Hey, I like shipmaster, a lot. I used to play him back when I didn’t suck at Halo wars.
I may suck now, but I do think I have a pretty good feel as to what made shipmaster good, and what could potentially make him useable again.
Anyways, shipmaster rose to the top of the ladder do to the unique circumstances of the Locust. Being the most mobile leader in the game- and by a lot- he was able to very effectively kite with Locusts and operate hit and run attacks. His ability to teleport in, quickly melt a base with his OP locusts, and teleport out was what largely made him top tier. However, mobility was all he really had. Shippy can’t directly engage units; he has no real army buffs and very mild offensive powers. As a result, when he could no longer melt a base with hit and run, he started to fall apart. Hit and run isn’t nearly as effective when you can’t easily net base kills. This isn’t a problem, that was OP as hell, but it is the fundamental problem behind shipmaster right now. Just buffing his teleports (which would still be nice, teleport feels pretty worthless with such small range now) won’t fix this flaw.
So, how can we “fix” him? I think the answer lies in his passives and lesser-used powers. Namely, raid, advanced cloaking, and mass cloaking. Shipmaster’s description says he favors cloaking tactics and rapid assaults against his foes, why not focus on that?
Now, analyzing those powers, one at a time.
Raid
Banished raid is weird. It doesn’t feel like it does a whole lot on tier one and 2- in fact, it feels like a recon training that takes two leader points and slightly buffs cap speed (so, it’s pretty useless). Cutter’s raid is great because it lets him kite and enables his troops to have very high mobility. Banished raid has this same effect- but on tier three. With 3 points invested into this power, it suddenly becomes amazing- the speed buff to Wraiths and Marauders allows effective kiting and actual rapid assaults against enemies. I feel like if these speed boosts were moved down a tier, so their current speed is maybe added on point 2, the ability would be an absolutely amazing pickup. It’d be cool to use.
Advanced Cloaking
This has pretty much the same problem as raid. When maxed, it provides some really useful and unique buffs- longer cloak times across the board and bigger shroud fields are amazing. But again, it feels like it does nothing on T1. Slightly cheaper shrouds and cloaking generators? …yay? At most you save 500 supplies with this pickup if you’re building a ton of cloaking gens. There are better uses for that point. If the increased cloaking fields and times were on T1 as well as T2, that’d make this a very fun power to use.
mASS Cloaking
Buffing this power would not only help shipmaster, but also Arbiter. It was mentioned that Arbiter may need a buff after he takes a nerf to compensate, and buffing this power would help both him and Ship. As it stands, Mass Cloaking provides very little benefit. It’s duration is short, and it’s siphon is hardly noticeable. The speed boost is really the most useful thing about it, since it’s basically and ultimate and at that point in the game any army will have detection mixed in. If you were to increase it’s duration and the health siphon, it would provide an actual army buff to allow Shipmaster to take engagements with other buffed armies. Also, if Advanced cloaking affected this power’s duration (which it already might?) and Mass cloaking was strong, it would provide even more incentive to pick up Advanced cloaking.
So, ye. That’s what I got. IDK if anyone will agree, but I think these would be meaningful changes to make shipmaster both fun to use and competitively viable.