Leader idea: Vergil

Leader name: Vergil
Faction: UNSC
Special units:

Hero unit: Omega Engineer: A much more powerful version of the engineer.
-Instead of healing one unit at a time, the omega engineer creates a ring of healing similar to UNSC’s restoration drones, but much weaker: perhaps on the scale of combat repair
-When stacked, each additional healing zone from each Omega engineer adds 60% healing rate, then 40% healing rate.
-Produced from the armory
-Allowed to build 3 of them
-Posseses a powerful personal shield that is double its health points
First upgrade: Allows it to siphon health from nearby enemies
Second upgrade: Increases healing rate by 20% and halves the regeneration time for its shield
Third upgrade: Allows allies within its healing sphere to siphon health from enemies when they fall below 15% health
-Y-ability is able to create a force shield barrier that behaves similarly to colony’s living barrier, which can be destroyed.

Alpha Engineer (5 Population):
-Gives the units that it heals additional shields:
Infantry and Air: equivalent to a fourth their hitpoints
Vehicles: equivalent to a fifth of their hitpoints
Ultimate units: equivalent to a tenth of their hitpoints.
-Multiple engineers slightly reduce the shield recharge delay and increase shield recharge speed.
-Can heal 3 units at once, but at a much slower rate than a regular engineer: perhaps on the scale of combat repair
-Posseses its own personal shield
-Produced from the main base after purchased as a leader power
-Y-ability temporarily “supercharges” the shields of the units they heal, increasing their capacity by 100%. Lasts 5 seconds.

Combat Engineer (3 Population):
-Similar to the regular engineer, but costs 50 power. Replaces the nightingale.
-Faster than regular engineers
-Posseses a personal shield
Y-ability is the same as a regular engineer

Leader powers:

1: Superefficiency: Decreases upgrade costs for all units by 10%

Superefficiency II: Decreases the upgrade costs for everything else by 10%

2: Home Field Advantage: Main bases now generate a very weak ring of health regeneration and regenerate health (very) slowly

Home Field Advantage II: Watchtowers now generate additional rings of healing. Also expands the base’ ring of healing.

3: Plasma Energetics: Increases Power income from Generators by 3%

Plasma Energetics II: Increases Power income from generators by a further 3%. Generators now have shields.

4: Engineer swarm: Calls in a swarm of engineers to heal and repair units and buildings.

Engineer swarm II: Increases the size of the engineer swarm.

5: Alpha Engineer: Unlocks the Alpha Engineer, producible from the main base.

6: Superintelligence: Decreases upgrade times for all units by 30%

Superintelligence II: Decreases upgrade times for everything else by 30%

7: Elegance: Increases the movement speed of Engineers by 40%

8: Harmony: All units slowly regenerate health (A third the rate of combat repair).

Harmony II: Health regeneration rate increases as health decreases (twice the rate of combat repair when below 20% health, a third when above 20% health).

9: Macroquantum field: Gives all units a temporary shield equivalent a percentage of their hitpoints: 20% for infantry, 10% for vehicles, and 15% for air. These shields do not regenerate after they are destroyed, and last for 10 seconds. For units that already posses shields, the temporary shield will act as additional shield capacity.

10: Rejuvenation: All units and buildings regenerate health rapidly for 10 seconds at 4% of their health per second.

What if Anders combat tech marines were invincible

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> What if Anders combat tech marines were invincible

That’s quite true. But Alpha Engineers cost 5 population each. A fair comparison would be between 14 marines and 9 marines with shields and very slow health regeneration. If you micro the 14 marines could pick off the Engineers (since they are slightly anti-air), the Anders player would win. If not, the marines with shields would win. Furthermore, the engineers would take much longer than marines to build, so an Anders player would probably have more population in the early game if Vergil goes Alpha Engineer. I’d say they are comparable.

You could argue that the other leader powers and Omega Engineers would make the marines even more powerful, but that’s at the cost the Spartan hero unit (which is insanely powerful) as well as damaging leader powers like sentinel network and ark defense. Vergil also can’t build swarms of protector sentinels, so I’d say that’s a fair trade.

OP PLZ NERF

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> OP PLZ NERF

I’ll leave that to the devs. :wink:

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> > 2533274792014876;4:
> > OP PLZ NERF
>
> I’ll leave that to the devs. :wink:

This leader has like all of the benefits of the best parts of economy boosting by Forge, Anders, and then a ton of extra stuff like Colonies passive heal and a permanent Pavium heal on their base. I like it, but all of the strongest things in the game in one leader would have to be toned back quite a bit. I would suggest a lot lower of percentages on what they bonuses and perks offer.

Overall they are great ideas.

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> > 2533274884964985;5:
> > > 2533274792014876;4:
> > > OP PLZ NERF
> >
> > I’ll leave that to the devs. :wink:
>
> This leader has like all of the benefits of the best parts of economy boosting by Forge, Anders, and then a ton of extra stuff like Colonies passive heal and a permanent Pavium heal on there base. I like it, but all of the strongest things in the game in one leader would have to be toned back quite a bit. I would suggest a lot lower of percentages on what they bonuses and perks offer.
>
> Overall they are great ideas.

Thanks! The percentages are really kind of arbitrary, but the main weakness of the leader is the lack of any damaging powers like hunter’s brand, rain of fire, or the MAC blast. Vergil also lacks any sort of unit drop (like a kodiaks, Goliaths, or massive unit call-ins like the retriever sentinel) so players are given the tools to keep their current armies alive instead of calling in reinforcements. I came up with the leader powers so that Vergil would be all about tanking and recovering from damage, not dishing out damage. He?She? is a lover, not a fighter.

Completely forgot about Vergil being an important character. Need to replay ODST soon!

Anyway, love the idea of an engineer being a leader, but I feel shields should be their main focus rather than heals since colony and Johnson kind of already center around that. That rejuvenation skill sounds awesome though.

Dood awesome work me likey, I’ve always enjoyed being the support class and this leader kinda seems to be in that category / OP haha but I like your creativity and ideas.

I’m just curious why we haven’t got a flying hero unit yet? I mean Anders has a Flying Super unit so I guess that counts but what if say the Banished had like a Special Blisterback or Banshee or the UNSC had a Hornet or Vulture flying unit. That would be sick. Food for thought.
#Bringbackthevampires

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> Dood awesome work me likey, I’ve always enjoyed being the support class and this leader kinda seems to be in that category / OP haha but I like your creativity and ideas.
>
> I’m just curious why we haven’t got a flying hero unit yet? I mean Anders has a Flying Super unit so I guess that counts but what if say the Banished had like a Special Blisterback or Banshee or the UNSC had a Hornet or Vulture flying unit. That would be sick. Food for thought.
> #Bringbackthevampires

I guess 343 is trying to avoid (damaging) air units in the early game, the only air unit available being the engineer. Heroes can be built in tech 1, so a flying hero could spell trouble. I’m pretty sure it’s possible to balance a flying hero, though.

i think 343’s priority right now is to balance the game as it is first. Colony’s goliaths are still ridiculously powerful (and dirt cheap, I’ve not lost a single game with colony over the past 20+ games except to other colonies), and the Arbiter’s conduit of rage is also immensely effective. Balancing an early-game air hero unit would be tough.

very well thought out it would be an amazing addition to the game, but healing rates would be insane. overall love the ideas here. maybe instead of healing from omega engineer it just gives a powerfull overshield to one unit at a time

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> very well thought out it would be an amazing addition to the game, but healing rates would be insane. overall love the ideas here. maybe instead of healing from omega engineer it just gives a powerfull overshield to one unit at a time

I guess the whole point of the leader is to stack healing rates and shields to make your armies as invincible as possible. If this leader were to ever be implemented, the healing rates would just be scaled accordingly until the leader is balanced.

The alpha engineer already takes the role of giving your army shields, and the regular engineer’s bubble already takes care of damage reduction. I think making the omega engineer also give units shields may be a little redundant to the alpha engineer. I’m thinking the Omega Engineer would cost something like 450 power, but it would be extremely useful for buffing your armies as it gives a ring of healing instead of healing individual units.

Halo Wars 2: Featuring Vergil from the Devil May Cry Series.

‘‘Deleted’’

> 2533274792014876;6:
> > 2533274884964985;5:
> > > 2533274792014876;4:
> > > OP PLZ NERF
> >
> > I’ll leave that to the devs. :wink:
>
> This leader has like all of the benefits of the best parts of economy boosting by Forge, Anders, and then a ton of extra stuff like Colonies passive heal and a permanent Pavium heal on their base. I like it, but all of the strongest things in the game in one leader would have to be toned back quite a bit. I would suggest a lot lower of percentages on what they bonuses and perks offer.
>
> Overall they are great ideas.

Could we get a percentage on how likely new leaders maps and other dlc of the sort are? I’m guessing close to 0%

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> > 2533274792014876;6:
> > > 2533274884964985;5:
> > > > 2533274792014876;4:
> > > > OP PLZ NERF
> > >
> > > I’ll leave that to the devs. :wink:
> >
> > This leader has like all of the benefits of the best parts of economy boosting by Forge, Anders, and then a ton of extra stuff like Colonies passive heal and a permanent Pavium heal on their base. I like it, but all of the strongest things in the game in one leader would have to be toned back quite a bit. I would suggest a lot lower of percentages on what they bonuses and perks offer.
> >
> > Overall they are great ideas.
>
> Could we get a percentage on how likely new leaders maps and other dlc of the sort are? I’m guessing close to 0%

Yeah I doubt any new dlc happens at this point

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> > 2535422421305993;15:
> > > 2533274792014876;6:
> > > > 2533274884964985;5:
> > > > > 2533274792014876;4:
> > > > > OP PLZ NERF
> > > >
> > > > I’ll leave that to the devs. :wink:
> > >
> > > This leader has like all of the benefits of the best parts of economy boosting by Forge, Anders, and then a ton of extra stuff like Colonies passive heal and a permanent Pavium heal on their base. I like it, but all of the strongest things in the game in one leader would have to be toned back quite a bit. I would suggest a lot lower of percentages on what they bonuses and perks offer.
> > >
> > > Overall they are great ideas.
> >
> > Could we get a percentage on how likely new leaders maps and other dlc of the sort are? I’m guessing close to 0%
>
> Yeah I doubt any new dlc happens at this point

Probably in the negative percentages XD