam, I propose a 50 power cost increase to manti and a removal of shields from their T2 so mantis ball isn’t a gameover at T3 - Forge: a very well-rounded leader with two issues, the forgehog is too strong at T1 and the grizzly drop is too much of a no-brainer for a 5th point and I would recommend changing it to two Grizzlies with the gunships providing covering fire a bit longer. - Arbiter: overall a very good leader once his leader powers start coming online but the hero itself is a bit weak and can be completely shut down if the enemy spams snipers ( which if you go grunts will completely shut you out of the game ) and his elite enforcers die a bit too quickly and should be turned into a frontline assault unit ( high building and infantry damage ) with higher HP, I would recommend giving arby himself an armor buff or extra syphon from his first upgrade
  1. Its easy to turtle with UNSC early on, just remember to make a anti infantry turrets and take advantage of having snipers.
  2. Basically the same with Johnson, and note that mantis spam is kind of his reward for surviving tier one.
  3. Grizzly drop is an ultimate it should be good, if you play banished the scout vehicle’s ram really wreaks the forge hogs shield, and they can chase him down and kill him when he retreats. Pair that with a chosen or another ranged hero and you should be able to get him.
  4. For arbiter I wouldn’t always make his hero early if they make a lot of snipers, I would only make him early only if you need him to brawl with another opponents hero, or if you want another conduit proc. Just make scouts and to ram the snipers, then crash some suicides into them. Also making just a big bulk army with arbiter early on is pretty good strategy, just go double raid camp and make a lot of enforcers and then fill in the gaps with scouts, suicide grunts, and regular grunts, and go directly to their base. Conduit procing a big army early can be really scary.

> 2533274973976464;2:
> 1. Its easy to turtle with UNSC early on, just remember to make a anti infantry turrets and take advantage of having snipers.
> 2. Basically the same with Johnson, and note that mantis spam is kind of his reward for surviving tier one.
> 3. Grizzly drop is an ultimate it should be good, if you play banished the scout vehicle’s ram really wreaks the forge hogs shield, and they can chase him down and kill him when he retreats. Pair that with a chosen or another ranged hero and you should be able to get him.
> 4. For arbiter I wouldn’t always make his hero early if they make a lot of snipers, I would only make him early only if you need him to brawl with another opponents hero, or if you want another conduit proc. Just make scouts and to ram the snipers, then crash some suicides into them. Also making just a big bulk army with arbiter early on is pretty good strategy, just go double raid camp and make a lot of enforcers and then fill in the gaps with scouts, suicide grunts, and regular grunts, and go directly to their base. Conduit procing a big army early can be really scary.

  • Snipers are really expensive and I never see too much use out of them when I play UNSC - It’s still annoying to survive on T1 and annoying for enemy players who have to deal with mantis balls - It should be good, but it feels like that’s all Forge players do and it gets old when they only attack using it - It is effective, I would just prefer he to not be as squishy as he is

Sniper’s are expensive but they are real good early on, people just forget to make marines and hell bringers to go with them. You should only need 4 that’s about as expensive as a hero plus it’s tech one upgrade.

> 2533274973976464;4:
> Sniper’s are expensive but they are real good early on, people just forget to make marines and hell bringers to go with them. You should only need 4 that’s about as expensive as a hero plus it’s tech one upgrade.

I suppose that’s true, I just wish snipers were viable late game aswell and had upgrades that were worth getting since the stealth upgrade should be a base ability for them.
What about a T3 upgrade for AP rounds that can damage vehicles?

Snipers are super viable late game, their upgrade renders hero units totally useless, it’s not even fun.

The thing about snipers is that you cannot use them in the same manner as Elite Rangers, they’re not frontline counter units.
They’re just hero killers with detect. As you go up in rank you’ll start finding enemies using mines more and more, so having a detector in your early ball is a must.

> 2533274821521504;6:
> Snipers are super viable late game, their upgrade renders hero units totally useless, it’s not even fun.
>
> The thing about snipers is that you cannot use them in the same manner as Elite Rangers, they’re not frontline counter units.
> They’re just hero killers with detect. As you go up in rank you’ll start finding enemies using mines more and more, so having a detector in your early ball is a must.

Honestly I never see heros late game really since most players just bum rush air or something else ( like manti ) and so the hero isn’t relevant, I still don’t agree with stealth not being a base ability since it feels too niche to be a worthwhile T2 upgrade

> 2535458188883243;7:
> > 2533274821521504;6:
> > Snipers are super viable late game, their upgrade renders hero units totally useless, it’s not even fun.
> >
> > The thing about snipers is that you cannot use them in the same manner as Elite Rangers, they’re not frontline counter units.
> > They’re just hero killers with detect. As you go up in rank you’ll start finding enemies using mines more and more, so having a detector in your early ball is a must.
>
> Honestly I never see heros late game really since most players just bum rush air or something else ( like manti ) and so the hero isn’t relevant, I still don’t agree with stealth not being a base ability since it feels too niche to be a worthwhile T2 upgrade

Not stealth, but the upgrade that makes their Lazer turn purple. That thing hits super hard.

Sorry, I usually talk about 1v1, where using the hero unit is standard and keeping him alive till vet 3 is important.

Might as well add how trash Arbiter is, Cutter and Jerome are a guaranteed loss since build snipers and instant game over.
Atriox’s hero is way too strong considering the cost and how stupidly powerful he is and Decimus just needs to be removed from the game.

this is how balancing needs to be done
-nerf banished

thats all

> 2533274821521504;6:
> Snipers are super viable late game, their upgrade renders hero units totally useless, it’s not even fun.
>
> The thing about snipers is that you cannot use them in the same manner as Elite Rangers, they’re not frontline counter units.
> They’re just hero killers with detect. As you go up in rank you’ll start finding enemies using mines more and more, so having a detector in your early ball is a must.

Do Snipers still have that ridiculous stun with each shot that was the only way to kill Colony sometimes or even the Decimus Chieftan.

> 2535415412715954;10:
> this is how balancing needs to be done
> -nerf banished
>
> thats all

Yeah I feel like the only real top class leader on the UNSC side is Cutter atm and he can keep up with most banished leaders. (Serina too but she is op and parts of her freeze should be nerfed.) He was always viable and i cant recall a time where he was straight up bad.
Kisano needs a really big buff, her flamehogs are -Yoink- and the upgrade even made them weaker than the unupgraded version.

> 2533274869431087;12:
> > 2535415412715954;10:
> > this is how balancing needs to be done
> > -nerf banished
> >
> > thats all
>
> Yeah I feel like the only real top class leader on the UNSC side is Cutter atm and he can keep up with most banished leaders. (Serina too but she is op and parts of her freeze should be nerfed.) He was always viable and i cant recall a time where he was straight up bad.
> Kisano needs a really big buff, her flamehogs are -Yoink- and the upgrade even made them weaker than the unupgraded version.

And leaders like Forge and Johnson are so one-note they become unfun to play against

> 2535458188883243;13:
> > 2533274869431087;12:
> > > 2535415412715954;10:
> > > this is how balancing needs to be done
> > > -nerf banished
> > >
> > > thats all
> >
> > Yeah I feel like the only real top class leader on the UNSC side is Cutter atm and he can keep up with most banished leaders. (Serina too but she is op and parts of her freeze should be nerfed.) He was always viable and i cant recall a time where he was straight up bad.
> > Kisano needs a really big buff, her flamehogs are -Yoink- and the upgrade even made them weaker than the unupgraded version.
>
> And leaders like Forge and Johnson are so one-note they become unfun to play against

Not even this, but if you play Johnson your enemy knows you go mech and goes rush or builds anti Vehicle. Mantis are strong yes, but they feel like a " oh i survived earlygame reward"

In my opinion the leaders which need a buff the most are Kisano and Anders. Kisano espacially is straight up worse than any other leader in almost all circumstances except early rush where she is mediocre.
Anders is annoying to play against whe she goes siege in mid to late game, but her special units are all worse than standart units. Retriever looses to every unit which can throw a rock up and the sentinels are worse than banshes . At least give them a specific use and make them for example a stong anti air unit.
Cutter is fine.
Johnson is fine in mid / lategame but needs a slight buff early game to survive rushes.
Serina is fine but needs a slight nerf to her freez.
Isabel is fine in my opinion, but I dont play her toomuch.
Forge …

Banished are all viable and stronger than the UNSC faction.

> 2533274869431087;15:
> In my opinion the leaders which need a buff the most are Kisano and Anders. Kisano espacially is straight up worse than any other leader in almost all circumstances except early rush where she is mediocre.
> Anders is annoying to play against whe she goes siege in mid to late game, but her special units are all worse than standart units. Retriever looses to every unit which can throw a rock up and the sentinels are worse than banshes . At least give them a specific use and make them for example a stong anti air unit.
> Cutter is fine.
> Johnson is fine in mid / lategame but needs a slight buff early game to survive rushes.
> Serina is fine but needs a slight nerf to her freez.
> Isabel is fine in my opinion, but I dont play her toomuch.
> Forge …
>
> Banished are all viable and stronger than the UNSC faction.

Kinsano is pretty weak, but her powers and hero are super fun to use, flamehogs are pretty weak and their upgrade sucks.
Anders is pretty weak unless she goes siege, then she’s just annoying
Johnson could have his turret syphon passive be a bit stronger, and then add 50 power cost to manti that way he can’t be rushed as easily and manti spam isn’t as one-note
Serina is just annoying, any mechanic that prevents you from playing is just bad and should be removed
Isabel is really weak T1 unless you build Alice and get Lotus Mines upgraded, and her passives are a bit weak.
Forge just needs a small nerf to the Forgehog.