Jerome is broken

I’m onyx in 1s 2s and 3s so I don’t consider myself a scrub bUT jerome is terribly broken his mech is considered a vehicle therefore he sweeps infantry units easily unsc and banished can’t produce anti vehicle until tech 2 and there’s no way ur having tech 2 before jerome is at your base with his mech and like 5 marines u literally have to deck out your base in full turrets and even then it’s not guaranteed u survive if ur lucky enough to take out the mech 20 secs later he drops another smh his mech drop needs to be a tier 2 upgrade major nerd needed lol and the arbiters base destroyer rush is a whole nother story lol these leaders are broken

I haven’t gone against Arbiter’s rush yet, but Jerome is definitely beatable.
The key is to either get your hero out at the start or overwhelm him. Grunts/marines and scouts will do it in large numbers.
Also, Arbiter, as hero, does a ton of damage to him in the early game. Fall back to your base and get the turret support if he’s pushing. Then, if you can, send base destroyers to take out his supply quick.

Arbiter is another story, I guess.

I am also onyx ranking. I have spent count less hours playing this game with every leader in the game. Jerome is unmatched one on one early on unless you are fighting another Jerome! 2 or 3 Jerome rush it’s gg’s. I have done everything to try and counter early on! First off turrets cost way to much power to upgrade, 4 turrets without upgrades, Jerome can still rinse with ease! The problem with turrets is that it forces you into play under pressure while Jerome is free to expand and have total map control. Jerome can literally keep you pinned down and for that I believe is overpowered. No other leader in this game can do that like. Every other leader can be counted by snipers and flame units, however his mech is broken. Also if Jerome shields are finally down he can hop back in his mech, and when the mech dies he has his shields back! If you fast tech and he rushes you will be overwhelmed by numbers. This game use to be fun and now it’s stressful everytime you see 2 or 3 Jeromes. They will patch this, however right now it is pointless to play any other leader just to compete

have you tried building engineers and invisible grunts?.. no of course you havent…

> 2533274810020307;4:
> have you tried building engineers and invisible grunts?.. no of course you havent…

I tried i lose thx. The leader ability killed my grunds and than he had nightingals.any other ideas

> 2535440938139706;5:
> > 2533274810020307;4:
> > have you tried building engineers and invisible grunts?.. no of course you havent…
>
> I tried i lose thx. The leader ability killed my grunds and than he had nightingals.any other ideas

yes. try it with shipmaster and not the arbiter.

if you’re using arbiter make enforcers and Y ability the mech.

if you’re playing as one of the 3 basic unsc use your hero to hijack a vehicle from enemies and then spam marine grenades on jeromes mech. once jerome ejects kill him asap with your marines/snipers/etc.

if you’re playing as johnson bunker your base and then put marines in the bunker

if you’re kinsano suicide into him with flame thrower units.

if you’re atriox or decimus build brutes and 1 at a time use your Y ability to stun lock the mech and jerome.

if you’re colony build engineers with skitters and goliaths

if you’re forge build forge and jack rabbits with the drone upgrade and stay on the move.

> 2533274810020307;6:
> > 2535440938139706;5:
> > > 2533274810020307;4:
> > > have you tried building engineers and invisible grunts?.. no of course you havent…
> >
> > I tried i lose thx. The leader ability killed my grunds and than he had nightingals.any other ideas
>
> yes. try it with shipmaster and not the arbiter.
>
> if you’re using arbiter make enforcers and Y ability the mech.
>
> if you’re playing as one of the 3 basic unsc use your hero to hijack a vehicle from enemies and then spam marine grenades on jeromes mech. once jerome ejects kill him asap with your marines/snipers/etc.
>
> if you’re playing as johnson bunker your base and then put marines in the bunker
>
> if you’re kinsano suicide into him with flame thrower units.
>
> if you’re atriox or decimus build brutes and 1 at a time use your Y ability to stun lock the mech and jerome.
>
> if you’re colony build engineers with skitters and goliaths
>
> if you’re forge build forge and jack rabbits with the drone upgrade and stay on the move
>
>
> > 2533274810020307;6:
> > > 2535440938139706;5:
> > > > 2533274810020307;4:
> > > > have you tried building engineers and invisible grunts?.. no of course you havent…
> > >
> > > I tried i lose thx. The leader ability killed my grunds and than he had nightingals.any other ideas
> >
> > yes. try it with shipmaster and not the arbiter.
> >
> > if you’re using arbiter make enforcers and Y ability the mech.
> >
> > if you’re playing as one of the 3 basic unsc use your hero to hijack a vehicle from enemies and then spam marine grenades on jeromes mech. once jerome ejects kill him asap with your marines/snipers/etc.
> >
> > if you’re playing as johnson bunker your base and then put marines in the bunker
> >
> > if you’re kinsano suicide into him with flame thrower units.
> >
> > if you’re atriox or decimus build brutes and 1 at a time use your Y ability to stun lock the mech and jerome.
> >
> > if you’re colony build engineers with skitters and goliaths
> >
> > if you’re forge build forge and jack rabbits with the drone upgrade and stay on the move.
>
> Ok i play as arbi next time i try to throw the granades…its just so annoyin i played against 5 jeromes and i lost all of the games everytime the exact same strategy

When they come out first at around 3 mins there is nothing that can fight them, so dont. I cant speak for 1s but in team games have one guy go skitgeneers to heal buildings and shield your base once they get on it. Have the other guy go unsc and double gen until tech 2, spamming marines. Try to engage with these marines as sparingly as possible until combat tech pops and go straight into cyclopses. As soon as combat tech is done you can push in and wreck havoc. Then immediately counterpush to their bases. Key here is to keep eng pop high- skirt around the edge of engagements and keep them grouped, making sure to use your eng drop well and prioritising heals onto weak engineers and buildings that are red bar. Basically just use your armies to keep buildings alive and kill accompanying units before tech 2 for unsc, at which point you can rinse everything (dont chase too much though, better to let them get away and get to their base 10 seconds later than lose a load of units.) Hope this helps.

Jerome is not broken, his hero and Mantis are perfectly counterable.

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*Original post. Click at your own discretion.

Theres no doubt jeroms has the best opener due to having a mech as well as a leader. A simple change would be to switch the first and second leader upgade on jerome

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>

Probably a good fix. The map control is really what causes problems

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>

That would be a great fix.at the moment you have to rush faster than he do or you lose cuz of the map controll

> 2535440938139706;12:
> > 2535420927267801;10:
> >
>
> That would be a great fix.at the moment you have to rush faster than he do or you lose cuz of the map controll

He can grab map control, but not too effectively. Since the player has to focus a lot on microing the hero, it opens up any of his bases to quick raides. While he’s focused at your base, send enforcers/brutes/flamethrower/etc to hurt his eco. The hero is great, but it’ll be tough for them to defend while Jerome’s out.
The plus against Jerome players is that they all do the same thing because it can be so effective. So, you almost never have to wonder or be surprised by what they’re planning.

Rush to tech 2. Fastest I’ve gotten there is 2:45 and that was to stop a Jerome player. Literally only took me 5 Marauders with Vehicle 1 And good Micro to take it and his army down while my teammate did his thing on the other side.

While I was microoing, I was also pumping Locusts to beam his -Yoink- down. Bruh had no answer for me. UNSC should have a much easier time rushing to T2 because Marines and stronger than Grunts and they pick up more RSS. They should be able to get T2 around 2:30. Also, his leader unit has trash health imo

I’ve been using decimus warlord with hammer pull and vortex to kill Jerome early on. Once you pull him in then nail him with the Y ability. It should red bar the mantis making it an easy quick kill. Use the vortex to stun Jerome once he’s out of the mantis and finish him off with the warlord.

> 2533274818406143;3:
> I am also onyx ranking. I have spent count less hours playing this game with every leader in the game. Jerome is unmatched one on one early on unless you are fighting another Jerome! 2 or 3 Jerome rush it’s gg’s. I have done everything to try and counter early on! First off turrets cost way to much power to upgrade, 4 turrets without upgrades, Jerome can still rinse with ease! The problem with turrets is that it forces you into play under pressure while Jerome is free to expand and have total map control. Jerome can literally keep you pinned down and for that I believe is overpowered. No other leader in this game can do that like. Every other leader can be counted by snipers and flame units, however his mech is broken. Also if Jerome shields are finally down he can hop back in his mech, and when the mech dies he has his shields back! If you fast tech and he rushes you will be overwhelmed by numbers. This game use to be fun and now it’s stressful everytime you see 2 or 3 Jeromes. They will patch this, however right now it is pointless to play any other leader just to compete

Shipmaster can do this also. I’ve had quite a few games where the other team was scared to move because I would Teleport over to their expansions with Locusts. You can single-handedly win a 3v3 as Shipmaster

> 2533274818406143;3:
> I am also onyx ranking. I have spent count less hours playing this game with every leader in the game. Jerome is unmatched one on one early on unless you are fighting another Jerome! 2 or 3 Jerome rush it’s gg’s. I have done everything to try and counter early on! First off turrets cost way to much power to upgrade, 4 turrets without upgrades, Jerome can still rinse with ease! The problem with turrets is that it forces you into play under pressure while Jerome is free to expand and have total map control. Jerome can literally keep you pinned down and for that I believe is overpowered. No other leader in this game can do that like. Every other leader can be counted by snipers and flame units, however his mech is broken. Also if Jerome shields are finally down he can hop back in his mech, and when the mech dies he has his shields back! If you fast tech and he rushes you will be overwhelmed by numbers. This game use to be fun and now it’s stressful everytime you see 2 or 3 Jeromes. They will patch this, however right now it is pointless to play any other leader just to compete

Negative. Jerome won’t be touched, as he is one of the only UNSC that can keep up with Banished. Both Decimus and Arbiter are better early game than Jerome, and Colony is competitive.

> 2533274927740213;9:
> Jerome is not broken, his hero and Mantis are perfectly counterable.

I don’t agree with that. Mainly because it is too early to claim he’s not.

> 2533274821521504;18:
> > 2533274927740213;9:
> > Jerome is not broken, his hero and Mantis are perfectly counterable.
>
> I don’t agree with that. Mainly because it is too early to claim he’s not.

I can respect that