Scout vehicle balancing idea

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*Original post. Click at your own discretion.

Since the launch of this game scout vehicles have pretty much been cancer. I’m just going to list possible solutions and anyone can jump aboard and pitch theirs.

-Scout units require a research to shoot
(Old School HW1 style)
-Base units in general should have an overall upgrade
(1-2 tier upgrade that researches pretty quick 15-20s, but requires decent amount of power to set a player back. Fully upgraded units are slightly beefier than they are now)
-Remove or reduce ram ability
-Buff mines
-Increased power cost of each scout unit

just a few I can think of

Reduce Chopper ram sounds good to me. Imo all scouts should be at Ghost level

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I think just placing all scouts on the level of the ghost would be fair. The ghost is a very well balanced scout and while effective at gaining map control certainly isn’t game dominating like jackrabbits were or choppers now are.

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> I think just placing all scouts on the level of the ghost would be fair. The ghost is a very well balanced scout and while effective at gaining map control certainly isn’t game dominating like jackrabbits were or choppers now are.

lets just not let any of them be able to shoot unless a heavy upgrade

I think the easiest fix it to make it impossible to build units out of your base directly. If you want choppers or jackrabbits, then build a garage and have them available there. If you want infantry build a barracks. If you want sentinels then build an airfield. That will slow the rushing down.

Ghost is perfectly balanced I believe, chopper is a bit above and JR is on the cellar right now.

I’d say bring the chopper back to where it was but keep the 15% damage increase with shrapnel rounds, as a player should be rewarded for spending 50% of his tech up.

I’m not against a buff to jack rabbits in the sense of making his gun default.

Finally: remove every scout unit’s ability to interact with power nodes.

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> I think the easiest fix it to make it impossible to build units out of your base directly. If you want choppers or jackrabbits, then build a garage and have them available there. If you want infantry build a barracks. If you want sentinels then build an airfield. That will slow the rushing down.

That would kill scouting.

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> > I think the easiest fix it to make it impossible to build units out of your base directly. If you want choppers or jackrabbits, then build a garage and have them available there. If you want infantry build a barracks. If you want sentinels then build an airfield. That will slow the rushing down.
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> That would kill scouting.

Scout with starting infantry if you want. It doesn’t have to stop scouting. Other RTS games are like this and scouting is not a problem.

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> > > I think the easiest fix it to make it impossible to build units out of your base directly. If you want choppers or jackrabbits, then build a garage and have them available there. If you want infantry build a barracks. If you want sentinels then build an airfield. That will slow the rushing down.
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> > That would kill scouting.
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> Scout with starting infantry if you want. It doesn’t have to stop scouting. Other RTS games are like this and scouting is not a problem.

Scouting with infantry is clunky. This will never happen. HW is a different RTS where units try to mimic their look/feel/sound from the FPS counterpart, therefore speed varies a lot between units. It only makes sense to use light vehicles to scout due to their speed, as sometimes you can quickly spot bases before they get killed.

The Scout imbalances aren’t as big to merit a rework as big as the one you’re suggesting.

from a 3v3sers perspective

i would definately like to see choppers nerfed. they are -Yoink!- in top 3v3 and if you dont spam them vs people who do you instanrly lose map control

id love a meta where basic infantry can skillfully beat scout vehicles but right now onfantry vs chopper engineer spam is hands down the 2nd worst meta to date

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> > > > I think the easiest fix it to make it impossible to build units out of your base directly. If you want choppers or jackrabbits, then build a garage and have them available there. If you want infantry build a barracks. If you want sentinels then build an airfield. That will slow the rushing down.
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> > > That would kill scouting.
> >
> > Scout with starting infantry if you want. It doesn’t have to stop scouting. Other RTS games are like this and scouting is not a problem.
>
> Scouting with infantry is clunky. This will never happen. HW is a different RTS where units try to mimic their look/feel/sound from the FPS counterpart, therefore speed varies a lot between units. It only makes sense to use light vehicles to scout due to their speed, as sometimes you can quickly spot bases before they get killed.
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> The Scout imbalances aren’t as big to merit a rework as big as the one you’re suggesting.

Just build a factory first to get your scout vehicle out while collecting resources with your starting army. It just delays you a little bit. I don’t see it being a huge problem to be honest. But I don’t have an issue with the current scout units to be honest.

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> from a 3v3sers perspective
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> i would definately like to see choppers nerfed. they are -Yoink!- in top 3v3 and if you dont spam them vs people who do you instanrly lose map control
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> id love a meta where basic infantry can skillfully beat scout vehicles but right now onfantry vs chopper engineer spam is hands down the 2nd worst meta to date

infantry should be the weakest unit on the game.

The key vs choppers and engineers is to keep your units alive. If you can’t win the battle, don’t engage. Back up to your defenses, until you can engage. Or go around and try to flank them. Engineers are slow and will slow the choppers down. You can out maneuver them if you are good at micro.

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> infantry should be the weakest unit on the game.

What? No. Every unit must have a purpose, a role, strength and weaknesses. If a unit is going to be the flat out worst then why have it anyways?

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> > infantry should be the weakest unit on the game.
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> What? No. Every unit must have a purpose, a role, strength and weaknesses. If a unit is going to be the flat out worst then why have it anyways?

exactly

a perfect balance to me is marines/grunts can skillfully beat chopper spam. what i mean is i want the same balance marine gernade throw vs jack rabbits has. but not quite as dominant

jack rabbits should still beat infantry but not without atlwast a 1.5-2 unit ratio. so for ever 2 marine squads that mean 2 jack rabbits can barely beat them with micro. now if those 2 marine squads gernade throw then those 2 jack rabbits lose.

jackrabbits need a buff so maje there health similar to ghosts and give hack rabbits there base gun upgrade. givibg the upgrade means infantry can beat early game without getging gernade throw. but jack rabbits are bot to the pount of being -Yoink!-

choppers do not need a health nerf heres why. right now if you line up 3 marine squads and ram number 3 it will only take the damage of rammibg 1 upon hitting the 3rd squad. this is a huge game broken bug. choppers ghosts should take damage based on units hit.

as for engineer spam, just give unsc thete nightgirls at tech 1. like i understand why not but i dont understand just give them. its ao undair vsibg engineers shielded armys early on