One thing I miss

Was having the maps have unique points. Like the Super Turret being an example, or the Forerunner Life Support Elevator. I’ve only seen one return and that’s the Regen Spire. Would guys like to see these return? Even add another Mercenary group or Banished troops from Venezia would be impressive to me. The maps are nice but they feel a bit “Empty”.

You are right havin those to fight over in the beginning were fun. I don’t miss that damn turret man, especially if you were unsc and lost control of it goodbye supply pads

> 2533274848663644;2:
> You are right havin those to fight over in the beginning were fun. I don’t miss that damn turret man, especially if you were unsc and lost control of it goodbye supply pads

That’s probably why they got rid of it. Covenant had shields. I think Anders is the reason why we don’t have Sentinel plants anymore. But I did miss having the Protectors with the little shields and health. Guess it’s pointless because of the Nightingales. Also I’m surprised we don’t have Armigers on the Ark? Or wilderness attacking from the books.

> 2533274812438213;3:
> > 2533274848663644;2:
> > You are right havin those to fight over in the beginning were fun. I don’t miss that damn turret man, especially if you were unsc and lost control of it goodbye supply pads
>
> That’s probably why they got rid of it. Covenant had shields. I think Anders is the reason why we don’t have Sentinel plants anymore. But I did miss having the Protectors with the little shields and health. Guess it’s pointless because of the Nightingales. Also I’m surprised we don’t have Armigers on the Ark? Or wilderness attacking from the books.

I am honestly rather peeved we can’t summon Armigers. Maybe its cause the Ark’s AI is gone thanks in part to Vale and the crew from Hunters in the Dark.

But we have Retriever Sentinels. At least that’s something from the book. I feel like we may get some Forerunner Leader somewhere down the line. I mean next month we’re getting Hunters as Leaders.

I agree with you OP.

> 2533274887841772;6:
> I agree with you OP.

I knew I wasn’t the only one, it just added dynamics to the map in my opinion. We have no Flood so I thought we were going to see a lot of diversity in units with Forerunner.

> 2533274812438213;7:
> > 2533274887841772;6:
> > I agree with you OP.
>
> I knew I wasn’t the only one, it just added dynamics to the map in my opinion. We have no Flood so I thought we were going to see a lot of diversity in units with Forerunner.

Yeah. Controlling areas such as Supply Elevators or Mega Turrets in HW1 really had an impact on the outcome of the game.

> 2533274887841772;8:
> > 2533274812438213;7:
> > > 2533274887841772;6:
> > > I agree with you OP.
> >
> > I knew I wasn’t the only one, it just added dynamics to the map in my opinion. We have no Flood so I thought we were going to see a lot of diversity in units with Forerunner.
>
> Yeah. Controlling areas such as Supply Elevators or Mega Turrets in HW1 really had an impact on the outcome of the game.

It was also dynamic. It made the maps feel more unique. The only few things I’ve seen are there are a lot more resources on the map. And there is one 1vs1 map where there is a Power Node that doesn’t have Sentinels.

Gotta agree with OP. I’m playing original Halo Wars right now and miss some features in HW2.

Flying grunts after their methane tank explodes being the main example.

> 2533274812017904;10:
> Gotta agree with OP. I’m playing original Halo Wars right now and miss some features in HW2.
>
> Flying grunts after their methane tank explodes being the main example.

I guess it was either Grunt Diversity or map diversity. Looks like we got the former.

agreed. All

> 2533274812438213;7:
> > 2533274887841772;6:
> > I agree with you OP.
>
> I knew I wasn’t the only one, it just added dynamics to the map in my opinion. We have no Flood so I thought we were going to see a lot of diversity in units with Forerunner.

Unique control buildings that did awesome things!
Mega Turret: A massive offensive structure present in campaign and the multiplayer map Tundra

Forerunner Life Support Pod: Increases the max population for any player who controls it. Only found on the multiplayer level Beasley’s Plateau.

Protector Plant: Produces three types of Protectors for the player who stands near it. Only found on the multiplayer level Labyrinth.

Energy Wall: Generates an impassable energy wall when garrisoned with troops. Found on the multiplayer maps Glacial Ravine, Fort Deen and Tundra and on the campaign level Escape.

Relic: Releases Flood upon an enemy when infantry are garrisoned inside it. Only found on the multiplayer level Release.

Forerunner elevator: Produces supplies when infantry are garrisoned inside it. Equivalent to an additional Supply Pad or Warehouse. Means you can build one less Supply Pad/Warehouse.

Forerunner Spire of Healing: Heals any friendly units nearby for the player who controls it. Only found on multiplayer levels Frozen Valley and Barrens.

These added unique points to fight over instead of just the energy pylons. I think that is kind of a huge thing that set HW1 apart

I miss those as well, I wish we could get stuff like that back and maybe as an option for skirmish to turn all bases on the map into rebel bases or sentinel bases like halo wars had. Nice little tidbits like this one make the game a bit more enjoyable.

i thinks making some base locations of the maps owned by sentinels or something would be cool, i also feel the whole super weapon thing. Maybe they could put it in 2v2 and 3v3 just give it certain requirements from both teammates to make it not as powerful?

> 2533274809201791;12:
> agreed. All
>
>
> > 2533274812438213;7:
> > > 2533274887841772;6:
> > > I agree with you OP.
> >
> > I knew I wasn’t the only one, it just added dynamics to the map in my opinion. We have no Flood so I thought we were going to see a lot of diversity in units with Forerunner.
>
> Unique control buildings that did awesome things!
> Mega Turret: A massive offensive structure present in campaign and the multiplayer map Tundra
>
> Forerunner Life Support Pod: Increases the max population for any player who controls it. Only found on the multiplayer level Beasley’s Plateau.
>
> Protector Plant: Produces three types of Protectors for the player who stands near it. Only found on the multiplayer level Labyrinth.
>
> Energy Wall: Generates an impassable energy wall when garrisoned with troops. Found on the multiplayer maps Glacial Ravine, Fort Deen and Tundra and on the campaign level Escape.
>
> Relic: Releases Flood upon an enemy when infantry are garrisoned inside it. Only found on the multiplayer level Release.
>
> Forerunner elevator: Produces supplies when infantry are garrisoned inside it. Equivalent to an additional Supply Pad or Warehouse. Means you can build one less Supply Pad/Warehouse.
>
> Forerunner Spire of Healing: Heals any friendly units nearby for the player who controls it. Only found on multiplayer levels Frozen Valley and Barrens.
>
> These added unique points to fight over instead of just the energy pylons. I think that is kind of a huge thing that set HW1 apart

FLOOD RELEASED, I used to actually get scared early game if I had marines on that map because for 500 resources that would decimate a Marine and Flamethrower army.

The sad thing is, a lot of these structures still exist. The problem is, they’re all shoved to the side of the map as an afterthough and never used for any strategic play.

For example, did you know the map “highway” has the energy walls? But they’re on the very edges of the map on the paths nobody puts units down because they don’t even lead to a base.

Or the energy bridge control on Sentry? Only nobody uses it because it’s out of the way.

Or the healing spire map? Only they’re never used cause they’re on the edges of the map.

You get the picture. A lot of the old things are there… but, they’re shoved off to the side as if the devs didn’t wan them to have any impact. This is just more frustrating to me- it shows we could have the diversity, but it’s just been shoved aside.

> 2533274924073601;16:
> The sad thing is, a lot of these structures still exist. The problem is, they’re all shoved to the side of the map as an afterthough and never used for any strategic play.
>
> For example, did you know the map “highway” has the energy walls? But they’re on the very edges of the map on the paths nobody puts units down because they don’t even lead to a base.
>
> Or the energy bridge control on Sentry? Only nobody uses it because it’s out of the way.
>
> Or the healing spire map? Only they’re never used cause they’re on the edges of the map.
>
> You get the picture. A lot of the old things are there… but, they’re shoved off to the side as if the devs didn’t wan them to have any impact. This is just more frustrating to me- it shows we could have the diversity, but it’s just been shoved aside.

The healing spires actually saved me and eco because of the massive power boost, the problem is though as you said they are at the edge of the map. Sometimes I forget they are there.

me ?

> 2535433865755758;18:
> me ?

What happened? You stopped playing?