So I have been playing the Halo Wars 2 Beta for about 5-8 hours and at first I couldn’t understand what the hell I was doing and how to get steamrolled… by marines and infantry. I went onto these forums to get some questions answered about tech levels and after I got the answer I didn’t really get why, not at first. I played more as Cutter and went in not trying to win but just to understand the tech leveling. After a few games I learned a few things that drastically improved my enjoyment and my skill level (they are likely correlated).
Acquiring more bases from the first moment in the game is crucial, and unfortunately my teammates never took the second base right away but considering its only been out for a day and I only barely got the hang of things myself its really no ones fault. Next, the base building management is basically CRUCIAL to winning and I also realized you want a 1:1 ratio of generators to supply pads to actually consistently be able to do things. Whenever the ratio got more than 1.5:1 in either direction my whole flow ceased within a minute. This in my opinion is GREAT!!!
Everyone hates rushers and with this, someone trying to spam some units out as fast as possible won’t get anywhere due to running out of resources very quickly, and since they are rushing they often have low generator counts (a supply to generator ratio of over 2:1) and so often become fodder within a few minutes from a player who actually researched logistics a few times and upgraded their units. Now you have a rusher with a half–Yoinked!- army that is both weaker and less capable of being replenished. So even if the rusher captures more than half the domination points and holds them for the majority of the game you can still win EASILY. I in fact did the past 4-5 games once I figured this all out.
So again, I just wanted to point out Creative Assembly basically killed rushing as a viable strategy in any way shape or form because we already know how Halo Wars had rushing like crazy. Thanks guys.
Also, a final few tidbits that I wanted to say about this new Captain Cutter (I fear he may become OP compared to other UNSC but I obviously don’t know what the other leaders will be yet so I can’t really say anything)
His dropping ability is great due to the variety and how you now have to think which drop may be useful and needed, or else you may waste it.
The MAC, although it is really buggy, is possibly a little too weak in power but basically it feels mostly balanced.
3.The ODST’s seem a little too weak compared to marines and they aren’t even upgradeable aside from the barracks infantry upgrades.
That is all my thoughts really on Halo Wars and UNSC and I really am impressed. UI, controls, and general responsiveness of the control is pretty bad, but that stuff is easily fixable. The gameplay is good, and for that Creative Assembly you have my thanks.
Its not rush proof. I tried 5 games, and everyone who had the covenant on their side won. They literally send half their starting units to the first point and keep going. in my second game, while I was still trying to understand the tech, I was rushed and my team lost. there was nothing left to do by the time we had units ready for anything. Also the covenant heavily outnumber the UNSC starting troops giving them a disadvantage. 10 grunt squads and a chopper vs 5 marine squads and a warthog seems too unfair.
Domination gives you a full base with turrets and a unit count of 20/60 to start. That’s the main reason why rushing isn’t viable as a strategy. Because you’d simply lose all of your units early game and be at a massive disadvantage.
And the resource costs for upgrades are high. Costs 450 supplies to upgrade reactor… 100 power to upgrade supply pad. It is obvious that you should have a fully upgraded resource building ratio of 3:2 because you are always constantly building units but not using as much power.
3 supply pads for every 2 Reactor.
That is all I have to say… and something tells me it’s not entirely relevant to what you just said.
> 2533274956086815;4:
> Domination gives you a full base with turrets and a unit count of 20/60 to start. That’s the main reason why rushing isn’t viable as a strategy. Because you’d simply lose all of your units early game and be at a massive disadvantage.
>
> And the resource costs for upgrades are high. Costs 450 supplies to upgrade reactor… 100 power to upgrade supply pad. It is obvious that you should have a fully upgraded resource building ratio of 3:2 because you are always constantly building units but not using as much power.
>
> 3 supply pads for every 2 Reactor.
>
> That is all I have to say… and something tells me it’s not entirely relevant to what you just said.
3:2 is equivalent to the 1.5:1 ratio I was talking about it earlier. Once I get past that the ratio in either direction I start having scarcity issues with power. Although late game you don’t really need too many generators. Actually thinking about it now, I would say starting 1:1 is good then slowly increasing the ratio (favoring the supply pads throughout the game).
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> Its not rush proof. I tried 5 games, and everyone who had the covenant on their side won. They literally send half their starting units to the first point and keep going. in my second game, while I was still trying to understand the tech, I was rushed and my team lost. there was nothing left to do by the time we had units ready for anything. Also the covenant heavily outnumber the UNSC starting troops giving them a disadvantage. 10 grunt squads and a chopper vs 5 marine squads and a warthog seems too unfair.
Really? I had gone against covenant and won with two UNSC or UNSC and Covenant a couple times now. I literally just played a game between now and my initial post and we won against one Covenant and UNSC leader team. I’ll be honest, in that I have only been playing UNSC (just until I feel comfortable with the game mechanics) and I actually see UNSC as already incredibly powerful. Also, in this game I haven’t seen anyone rush with just their initial army. Usually they send a lot more infantry and hornets if they are UNSC or just infantry if Covenant.