Is she viable now/again? I’m kind of bored of everyone else, plus I want to see how she stacks against/with Serina.
If you are talking sub-high level than easily. If you’re talking high level play I’m trying to find that out myself. Personally think she should be use-able. Decent leader powers. Good passives. Only problem is the fact her hero is bad overall.
My only lost this season that wasnt a base freezing serina or a forge was to a kinsano. Thats gotta mean something. Her leader is still trash though.
> 2533274818737568;1:
> Is she viable now/again? I’m kind of bored of everyone else, plus I want to see how she stacks against/with Serina.
In some cases ye she can be pretty good.
But the nerf to flame hogs really put her out of the rushing meta.
Before you would use flamers and marines to rush down people with redline, then when you hit 3-4 leader power crush them with the sudden power spike of Flame hogs. This was the defining moment of Kinsano to determine whether or not she could actually finish/win the game. Now you drop flame hogs and nothing actually happens. You are not any stronger, so it she has a hard time getting over the hump to end the game.
> 2535422802208233;3:
> My only lost this season that wasnt a base freezing serina or a forge was to a kinsano. Thats gotta mean something. Her leader is still trash though.
We knew that when she was released. No air target=bad leader. A way to improve this would be to give everyone who can’t target air a secondary weapon used only in case they see air.
My suggestions:
Guard: Plasma Rifle
Warlord: Spiker
Kinsano: Flame Hog fireball.
Testing her now against AI (because I am not good at strategy games)
I ran her all last night and had varying success with her, depending on the builds I went for.
One game I tried and infantry/drop based build, which meant Marines and Hellbringers and Flame Hogs (and a Kinsano Cyclops for flavor) and it went alright. Tried it again a few games later and a dude rolled right over me with a Scarab I was most certainly not expecting for the point in the game we were at (though by the time it got to my main base I had enough Cyclops and Marines to deal with it).
Double Redline Hornets are still solid. They can be expensive to try and boom but if you can do it, they cause some serious damage. I didn’t get a chance to run Double Redline Scorpions but I’m assuming they’re still unethical for the unprepared.
Her abilities is what makes her shine though. Helldrop is useful for stunning and finishing wounded leaders, same with Flame Hogs. Inferno, while not at it’s height, is still absolutely devastating to pinned or slowed units. Napalm strike is kinda “meh” until tier two or three, and normally there are other powers I prefer to take before it (depending on the situation). Dropping in a Double Redlined Firestorm Battle Group is also fun an exciting.
I’ve been finding that running Marines, Hellbringers and Flame Hogs though is great at base killing and rolls most infantry armies and holds up decently against vehicle based ones (add in some Cyclops for better results). Her weakness is still air, but if you’re playing with others, they should normally be able to compensate. Her leader powers, if used properly, can spin most fights in your favor.
> 2533274815538572;6:
> I ran her all last night and had varying success with her, depending on the builds I went for.
>
> One game I tried and infantry/drop based build, which meant Marines and Hellbringers and Flame Hogs (and a Kinsano Cyclops for flavor) and it went alright. Tried it again a few games later and a dude rolled right over me with a Scarab I was most certainly not expecting for the point in the game we were at (though by the time it got to my main base I had enough Cyclops and Marines to deal with it).
>
> Double Redline Hornets are still solid. They can be expensive to try and boom but if you can do it, they cause some serious damage. I didn’t get a chance to run Double Redline Scorpions but I’m assuming they’re still unethical for the unprepared.
>
> Her abilities is what makes her shine though. Helldrop is useful for stunning and finishing wounded leaders, same with Flame Hogs. Inferno, while not at it’s height, is still absolutely devastating to pinned or slowed units. Napalm strike is kinda “meh” until tier two or three, and normally there are other powers I prefer to take before it (depending on the situation). Dropping in a Double Redlined Firestorm Battle Group is also fun an exciting.
>
> I’ve been finding that running Marines, Hellbringers and Flame Hogs though is great at base killing and rolls most infantry armies and holds up decently against vehicle based ones (add in some Cyclops for better results). Her weakness is still air, but if you’re playing with others, they should normally be able to compensate. Her leader powers, if used properly, can spin most fights in your favor.
Ran against a Heroic and Normal. She gets the job done, but she’s no Comm Jerome. I did enjoy using fire. Rushed at the 3 minute mark with Marines and Hellbringers (5 and 5). Halted enemy economy long enough for my base turrets to get up. Small Marine+Kinsano+Hog army held until big army was built. Steam rolled with Vultures, Marines, Hogs, Kinsano, Hellbringers, Wolvies, Kodiaks and Nightingales.
> 2533274818737568;7:
> > 2533274815538572;6:
> > I ran her all last night and had varying success with her, depending on the builds I went for.
> >
> > One game I tried and infantry/drop based build, which meant Marines and Hellbringers and Flame Hogs (and a Kinsano Cyclops for flavor) and it went alright. Tried it again a few games later and a dude rolled right over me with a Scarab I was most certainly not expecting for the point in the game we were at (though by the time it got to my main base I had enough Cyclops and Marines to deal with it).
> >
> > Double Redline Hornets are still solid. They can be expensive to try and boom but if you can do it, they cause some serious damage. I didn’t get a chance to run Double Redline Scorpions but I’m assuming they’re still unethical for the unprepared.
> >
> > Her abilities is what makes her shine though. Helldrop is useful for stunning and finishing wounded leaders, same with Flame Hogs. Inferno, while not at it’s height, is still absolutely devastating to pinned or slowed units. Napalm strike is kinda “meh” until tier two or three, and normally there are other powers I prefer to take before it (depending on the situation). Dropping in a Double Redlined Firestorm Battle Group is also fun an exciting.
> >
> > I’ve been finding that running Marines, Hellbringers and Flame Hogs though is great at base killing and rolls most infantry armies and holds up decently against vehicle based ones (add in some Cyclops for better results). Her weakness is still air, but if you’re playing with others, they should normally be able to compensate. Her leader powers, if used properly, can spin most fights in your favor.
>
> Ran against a Heroic and Normal. She gets the job done, but she’s no Comm Jerome. I did enjoy using fire. Rushed at the 3 minute mark with Marines and Hellbringers (5 and 5). Halted enemy economy long enough for my base turrets to get up. Small Marine+Kinsano+Hog army held until big army was built. Steam rolled with Vultures, Marines, Hogs, Kinsano, Hellbringers, Wolvies, Kodiaks and Nightingales.
Mixed armies are frequently the best. And she handles variety well (Heat of Battle and Redline).
Only use her hornets againts banished cuz reavers suck against wingmen hornets. Her hero marine opener is decent against most things. But I tried her jr and those were
. Then basically rush to tech 3 to get tanks or spam hornets up the wazoo. (Hornet cyclops mix is good)
I used to play quite a bit of Kinsano, when her leader was nerfed to oblivion I fell off and started using arbiter, but I’m trying her out again and I really like what she offers. Leader power order should be the following, no arguments:
Heat of Battle, Redline 1, Redline 2
Anything after that depends on the situation, but this leader point configuration combined with a JR opener into hogs OR hornets is incredible. The jackrabbits fly across the map, you can terrorize expos, the speedy hornets are incredible, along with the fast vultures.
Even before the banshee damage nerf, I was only ever able to handle covenant air with Kinsano. The speed boosted wolverines are actually able to keep up with the banshee horde, and heat of battle can kick in and win you the engagement. Still exploring uses for her hero, I’ve honestly given up hope in terms of effectively utilizing the Arbiter hero, so i hope Kinsano’s ends up being worth the resource investment early game. I like the large area of affect that flame wall covers, even if it doesn’t do insane amounts of damage I find that it denies that area for the enemy, which has infinite uses strategically. Aside from style points, I honestly think that Serina and Kinsano is a really really good team. They both have amazing AOE capabilities, and their styles compliment each other, as Serina is great defensively and Kinsano excels being aggressive.
If anyone played HW1, you might recall that the covenant really didn’t have a main battle unit on the ground. This caused the covie player to have to actively scout, as what the covenant lacked in main battle units like tanks, they made up for in excellent counter units, as hunters and vampires were incredible. I feel like this is how Kinsano has to play. Between wolverines, cyclops, and snipers, coupled with the heat of battle bonus and good leader powers, Kinsano has a place on any team and can be used great 1 vs 1.
> 2533274967376955;10:
> I used to play quite a bit of Kinsano, when her leader was nerfed to oblivion I fell off and started using arbiter, but I’m trying her out again and I really like what she offers. Leader power order should be the following, no arguments:
> Heat of Battle, Redline 1, Redline 2
>
> Anything after that depends on the situation, but this leader point configuration combined with a JR opener into hogs OR hornets is incredible. The jackrabbits fly across the map, you can terrorize expos, the speedy hornets are incredible, along with the fast vultures.
>
> Even before the banshee damage nerf, I was only ever able to handle covenant air with Kinsano. The speed boosted wolverines are actually able to keep up with the banshee horde, and heat of battle can kick in and win you the engagement. Still exploring uses for her hero, I’ve honestly given up hope in terms of effectively utilizing the Arbiter hero, so i hope Kinsano’s ends up being worth the resource investment early game. I like the large area of affect that flame wall covers, even if it doesn’t do insane amounts of damage I find that it denies that area for the enemy, which has infinite uses strategically. Aside from style points, I honestly think that Serina and Kinsano is a really really good team. They both have amazing AOE capabilities, and their styles compliment each other, as Serina is great defensively and Kinsano excels being aggressive.
>
> If anyone played HW1, you might recall that the covenant really didn’t have a main battle unit on the ground. This caused the covie player to have to actively scout, as what the covenant lacked in main battle units like tanks, they made up for in excellent counter units, as hunters and vampires were incredible. I feel like this is how Kinsano has to play. Between wolverines, cyclops, and snipers, coupled with the heat of battle bonus and good leader powers, Kinsano has a place on any team and can be used great 1 vs 1.
To anyone that cares, I’ve done some testing using Kinsano’s hero and I’ve been pleasantly surprised. She doesn’t have the best range, but getting her out early game completely denies any infantry-ball shenanigans, especially if you get flame wall. Additionally, I think she really shines in the mid game 9 to 12 minute mark once you get High Torque Joint upgrade. It boosts her speed to ridiculous amounts, she honestly can keep up with Redline II flame-hogs. She can handle stray cyclops built to counter your rabbits and hogs.
> 2533274967376955;11:
> > 2533274967376955;10:
> > I used to play quite a bit of Kinsano, when her leader was nerfed to oblivion I fell off and started using arbiter, but I’m trying her out again and I really like what she offers. Leader power order should be the following, no arguments:
> > Heat of Battle, Redline 1, Redline 2
> >
> > Anything after that depends on the situation, but this leader point configuration combined with a JR opener into hogs OR hornets is incredible. The jackrabbits fly across the map, you can terrorize expos, the speedy hornets are incredible, along with the fast vultures.
> >
> > Even before the banshee damage nerf, I was only ever able to handle covenant air with Kinsano. The speed boosted wolverines are actually able to keep up with the banshee horde, and heat of battle can kick in and win you the engagement. Still exploring uses for her hero, I’ve honestly given up hope in terms of effectively utilizing the Arbiter hero, so i hope Kinsano’s ends up being worth the resource investment early game. I like the large area of affect that flame wall covers, even if it doesn’t do insane amounts of damage I find that it denies that area for the enemy, which has infinite uses strategically. Aside from style points, I honestly think that Serina and Kinsano is a really really good team. They both have amazing AOE capabilities, and their styles compliment each other, as Serina is great defensively and Kinsano excels being aggressive.
> >
> > If anyone played HW1, you might recall that the covenant really didn’t have a main battle unit on the ground. This caused the covie player to have to actively scout, as what the covenant lacked in main battle units like tanks, they made up for in excellent counter units, as hunters and vampires were incredible. I feel like this is how Kinsano has to play. Between wolverines, cyclops, and snipers, coupled with the heat of battle bonus and good leader powers, Kinsano has a place on any team and can be used great 1 vs 1.
>
> To anyone that cares, I’ve done some testing using Kinsano’s hero and I’ve been pleasantly surprised. She doesn’t have the best range, but getting her out early game completely denies any infantry-ball shenenigans, especially if you get flame wall. Additionally, I think she really shines in the mid game 9 to 12 minute mark once you get High Torque Joint upgrade. It boosts her speed to ridiculous amounts, she honestly can keep up with Redline II flame-hogs. She can handle stray cyclops built to counter your rabbits and hogs.
She does well against infantry, true enough. The problem is, why would you choose her over forge? He can do more damage instantly with his ranged Y ability than she can up close. And he has more mobility.
You aren’t wrong. It’s just that other leaders can do what she can but much better.
> 2533274812650916;12:
> > 2533274967376955;11:
> > > 2533274967376955;10:
> > >
>
> She does well against infantry, true enough. The problem is, why would you choose her over forge? He can do more damage instantly with his ranged Y ability than she can up close. And he has more mobility.
>
> You aren’t wrong. It’s just that other leaders can do what she can but much better.
Well, I should have been more specific. I’ve mostly been using her in teams, with a partner who typically plays forge. However, I honestly think your logic could be applied to any leader that isn’t forge atm. His hero outclasses everyone else, so my hope for Kinsano’s usefulness comes along with the fact that I’m assuming there will be some sort of hotfix for the forgehog pretty soon. Additionally, I think Kinsano does offer things that Forge cannot early game, not regarding hero’s but the overall package. I do really like redline and heat of battle in the early game, among other reasons.
> 2533274967376955;13:
> > 2533274812650916;12:
> > > 2533274967376955;11:
> > > > 2533274967376955;10:
> > > >
> >
> > She does well against infantry, true enough. The problem is, why would you choose her over forge? He can do more damage instantly with his ranged Y ability than she can up close. And he has more mobility.
> >
> > You aren’t wrong. It’s just that other leaders can do what she can but much better.
>
> Well, I should have been more specific. I’ve mostly been using her in teams, with a partner who typically plays forge. However, I honestly think your logic could be applied to any leader that isn’t forge atm. His hero outclasses everyone else, so my hope for Kinsano’s usefulness comes along with the fact that I’m assuming there will be some sort of hotfix for the forgehog pretty soon. Additionally, I think Kinsano does offer things that Forge cannot early game, not regarding hero’s but the overall package. I do really like redline and heat of battle in the early game, among other reasons.
True, but some other heroes at least have a few things going for them. Warlord, for example, can 1v1 any hero unit in the game, even Forge hog. Bison is pretty good at area denial and forcing unfavorable fights for the enemy team. Jerome is Jerome and outputs the most damage outside of an active ability.
Kinsano is a borderline melee unit. I think they’ll have a hard time making her relevant. It’s best to rely on her passives and/or unit drops until you can tech her up to the point where she’s worth buying.
> 2533274818737568;5:
> > 2535422802208233;3:
> > My only lost this season that wasnt a base freezing serina or a forge was to a kinsano. Thats gotta mean something. Her leader is still trash though.
>
> We knew that when she was released. No air target=bad leader. A way to improve this would be to give everyone who can’t target air a secondary weapon used only in case they see air.
>
> My suggestions:
>
> Guard: Plasma Rifle
> Warlord: Spiker
> Kinsano: Flame Hog fireball.
>
> Testing her now against AI (because I am not good at strategy games)
no air doesnt necessarily equal bad leader. the warlod and honor gaurd are great
> 2533274812650916;14:
> > 2533274967376955;13:
> > > 2533274812650916;12:
> > > > 2533274967376955;11:
> > > > > 2533274967376955;10:
> > > > >
> > >
> > > She does well against infantry, true enough. The problem is, why would you choose her over forge? He can do more damage instantly with his ranged Y ability than she can up close. And he has more mobility.
> > >
> > > You aren’t wrong. It’s just that other leaders can do what she can but much better.
> >
> > Well, I should have been more specific. I’ve mostly been using her in teams, with a partner who typically plays forge. However, I honestly think your logic could be applied to any leader that isn’t forge atm. His hero outclasses everyone else, so my hope for Kinsano’s usefulness comes along with the fact that I’m assuming there will be some sort of hotfix for the forgehog pretty soon. Additionally, I think Kinsano does offer things that Forge cannot early game, not regarding hero’s but the overall package. I do really like redline and heat of battle in the early game, among other reasons.
>
> True, but some other heroes at least have a few things going for them. Warlord, for example, can 1v1 any hero unit in the game, even Forge hog. Bison is pretty good at area denial and forcing unfavorable fights for the enemy team. Jerome is Jerome and outputs the most damage outside of an active ability.
>
> Kinsano is a borderline melee unit. I think they’ll have a hard time making her relevant. It’s best to rely on her passives and/or unit drops until you can tech her up to the point where she’s worth buying.
they really should give her more upgrades per purchase for her hero and let her hero move while using flame wall
> 2533274967376955;11:
> > 2533274967376955;10:
> > I used to play quite a bit of Kinsano, when her leader was nerfed to oblivion I fell off and started using arbiter, but I’m trying her out again and I really like what she offers. Leader power order should be the following, no arguments:
> > Heat of Battle, Redline 1, Redline 2
> >
> > Anything after that depends on the situation, but this leader point configuration combined with a JR opener into hogs OR hornets is incredible. The jackrabbits fly across the map, you can terrorize expos, the speedy hornets are incredible, along with the fast vultures.
> >
> > Even before the banshee damage nerf, I was only ever able to handle covenant air with Kinsano. The speed boosted wolverines are actually able to keep up with the banshee horde, and heat of battle can kick in and win you the engagement. Still exploring uses for her hero, I’ve honestly given up hope in terms of effectively utilizing the Arbiter hero, so i hope Kinsano’s ends up being worth the resource investment early game. I like the large area of affect that flame wall covers, even if it doesn’t do insane amounts of damage I find that it denies that area for the enemy, which has infinite uses strategically. Aside from style points, I honestly think that Serina and Kinsano is a really really good team. They both have amazing AOE capabilities, and their styles compliment each other, as Serina is great defensively and Kinsano excels being aggressive.
> >
> > If anyone played HW1, you might recall that the covenant really didn’t have a main battle unit on the ground. This caused the covie player to have to actively scout, as what the covenant lacked in main battle units like tanks, they made up for in excellent counter units, as hunters and vampires were incredible. I feel like this is how Kinsano has to play. Between wolverines, cyclops, and snipers, coupled with the heat of battle bonus and good leader powers, Kinsano has a place on any team and can be used great 1 vs 1.
>
> To anyone that cares, I’ve done some testing using Kinsano’s hero and I’ve been pleasantly surprised. She doesn’t have the best range, but getting her out early game completely denies any infantry-ball shenenigans, especially if you get flame wall. Additionally, I think she really shines in the mid game 9 to 12 minute mark once you get High Torque Joint upgrade. It boosts her speed to ridiculous amounts, she honestly can keep up with Redline II flame-hogs. She can handle stray cyclops built to counter your rabbits and hogs.
Killing mass infantry ball is always useful.