Pack Brother or Combat Tech?

Which would you rather have in your army to fight?

Combat tech or Pack Brother?

Currently we are looking at sliding DPS from Combat Tech Marine’s rocket (55dps) down a bit (51dps) while shifting that over to marines at the base level from 88dps up to 92dps. However, looking into the grunts, I am seeing that the pack brother upgrade is not as significant as that of combat tech marines.
Arby/Ship final grunt upgrade adds on 34 dps while the other add on 30 dps.

I am open to making grunts slightly stronger late game but I would love to hear how people feel first as this is a core infantry damage adjustment so a little change goes a long way globally in game.

I like these changes. However I still prefer combat tech over pack brother. Can you also fix a glitch that causes dlc Phoenix logs to be locked for no reason and can you buff Johnson? Some new maps and blitz cards would be awesome. Keep up the outstanding work; I appreciate the effort 343 put into hw2.

CT Marines over Grunts any day.

I think cloaked grunts should gain a dps/mitigation buff while their cloak ability is active. Detect is abundant so the cloak advantage vs sharpnel mine grunt is useless, and they dont counter scout units effectively compared to shrapnel mine grunts. As of right now their a weaker version of regular mine grunts.

Edit: CT marines any day. they’re better than grunts and they heal anything non infantry.

I would go with combat tech because it’s adds that the RPG to combat against air units and it heals my vehicles and air vehicles :slight_smile:

Maybe shifting more dps to the Brutes from Grunts would help? Would make skillful play with Grunts early game more rewarding if you’re able to pull back low health Grunt squads with their Brute intact while also lowering the impact of late game combat on their dps throughput. Could then increase the dps of the additional Brute from the upgrade accordingly.

I would pick CT marines over grunts even with the proposed changes which are very welcome. CT Marines mixed in a army provide healing when out of combat while pack brother provides an unnoticeable dmg buff in late games. I currently would not build let alone upgrade grunts if we are heading into the late game. They could use the boost as they are currently underwhelming even as a soft counter to air units. I’m all for the grunt dmg increase.

I’ll take Combat Tech mariners over Pack Brothers. It’s superior in so many ways. Be it damage, the healing factor or the rocket’s superb AA. The marine changes is fine, but I would appreciate a grunt buff, a “gruff” if you will.

I haven’t tested this, but the feel for me has been that CT marines are a better go-to for their durability.
PB grunts do seem to pack a good punch in mass, but they’re so fragile. Any LP seems to wipe them.

Again, that’s just feeling, not fact.
I got no numbers here.

CT without question. They heal units, have a tracing projectile that travels long ranges, and a good bit higher DPS. It’s not even a contest.

A buff to grunts would be a very welcome change. Grunts feel underwhelming in general, boosting DPS would help them a lot. They’d make good glass cannon units.

As another user mentioned as well, can elite squads get a little something? Maybe a decently higher DPS from elites after the first upgrade? Their cloak is already not great compared to mines, and with the changes to detect it will become even worse next patch. They could definitely use some help so they can fight scouts and do more damage later in the game. It would make some sense… elites are superior warriors to brutes (usually), right?

> 2533274924073601;10:
> This would be a very welcome change. Grunts feel underwhelming in general, boosting DPS would help them a lot. They’d make good glass cannon units.
>
> As another user mentioned as well, can elite squads get a little something? Maybe a decently higher DPS from elites after the first upgrade? Their cloak is already not great compared to mines, and with the changes to detect it will become even worse next patch. They could definitely use some help so they can fight scouts and do more damage later in the game. It would make some sense… elites are superior warriors to brutes (usually), right?

Already ahead of you :slight_smile:

  • **[Updated] Combat tech marines rocket dmg reduced by 7% (55 to 51) while base marines dps increased by 5% (21 to 22). - **[Updated] Grunts are receiving a same subtle dps bump at base as well as for pack brother and squad reserves. Grunts within the grunt squad are receiving a 8% dps increase (13 to 14), pack brother brutes are seeing an increase of 12% (30 to 34), the initial elite in Shipmaster/Arbiter are receiving a 8.5% dps buff (22 to 24) and the elite added from squad reserves is receiving a 10.5% buff (34 up to 38).

CT Marines > Elite rangers lol.

Part of the reason why CT marines are superior is because one nightingale heals multiple marines at once while Banished don’t have that advantage. This makes them much more durable than pack brother grunts.
I mean, there’s a reason grunts disappear from the battlefield after the early game. They’re decent against air, but don’t do much to vehicles, get destroyed by UNSC infantry and one leader power will wipe them.

Maybe change the interaction between marines/nightingales and infantry/leader powers in general?

Can agree with this , combat tech marines are viable and a good support units, while the only good core infantery on banished side are heavy grunts (YapYap exclusive).
I would also like a solid buff on the standard grunts.
Adding shields for the brutes / elites may be a bit too op but could be balanced. Another thing you could pull of that the grunt squads regenerate very slowly , to give them a unique ability like combat tech marines.
Cause right now banished infantery and their tank line feel alot weaker than their UNSC part

> 2533274869431087;13:
> Can agree with this , combat tech marines are viable and a good support units, while the only good core infantery on banished side are heavy grunts (YapYap exclusive).
> I would also like a solid buff on the standard grunts.
> Adding shields for the brutes / elites may be a bit too op but could be balanced. Another thing you could pull of that the grunt squads regenerate very slowly , to give them a unique ability like combat tech marines.
> Cause right now banished infantery and their tank line feel alot weaker than their UNSC part

I would love to see shields get 10% buff for wraiths after vehicle upgrades. Where is stands, shield does make the slightly weaker than they should be or remove the shield and add it to base health.

Combat tech marines, easy

Pack brother needs to add another grunt like it was originally intended to do. (though i think there’s an obvious reason why that was cut)

Combat tech marines are obviously better, but keep in mind they’re more expensive and take way longer to build (grunts and marines in general)

I’ll be honest I never get Pack brother unless I get every single other upgrade and I happen to have a surplus power. I can count the amount of times I’ve gotten that upgrade on one hand for my entire time playing Halo wars 2, ok maybe 2 hands maybe. I will however get the mines upgrade. Now as for marines I always get CT that’s a must hands down, that’s like building a base and leveling it at tech 1 we just don’t do that.

> 2533274792014876;1:
> I am open to making grunts slightly stronger late game

I love the idea of making grunts stronger, but who uses regular grunts in the late game?

Grunts need a little more viability. Pumping up pack brother dps would be nice.