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Ok. first off i need to open up with what just happened. Me and 2 of my friends just quit out of a 3v3 Deathmatch because the other team was full shipmaster and did Nothing but Hide behind cloaked units and bases. They would have every one of their bases cloaked behind a cloak generator. As well as send only honor guards to our bases which we cant defend against unless we use a Detect unit. not even placing down watch towers uncloaks them. and when ever we would attack their units like their scarab they would use Shipmasters Mass Cloak ability. nullifying our ability to attack it. How in any way is this fair? or even more so how is this even a thing in the game? its especially worse when its pretty much a Banished Exclusive mechanic.
the cloaking in the game in its current state either needs to be removed entirely or severely nerfed. id propose remove the cloaking generator/make it only cloak the base but the generator itself remains visible 100% of the time requiring it to be attacked first. Mass Cloak does not effect Uber/Ultimate units. and prevents the cloaked units from attacking making it be used only as a surprise tactic or be used as a escape measure.
in its current state the Cloaking mechanic in this game is severely unbalanced.
and also seriously. Banished turrets should be limited to 1 add on at a time there is no excuse why they should be allowed to have all 3 while the UNSC is limited to 1 add on per turret.
343i/CA Cloaking in this game needs to go back to the drawing board and balanced.
is it really that hard to have a couple healing units or a sniper.
the only people this hurts is people who use mass of one vehicle or all ubers. Not to mention there is one detect unit in each building so its not that hard.
> 2533274968042384;2:
> is it really that hard to have a couple healing units or a sniper.
>
> the only people this hurts is people who use mass of one vehicle or all ubers. Not to mention there is one detect unit in each building so its not that hard.
its not a matter of how easy they are. its a matter of a broken mechanic that’s far too powerful. Why is it that only the banished are allowed to have Cloaked bases and units as well as the ability to arm all its turrets with all 3 Anti Unit add ons and the UNSC dont get any of that? Sure Nightingales can deploy smoke. but thats 1 unit on the uncs against what. 4 things the banish have to deploy Cloak?
UNSC: 1
Nightingale
Vs
Banished: 4
Shroud.
Cloaking Generator.
Mass Cloak
and The Final upgrade for the honor guard which permanently cloaks him might i add.
4:1 That’s not balanced.
I think being able to cloak an entire base/army to begin with is an insanely asinine idea. Give us a leader power that can temporarily scan an area [15 sec?] and reveal cloaked units within its radius. I always have a few Gales with me just in case, but I think a leader power like I proposed should exist in case you don’t have any detection units. Not being able to engage an army at all is not balanced in my opinion.
Cloak is not hard to beat, if you know how to counter it. It’s very easy and cheap to train a ghost/jackrabbit/nightingale.
You shouldn’t be able to cloak a base. Units? Sure. Bases?
That is just absolutely stupid. Focus fire on the ever-fragile detection units and bam, you’re effectively invulnerable.
Cloaked units and bases are generally weak in nature. Bring detection & roll over them.
You just made me realize something.
The Banished get a LOT of perks that the UNSC doesn’t really get compensated for.
The Banished get:
Mass cloaking.
Turrets with all 3 upgrades at the same time.
Scout units that don’t need research to get weapons.
The best dedicated anti-building unit in the game.
Healing units from Tech 1.
Base Shields.
Shields for many units.
The UNSC get:
All ranged Hero units.
Better basic infantry.
Siege turrets.
Better Super unit.
Slightly better tank.
Not really even, right? And that’s all just off the top of my head.
> 2535425742458639;3:
> > 2533274968042384;2:
> > is it really that hard to have a couple healing units or a sniper.
> >
> > the only people this hurts is people who use mass of one vehicle or all ubers. Not to mention there is one detect unit in each building so its not that hard.
>
> its not a matter of how easy they are. its a matter of a broken mechanic that’s far too powerful. Why is it that only the banished are allowed to have Cloaked bases and units as well as the ability to arm all its turrets with all 3 Anti Unit add ons and the UNSC dont get any of that? Sure Nightingales can deploy smoke. but thats 1 unit on the uncs against what. 4 things the banish have to deploy Cloak?
>
> UNSC: 1
>
> Nightingale
>
> Vs
>
> Banished: 4
>
> Shroud.
> Cloaking Generator.
> Mass Cloak
> and The Final upgrade for the honor guard which permanently cloaks him might i add.
>
> 4:1 That’s not balanced.
I keep telling people, having the 2 factions have the same units and the same amount of anything is DUMB atop suggesting this, if that was the case then why have 2 factions???
Most people are requesting CA/343 to add a third faction, and people complain about how are they different?
Both factions have different units and abilities for a reason, UNSC has Siege Turrets which are really difficult when the enemy is turtling.
Cloak is fine, just don’t spam your sentinels, fit in a couple nightingales in there. It’s a matter of COUNTERING what the enemy is doing.
The only tweak that needs to be added is turrets can’t fire under cloak. Simple as that. Then it’s just a matter of time before an army can bring enough detectors together to overwhelm a cloaked base.
Yeah honestly I haven’t found cloaking to be all that difficult to deal with most of the time, it forces counter play just like most units in the game maybe just to a slightly farther level. Perhaps if you really wanted to nerf it then I think keeping the current cloaking mechanics in place but giving unsc leaders an ability to temporarily reveal cloaked units or something along those lines might be a good idea. Or even attach that ability to an existing unit or future support unit. I really think that the current mechanics of cloaking are fine and that many people just don’t know an effective way to counter cloaking yet although I do agree that cloaking scarabs is bloody ridiculous for the most part. The aspect of banished turrets getting all upgrades is something that I do find odd but acceptable if each upgrade is less effective than the unsc equivalent upgrade meaning that say if an anti-infantry upgrade on a unsc turret gives an 100% increase to damage against infantry then the banished equivalent should only give a ~33% damage increase against infantry or something along those lines with perhaps a price reduction. Since I don’t have the stats for turret damage output I cant verify whether they did something like that just my take on the matter¯_(ツ)_/¯
Lol detect units. Shouldnt let them get to that point where everything is cloaked. And honor guards cant hit air units.
> 2535425742458639;3:
> > 2533274968042384;2:
> > is it really that hard to have a couple healing units or a sniper.
> >
> > the only people this hurts is people who use mass of one vehicle or all ubers. Not to mention there is one detect unit in each building so its not that hard.
>
> its not a matter of how easy they are. its a matter of a broken mechanic that’s far too powerful. Why is it that only the banished are allowed to have Cloaked bases and units as well as the ability to arm all its turrets with all 3 Anti Unit add ons and the UNSC dont get any of that? Sure Nightingales can deploy smoke. but thats 1 unit on the uncs against what. 4 things the banish have to deploy Cloak?
>
> UNSC: 1
>
> Nightingale
>
> Vs
>
> Banished: 4
>
> Shroud.
> Cloaking Generator.
> Mass Cloak
> and The Final upgrade for the honor guard which permanently cloaks him might i add.
>
> 4:1 That’s not balanced.
Snipers are cloaked and can detect.
“He atak… but he also detek”
> 2533274895787994;13:
> > 2535425742458639;3:
> > > 2533274968042384;2:
> > > is it really that hard to have a couple healing units or a sniper.
> > >
> > > the only people this hurts is people who use mass of one vehicle or all ubers. Not to mention there is one detect unit in each building so its not that hard.
> >
> > its not a matter of how easy they are. its a matter of a broken mechanic that’s far too powerful. Why is it that only the banished are allowed to have Cloaked bases and units as well as the ability to arm all its turrets with all 3 Anti Unit add ons and the UNSC dont get any of that? Sure Nightingales can deploy smoke. but thats 1 unit on the uncs against what. 4 things the banish have to deploy Cloak?
> >
> > UNSC: 1
> >
> > Nightingale
> >
> > Vs
> >
> > Banished: 4
> >
> > Shroud.
> > Cloaking Generator.
> > Mass Cloak
> > and The Final upgrade for the honor guard which permanently cloaks him might i add.
> >
> > 4:1 That’s not balanced.
>
> Snipers are cloaked and can detect.
> “He atak… but he also detek”
simple. Does the sniper remain permanently cloaked or cloak other units? No? then hes not as a equivalent as the rest of the units who remain cloak or cloak others.
> 2533274821521504;9:
> > 2535425742458639;3:
> > > 2533274968042384;2:
> > > is it really that hard to have a couple healing units or a sniper.
> > >
> > > the only people this hurts is people who use mass of one vehicle or all ubers. Not to mention there is one detect unit in each building so its not that hard.
> >
> > its not a matter of how easy they are. its a matter of a broken mechanic that’s far too powerful. Why is it that only the banished are allowed to have Cloaked bases and units as well as the ability to arm all its turrets with all 3 Anti Unit add ons and the UNSC dont get any of that? Sure Nightingales can deploy smoke. but thats 1 unit on the uncs against what. 4 things the banish have to deploy Cloak?
> >
> > UNSC: 1
> >
> > Nightingale
> >
> > Vs
> >
> > Banished: 4
> >
> > Shroud.
> > Cloaking Generator.
> > Mass Cloak
> > and The Final upgrade for the honor guard which permanently cloaks him might i add.
> >
> > 4:1 That’s not balanced.
>
> I keep telling people, having the 2 factions have the same units and the same amount of anything is DUMB atop suggesting this, if that was the case then why have 2 factions???
>
> Most people are requesting CA/343 to add a third faction, and people complain about how are they different?
>
> Both factions have different units and abilities for a reason, UNSC has Siege Turrets which are really difficult when the enemy is turtling.
>
> Cloak is fine, just don’t spam your sentinels, fit in a couple nightingales in there. It’s a matter of COUNTERING what the enemy is doing.
here’s where you failed to understand. im not trying to make them the same. im trying to bring them more in line with each other so that way one faction doesn’t have such overpowered mechanics over the other. why should the banished have such powerful cloaking abilities that the UNSC can hardly fight against? there watchtower on the base doesn’t even work. and the Detection range on detect units are abysmal. making Cloak so powerful as it is. that by the time you send in a detect unit its going to die fast since the things are always so fragile.
Cloak is absolutely not fine.
So even though the humans are FAR more powerful than banished, you want banished weakend even more? Head to head, Marines destroy grunts. Grizzly tanks destroy wraith. Hornets destroy banshees. The ground troops of humans are far stronger than banished group forces. Anders can produce 50 sentinals without even a unit building. Cutter gets ODST drop and another drop with a tank, Marines, and something else. The flying circle of condors is insane. And you’re complaining about cloaked units when all you need is 1 clocked detection unit? Last night I had an army of 20 banshees and 2 engineers. Went into 2 bases that were cloaked and the base was destroyed in no time. How about you don’t build 20 tanks and actually put a handful of detection units in with them? Why don’t we just make the banished completely useless and don’t allow them to even have an economy. The human turrets shred compares to banished. Banished are less powerful in almost every category. God forbid they have 1 positive over the humans.
> 2541316932588271;16:
> So even though the humans are FAR more powerful than banished, you want banished weakend even more? Head to head, Marines destroy grunts. Grizzly tanks destroy wraith. Hornets destroy banshees. The ground troops of humans are far stronger than banished group forces. Anders can produce 50 sentinals without even a unit building. Cutter gets ODST drop and another drop with a tank, Marines, and something else. The flying circle of condors is insane. And you’re complaining about cloaked units when all you need is 1 clocked detection unit? Last night I had an army of 20 banshees and 2 engineers. Went into 2 bases that were cloaked and the base was destroyed in no time. How about you don’t build 20 tanks and actually put a handful of detection units in with them? Why don’t we just make the banished completely useless and don’t allow them to even have an economy. The human turrets shred compares to banished. Banished are less powerful in almost every category. God forbid they have 1 positive over the humans.
How dare you argue with people that probably spam forge there next post is going to be about how turrents are overpowered because 2 of them can fight off the jackrabbit rush lol its just not fair just like the kids crying about the glassing beam
<mark>This post has been edited by a moderator. Please do not post comments that are discriminatory in nature.</mark>
*Original post. Click at your own discretion.
> 2535425742458639;15:
> > 2533274821521504;9:
> > > 2535425742458639;3:
> > > > 2533274968042384;2:
> > > > is it really that hard to have a couple healing units or a sniper.
> > > > the only people this hurts is people who use mass of one vehicle or all ubers. Not to mention there is one detect unit in each building so its not that hard.
> > >
> > > its not a matter of how easy they are. its a matter of a broken mechanic that’s far too powerful. Why is it that only the banished are allowed to have Cloaked bases and units as well as the ability to arm all its turrets with all 3 Anti Unit add ons and the UNSC dont get any of that? Sure Nightingales can deploy smoke. but thats 1 unit on the uncs against what. 4 things the banish have to deploy Cloak?
> > > UNSC: 1
> > > Nightingale
> > > Vs
> > > Banished: 4
> > > Shroud.
> > > Cloaking Generator.
> > > Mass Cloak
> > > and The Final upgrade for the honor guard which permanently cloaks him might i add.
> > > 4:1 That’s not balanced.
> >
> > I keep telling people, having the 2 factions have the same units and the same amount of anything is DUMB atop suggesting this, if that was the case then why have 2 factions???
> > Most people are requesting CA/343 to add a third faction, and people complain about how are they different?
> > Both factions have different units and abilities for a reason, UNSC has Siege Turrets which are really difficult when the enemy is turtling.
> > Cloak is fine, just don’t spam your sentinels, fit in a couple nightingales in there. It’s a matter of COUNTERING what the enemy is doing.
>
> here’s where you failed to understand. im not trying to make them the same. im trying to bring them more in line with each other so that way one faction doesn’t have such overpowered mechanics over the other. why should the banished have such powerful cloaking abilities that the UNSC can hardly fight against? there watchtower on the base doesn’t even work. and the Detection range on detect units are abysmal. making Cloak so powerful as it is. that by the time you send in a detect unit its going to die fast since the things are always so fragile.
> Cloak is absolutely not fine.
Lol are you special ed the unsc is used twice as much as the banished if it was as powerful as you say it is the banished would be used more just because you group your entire army up in one big clump does not make it opens makes you a noob
> 2535425742458639;15:
> > 2533274821521504;9:
> > > 2535425742458639;3:
> > > > 2533274968042384;2:
> > > > is it really that hard to have a couple healing units or a sniper.
> > > >
> > > > the only people this hurts is people who use mass of one vehicle or all ubers. Not to mention there is one detect unit in each building so its not that hard.
> > >
> > > its not a matter of how easy they are. its a matter of a broken mechanic that’s far too powerful. Why is it that only the banished are allowed to have Cloaked bases and units as well as the ability to arm all its turrets with all 3 Anti Unit add ons and the UNSC dont get any of that? Sure Nightingales can deploy smoke. but thats 1 unit on the uncs against what. 4 things the banish have to deploy Cloak?
> > >
> > > UNSC: 1
> > >
> > > Nightingale
> > >
> > > Vs
> > >
> > > Banished: 4
> > >
> > > Shroud.
> > > Cloaking Generator.
> > > Mass Cloak
> > > and The Final upgrade for the honor guard which permanently cloaks him might i add.
> > >
> > > 4:1 That’s not balanced.
> >
> > I keep telling people, having the 2 factions have the same units and the same amount of anything is DUMB atop suggesting this, if that was the case then why have 2 factions???
> >
> > Most people are requesting CA/343 to add a third faction, and people complain about how are they different?
> >
> > Both factions have different units and abilities for a reason, UNSC has Siege Turrets which are really difficult when the enemy is turtling.
> >
> > Cloak is fine, just don’t spam your sentinels, fit in a couple nightingales in there. It’s a matter of COUNTERING what the enemy is doing.
>
> here’s where you failed to understand. im not trying to make them the same. im trying to bring them more in line with each other so that way one faction doesn’t have such overpowered mechanics over the other. why should the banished have such powerful cloaking abilities that the UNSC can hardly fight against? there watchtower on the base doesn’t even work. and the Detection range on detect units are abysmal. making Cloak so powerful as it is. that by the time you send in a detect unit its going to die fast since the things are always so fragile.
>
> Cloak is absolutely not fine.
The UNSC has the Nightingale. If you get, say, four of them out at once, they can HEAL EACH OTHER. This makes them by no means fragile. There is also two detect units for the UNSC whereas the Banished have one ghost. And when did this become about the UNSC vs the Banished? As if the banished doesn’t have to deal with cloak as well.
I honestly don’t get this argument. I have beat many cloaked bases and units. You simply need knowledge of base layout on a map and a few detect units to completely destroy a cloaked base.
Bringing them in line with each other pretty much translates to making them the same. No thanks.
The only time I’ve EVER been screwed by a cloaked base was this time I was desperate and tried to cheese my way with an army of Banshees hahaha.
I lost that game.