Things You Think Need To Be Nerfed Or Buffed

What Are Your Thoughts

Buff:
UNSC Vehicles (not Scorpions)
Vultures
Marauders
Nerf:
Choppers
Shield Generators.

I think a slightly infantry buff towards air would be prime. I also front Breezys ideas as well. Mostly shield timing during combat rather than stacking though.

> 2533274927740213;2:
> Buff:
> UNSC Vehicles (not Scorpions)
> Vultures
> Marauders
> Nerf:
> Choppers
> Shield Generators.

Vultures do not need a buff imo. Phoenix missile is incredibly strong

Banished infantry could use a buff against air. Not many banished infantry units can even fight air.

> 2533274931153795;4:
> > 2533274927740213;2:
> > Buff:
> > UNSC Vehicles (not Scorpions)
> > Vultures
> > Marauders
> > Nerf:
> > Choppers
> > Shield Generators.
>
> Vultures do not need a buff imo. Phoenix missile is incredibly strong

Phoneix missile is very strong (as it should be), the buff they need is in their health. They are just so easy to takedown, especially when compared to Banshees.

> 2533274931153795;4:
> > 2533274927740213;2:
> > Buff:
> > UNSC Vehicles (not Scorpions)
> > Vultures
> > Marauders
> > Nerf:
> > Choppers
> > Shield Generators.
>
> Vultures do not need a buff imo. Phoenix missile is incredibly strong

I think the Vulture buff means to make that nuke animation from the Beta comes back.

I’d like to see Wolves/Reavers do ‘yellow’ damage to infantry and bases (except Cyclops/Hunters). And have core infantry do ‘green’ damage against air when fully upgraded. This would reinforce the rock-paper-scissors combat, have anti-air be viable at countering after a mass air rush and give core infantry a purpose beyond node capture.

Buff warthogs, Johnson mechs, AA targeting and marauders.
Slight nerf to Colony’s health regen (his scarabs are wack).

Johnson’s mechs buff (Not his hero)

anti air HUGE BUFF

banshee nerf

base shield nerf

Kodiak buff

chopper nerf

Heroes buff (which is happening yay)

Buff engineers. Just because they’re cool af.

I personally think that things are good except for unsc kodiaks… they need better splash and damage… banshees need a small nerf and locusts are actually great! they just need a price change bc i think they’re too cheap THANKS FOR LISTENING

choppers nerf
banshee nerf
shield generator and timings nerf, built shield should not go up upon finish if base is in.combat.
ranger buff vs air
maruder/warthog buff
kodiak huge buff
siege turret maasive massive buff
im not opose to a infantry buff vs air

unsc nightinggirl moved to tech 1 pleaae engineers are op early on its not fair for unsc.

ghost buff
chooper nerf
jackrabbit buff

retriever sentinal please fix and buff
anders upgrades aentinels buff
ark defense massive damage buff
rnd buff moved to 2 points not 3

johnsons mech buff i love johnson its just that his stuff sucks loses to everything.

forge rolling economy moved to 1 point not 2, grizzilies massssssssssive bufffff please

  • Marauders need a slight health buff - Jackrabbits need a slight damage buff - Banshees need a nerf to their base damage and need to take up 4pop instead of 3. No clue whose genius Ideas it was to let a player have 40 of them -Yoink-… - Cyclops need a nerf to their base damage (this is never mentioned here, but an army of 15 with their upgrade can mow down a base) - Buff Anti-Air - Buff Hornets - Nerf Choppers. I’m tired of seeing triehards use the -Yoinks!- religiously and have the nerve to act like they’re elite players. - Nerf Decimus’s Vortex ability - Nerf Hunter’s Brand. Needs a longer cooldown - Buff ODST Drop. Needs an extra squad or 2 via additional leader points - Buff Grizzlies. - Buff Anders R&D. Needs to only take up 2 leader points - Buff Anders Ark Defense. Needs to do more damage - Buff The Retriever Sentinel. Needs a small Damage boost and Health boost - Buff Kodiaks - Buff every leader except for The HC and Atriox Chosen

unsc:
sniper buff - it shouldnt take 5 shots just to kill 1 grunt and it shouldnt miss half of its shots
jackrabbit - in order for all unsc to be viable, the jackrabbit needs to be the opener for unsc mirrors instead of marine because cutter beats all unsc infantry. jr buff
warthogs - these things are trash and need to be better
kodiak - pretty much useless, way too slow and not enough dps
grizzlies - need a buff, get overwhelmed by tanks atm
hornet - way too expensive and dont do nearly what they are supposed to. either make them cheaper or make them an all around better unit.

banished:
buff chopper
suicide grunt - slightly less splash damage
hunter - should become 4 pop instead of 5. cyclops are by far a better option than hunter
marauder - needs to get a price reduction as well as a big dps buff. right now it belongs in the trash
reaver - big rework to reaver. reduce the power to build them, make them 4 pop and reword the targeting so u dont waste all the volleys when fired.
shroud - should not be able to deflect sniper shots.

> 2535464478117019;15:
> banished:
> buff chopper

You’re kidding right?

> 2533274927740213;16:
> > 2535464478117019;15:
> > banished:
> > buff chopper
>
> You’re kidding right?

my bad i meant nerf, wrote it pretty quick

> 2535471149170617;14:
> - - Cyclops need a nerf to their base damage (this is never mentioned here, but an army of 15 with their upgrade can mow down a base) -

I agree with everything you said except for this. Their upgrade is a T3 upgrade, and 15 of any unit should mow down a base.

> 2535464478117019;15:
> unsc:
> jackrabbit - in order for all unsc to be viable, the jackrabbit needs to be the opener for unsc mirrors instead of marine because cutter beats all unsc infantry. jr buff
>
>
> banished:
>
> hunter - should become 4 pop instead of 5. cyclops are by far a better option than hunter

I agree with everything except for these 2 points. If you buff the jackrabbit, then essentially you are taking a backwards step in the meta. Yes, Cutter is able to get early game nodes, but he loses engagements because of the rest of his leader powers. For example, Johnson’s emp blast or colony’s tri-beam or Decimus/Atriox Siphon/invincibility (not sure of all their names) powers turn the tide in direct engagements early game. An early game smash like that can end The key to combating cutter early game is to be aggressive. The only thing he has is fast moving infantry… which is easy to stop.

Hunters are better than Cyclops in every way other than movement speed. I actually think they serve their purpose well and don’t need any adjustments.

Buff kodiacs dps and spread
Buff heros except Hunter Capitan and Atriox chosen
Buff hornets (cost too much for what they do)
Buff unsc turrets
Buff siege turrets dps and spread
Buff core infantry (for anti-air)
Buff Marauders
Buff and tweek Johnson’s leader powers (his turrets and towers should be dirt cheap after lp investment)
Buff Colossus (they don’t feel like special units, give them a specific purpose)
Buff mantis health (small)
Buff warthog health (small)
Buff anti-air
Buff grizzly (should be in line with Izzy shield tanks for that kind of money)
Give Forge the original rolling eco back

No more nerfs!!

> 2641843709998544;18:
> > 2535471149170617;14:
> > - - Cyclops need a nerf to their base damage (this is never mentioned here, but an army of 15 with their upgrade can mow down a base) -
>
> I agree with everything you said except for this. Their upgrade is a T3 upgrade, and 15 of any unit should mow down a base.

My 15 Grunts will DOMINATE your base!!!

I’m only joking, I do agree with you. The T3 upgrade (which is already freaking expensive) should reward you for getting that far.