The Biggest Reason Banished Is Dominating Unsc

Right now you might not be surprised to find out that the Unsc is severely struggling to beat Banished leaders, why though?

Frankly Unsc does fine against the Banished in the mid-game, Banished have stronger counter units but in general Unsc has better core units, but the catch is that is if you enter the mid-game at an even position and right now it’s not really possible.

Early game: Right now the early game is where Unsc are being absolutely dominated. Banished scouts are better offering crazy high map control, their core infantry is better to start, suicide grunts really stomps any infantry play by Unsc in it’s tracks and Banished have better utility in their building killers.
Mix in a really strong early game that leads to them being way ahead in the mid-game crushing Unsc’s already middling army with beam, well it’s no wonder Unsc is struggling.

I honestly don’t think the mid-game is too bad. Unsc should have more ways to crack bases like nighting gales being able to effect units under shields, Warthogs/Vultures/Tanks are a little weak but honestly it’s not a horrible position and army compositions can be stronger for Unsc.

Early Game Infantry: Grunts are better than marines. For the same cost two marines lose to three grunts. You begin with three grunts, versus two marines. Even if you invest in two more marines, you’ll lose the battle against a Banished player that makes 3 more grunts. (Grunts are cheaper as well as produce faster than their marine counter parts)
Not only this but grunts move faster than marines, (Two grunts beat one marine) so any marines caught out won’t be able to escape, the fact that banished start with three grunts means they get a huge burst in eco gathering. They do gather at a slightly slower rate but with the coverage you get with three gatherers compared to two is vast, not to mention once they do complete gathering they can get to their next location at a faster pace.

Scouts: Banished have complete domination here. Jackrabbits (that will be buffed) just lose to their Chopper/Ghost counter parts. Not only that but Choppers and ghosts can easily get two or more kills in the early game with Unsc’s lower unit count and the importance of those units gathering resources, it still gives Banished a pretty large edge.

Suicide Grunts: These just destroy any any infantry army or cut down huge amounts of the dps by killing the individual infantry, even if you do get to be in a position to be a threat most likely if they make two or three of these guys it’ll stop you right in your tracks. (I actually don’t think that they need a nerf though.)

Building Killers: Flamers are amazing without being threatened by suicide grunts, all though scouts can do a lot of damage to them, but with losing squads to suicide grunts they really can’t pounce and take out mini-bases like JPB, Goliaths or Brute riders.

Heros: Honestly I think this is pretty well balanced and I think banished should have slightly better counter units and hero’s but it kind of adds to the problem.

So what are the balanced suggestions? Well I have a few.

  1. Increase the effectiveness of the Marine. They need to do a little better at this early point in the grenade. It can be a dps boost, a grenade boost or increasing their movements speed.

  2. Alternatively you can nerf grunt move speed to be the same as a marine as well as lower their gather rate a little bit to make up the fact you start with three.

  3. Scouts adjusted (being done) Jackrabbits should trade with choppers and Ghosts should beat both (Elite leaders don’t have grenades/Mines to deal with scouts like Brute or Unsc.)

  4. Slight reduction in the effectiveness of Suicide grunts/ Increase energy cost by 10 or 15 just to tone them down just a little bit.

Really the only suggestions I can get behind are JR buff and Grenade buffs. It’s crazy stupid how often those things miss.

We’ll have to see how this mid season patch shakes out with buffs to JRs and nerfs to Glassing Beam, but I do think grenades should be looked at.

The suicide grunt power increase I agree with. I am not sure about making grenades better.

Marine vs Grunts should really be equal. The recent buffs to Elite grunt might of made it more grunt-sided than before. But they should be balanced where 2 = 3*.

  • New Math

> 2533274802795356;3:
> The suicide grunt power increase I agree with. I am not sure about making grenades better.
>
> Marine vs Grunts should really be equal. The recent buffs to Elite grunt might of made it more grunt-sided than before. But they should be balanced where 2 = 3*.
>
> * New Math

if grunts are faster then imo 2 should win vs 3 (not by much but by a small margin)

IMO right now the massive advantage in banished over UNSC is mostly due to scouts and beam. I’m aware beam’s getting fixed, but it’s worth reminding that it literally keeps up with nightingales and engineers and can wipe armies in a matter of seconds with minimal cost/skill required (at least nukes like hunters brand, erad, or MAC require skillfully lining up one, precise shot). So yeah it’s safe to say why the top leader win rates are they way they are. I’m perfectly fine with a fast beam OR a strong beam, but not both. I legit could not understand players defending its season 10 buff (there is karma when they lose winning games to it)

As far as changes, I think honestly JRs might be the cure, though I do like a slight raise in sui cost of some kind. If JRs properly countered T1 building killers, early game becomes more viable. As UNSC, I can really only stop rushes with snipers, which cost a whopping 135 power a piece; I think this is a reasonable price given how solid they are, but still this far exceeds the amount needed to make goliaths, JPBs, or enforcers. I often need 4-6 snipers to stop a large goliath rush due to their 2nd LP engineering swarm, and that power in and of itself is almost enough to jump to T2. If JRs were stronger, I could make them instead of so many snipers to balance out the attack:defend cost ratio