since the don’t forget halo wars thread says it has 123 pages, but actually has 124 pages, I decided I’d put my stuff into a less buggy thread.
yet more halo wars 2 ideas inbound. bear with me, this might get a little long…
The first step
Before anyone even thinks about halo wars 2 we must first understand what made halo wars a success. this can be broken down into some key attributes.
-A fluid control system; the halo wars control scheme utilizes all the xbox 360 buttons so that each of them fulfills all necessary RTS functions without needing multiple buttons to be held. this allows a player to pick up the controller and quickly learn how to play. I think it took me about 10 minutes to completely learn all the controls.
-Simple/linear teching; it was easy to learn that higher tech units and units with higher tech upgrades would always beat lower tech units with lower tech upgrades.
-static bases; the static bases are easily manageable and can be jumped too. this is really helpful because by pressing one button you can see your whole base and all your buildings.
-easy resource management; BUILDS MOAR ZUPPLY PUDS! CONSTRUCTERZ MUR WAREHOUZEZ! as you can see; its pretty simple.
-focus on combat and unit management; because managing the base and resources is so easy, players will be spending more time in combat/scouting/collecting crates/expanding. this brings players closer to the action.
-the story; the halo wars story line was pretty good and fits well with the rest of the universe. the cut scenes were mind blowing too!
we must, however, understand how other core attributes have changed over the games life time.
-the unit triangle; “vehicles beat infantry, aircraft beat vehicles and infantry beat aircraft”, sounds simple enough until you realize that infantry is a terrible counter to air because they do too little damage and need to outnumber the air by a huge margin to be effective. then you discover that the UNSC warthogs, which are supposed to be scouting units, are able to kill air, infantry, vehicles and buildings. they even destroy scorpion tanks with gauss even after they were patched too. this is just two of the many unit balance problems that have lead to the current meta of today.
-the UNSC leaders; the problem with the leaders is the complete lack of balance. anders has the best bonus by far, half price upgrades on everything means she can reach high tech upgrades quickly and afford to buy them giving her a huge advantage by being able to reach power turret tanks or gauss before anyone else. not only this, but she has access to the gremlin(which is the only usable UNSC unique unit). a single gremlin can stun up to about 4 vehicles when chain amp is researched; a group of 3 or 4 can stun a whole army or keep a small group stunned indefinitely. this coupled with the cryo bomb makes anders an unstoppable machine. you can’t even counter tank/gremlin with air because the cryo insta kills air units.
but what do the other leaders get? forge gets heavy pads which is not as bad as it sounds. in fact forge can pump out lots of units once he gets over the huge cost of his pads and has enough money to support his allies and replace lost units easily. he is let down though by his near useless unique unit that is expensive to upgrade and his under powered leader power. his super unit is also a downgrade which means he has less and less options the longer the game continues. the worst thing about forge though is his inability to insta expand on maps with free base slots, while all other leaders can. this makes his heavies worthless as two supply pads will outproduce 1 heavy.
cutter is the opposite. if he insta expands he can get a large economy thanks to his free building spots. if he can’t expand though he is at a real disadvantage because he has normal pads and pays full price for upgrades. this makes him weak early on but he is saved by a strong late game. the MAC blast is really powerful and ODSTs can extend a fight/finish units off/cover a retreat and of course take hooks. cutter will still probably lose to anders though; tanks+gremlins with cryo is just too good and anders gauss comes too fast. also cutter is the worst UNSC for making gauss.
-the covenant leaders; the covenant operates differently from the UNSC but suffer less balance issues because of this. the only difference between them is the leaders.
the arbiter is the best covie leader in that he is versatile and powerful throughout the game from start to finish. while in rage mode he is good at killing every unit in the game and when not in rage can kill buildings well. his unique unit the suicide grunt is useful in attack or defense and does huge damage, though they are expensive. the only problem with the arbiter is that he can’t take hooks without taking serious damage and suicide grunts are weak even when garrisoned.
the brute chieften is very powerful early on but quickly becomes less useful than the arbiter. the chieften the fastest leader and has the most health; and a cheap effective leader power too. he also has brute squads which are just as beefy and dish out good damage to everything. nice upgrades for them as well; he also has a second unique unit the chopper which is really resistant to early game units and can camp lifts really well. this makes the chieften the best rusher in the game. when he reaches tech 2 he also gets birth right and even more health but its his late game that is lack luster and he just doesn’t do enough damage to kill late game units like the arby can. still he makes for an excellent tank. the main problem with the chieften though is he can’t really defend himself if he is rushed. this is because he does too little damage to other units and leaders to defend himself cost-effectively.
the prophet is arguably the worst leader out of all of them(including UNSC). since his super speed was nerfed in the first patch, he has become less usable. he has the lowest health of the leaders and while he gets a shield it is still really weak and with his lack of speed he can’t even escape from flamethrowers. his first upgrade is also a requirement as it allows him to survive 4 gunner hogs and actually do some damage. the prophet lacks the ability to defend an attack without over spending but also has very poor offensive potential because of his low damage. he can rush an arby in 1v1 but even then the arby can still win(pro tip, make ghosts against prophet). people can still win with the prophet but you have to recover from the amount of supplies you spend early on just to defend a simple brute or 4 hog rush. his leader power is also situational but that is in fact an advantage as you’ll be using it only once in blue moon. this means more money for units(if you haven’t crippled yourself trying to defend a rush) but also means you need to micro like a god because of the inherent weakness of covenant units. this makes it difficult to pull off a win with prophet.
make sure to add your ideas as to why halo wars is so good and what wasn’t good about it.
Part 2(and some actual ideas) coming soon.