What is your thoughts on balance in the realm of deathmatch? What about in Blitz? Are there certain changes you would like to see to help make HW2 more balanced and fair for the plethora of leaders? Are there units you wish were better or think are too overpowered? Are certain unit costs too high/low on certain units you feel?
Common themes I have read are as follows.
Flamers damage taken from early scout units needs to be slightly higher. - Suicide grunts should trade with flamers. - Marauders don’t do enough damage overall for pop/resource cost.(This has been proven to not be accurate anymore). - Anti-air could be a little bit more effective vs. air. (Most believe Micro resolves this issue) - Colossus speed buff and/or reduction in cost. - Colony suffers heavily from not having teleport in being able to contend vs. other banished at high level play. - A new one of YapYap cannon fodder needing to have a higher resource collection rate. - Mega turrets I’ve heard are too cheap as well as not as effective as the scaling cost.What other things do you believe need to be touched on to help smooth out balance across leaders? Any leader specific units/leader powers?
P.S. - please be respectful to others opinions. If yours differs from someone - feel free to explain why you feel so and not “you don’t know because your bad” sort of mentality. Let’s keep it nice and civil.
how about unnerfing the spartans neural implant upgrade , they sort of need that 4 sec hijack to be viable late game, other than that maybe a slight buff to grunt goblins damage and increasing atrioxs invulnerability buffs by 1 and a half or 2 seconds
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> - Anti-air could be a little bit more effective vs. air.
Please no. In 1v1s this is not the case, and if you have a coordinated team it isn’t the case in team matches either! A buff to AA would be a nerf to all other air units as well.
I am in agreement with all the other changes though. One thing I might add is that it would be nice if Siege Turrets prices scaled as well. Currently we don’t see them too often because T1 is often where the game ends (Grenadier and Hellbringers see to that) but if you get to the mid/late game mass Siege Turrets is VERY hard to crack and leads to drawn out games.
As far as I can tell, Voridus is the biggest issue at the moment. His infusion overall is too powerful early game. Grenadiers have great damage but shouldn’t explode and leave infusion behind (at the very least not at T1 unupgraded). Engineers dropping infusion can currently melt away T1 units. Infusion should probably just be a debuff (like grunt Methane) until upgraded. It is overall just leagues ahead of similar abilities other leaders have.
The Spartans for the first three UNSC leaders are still underpowered and underused. Having their specific weapons as a T1 upgrade would help. Having hijack at T1 is still borderline useless.
Perhaps a speed buff for Reavers. They’re effective at killing air when in range, it’s just tough getting them there.
You covered most of the balance wish list items in your post. I’ll add more as I think of them.
I think Vordius’ is too strong currently. Ranked feels almost unplayable, because the goo lasts for so long and can do so much damage.
Scouts do need to do better against hellbringers.
Snipers should be faster than hellbringers. Also, they still seem to miss a lot of their shots.
Vultures could use something. I don’t see any reason to buy them right now. The are slow, die quickly, and don’t have the base-breaking ability that they used to.
Siege turrets should maybe stack in price, just like banished shields and mega turrets.
Johnson’s diggin in power just isn’t useful enough. He would benefit more from something like arc assembly, or just a cost reduction to mechs. Or, a cost reduction for their upgrades. The mechs are really great as all-around units, but it’s so tough to get Johnson to keep up until he has them. Also, lacking any drops can put him at a disadvantage.
Thats it off the top of my head. I’ll add more if I think of any.
> 2533274792014876;1:
> What is your thoughts on balance in the realm of deathmatch? What about in Blitz? Are there certain changes you would like to see to help make HW2 more balanced and fair for the plethora of leaders? Are there units you wish were better or think are too overpowered? Are certain unit costs too high/low on certain units you feel?
>
> Common themes I have read are as follows.
> - Flamers damage taken from early scout units needs to be slightly higher. - Suicide grunts should trade with flamers. - Marauders don’t do enough damage overall for pop/resource cost. - Anti-air could be a little bit more effective vs. air. - Colossus speed buff and/or reduction in cost. - Colony suffers heavily from not having teleport in being able to contend vs. other banished at high level play. - A new one of YapYap cannon fodder needing to have a higher resource collection rate. - Mega turrets I’ve heard are too cheap as well as not as effective as the scaling cost.What other things do you believe need to be touched on to help smooth out balance across leaders? Any leader specific units/leader powers?
>
> P.S. - please be respectful to others opinions. If yours differs from someone - feel free to explain why you feel so and not “you don’t know because your bad” sort of mentality. Let’s keep it nice and civil.
All of these sound excellent, except for one. The air VS. AA interaction is fine, in my opinion. I understand some players struggle against air, but the interaction itself is fine. I fear that if air suffers anymore direct/indirect nerfs, it will become useless.
As for other balance aspects;
-Something needs to be done about Siege Turrets. They’re far too cost effective, and can drag games on for faaaaaar too long. Making their cost scale in price, and/or adding a power cost could go a long way.
-Voridus’s infusion as a whole is simply far too powerful. At T1, it’s capable of wiping entire forces, and it’s just as bad for the rest of the game. I shouldn’t be able to wipe an entire army with six Engineers and a leader ability (Cataclysm).
-T3 heavy vehicles don’t ever feel worth it. I don’t know if they’re not strong enough or if AV is too effective against them, but they’re massively underperforming
-Johnson could reeeeeeeeally use ACC. assembly
-Pavium’s Reign of Fire’s cooldown is far too quick. For now powerful it is, it requires a quicker cooldown. Also, I don’t believe Reign of Fire should do so much damage to buildings
-Scout units need to brought back up a little bit. Currently, they feel rather useless
Things I would actually like to see. Jackrabits vs. Rush Units - This interaction is tough by virtue of what a scout is. We cant have scouts killing bases because then we get chopper and jack rabbit metas and no one likes that but they need to be effective enough that your T2 transition isn’t hurt too much because of your scout army. Rabbits need to be able to be snipe out flames in a marine flamer ball so a slight buff to damage against rush units would probably be the best. Infusion balanced - right now, the goo on the field for 2 minutes is just too oppressive in the early game. Voridus has a huge advantage with it, especially with his scout mine which is crazy cheep and no matter what, gives you the AOE, the really killer aspect of the leader power. Genadiers - linked with the goo, they do a lot of damage to all infantry units so added vulnerability to scouts might be nice when less death damage so ramming them is actually an option. Seige Turrets - There are easy to mass and they give too good denial of area to ground armies with no micro needed. I think a sharp supply increase per turret would be enough to handle this Heroes - 45 seconds is too long to get a hero out in the early game which is the best time to utilize them as units. They have kinda fallen out of play besides for maybe pavium, the chosen, and the Jerome mantis. I don’t think the power increase for the armory was necessary either. Investing in a hero is already such a huge commitment of power. The trade-off was that you are sacrificing your T2 for more map control. I think the grunt mine and infantry buffs would have been enough to bring the heroes in line DONT TOUCH AIR - Air is exactly where it needs to be. The only thing I would like to see is give normal banshees more room to compete with hornets. Air Serves an important role as the wild card in team matches and should be accounted for in strategy, not taken out of the equation Metaloid’s Fodder Buff - Fodder are really useless at picking up supply at the beginning. Marauders - They don’t do much damage for the amount of pop and supplies they cost. They either need to be tankier or need a DPS boos to compete as a mid game unit Melee Heroes - They need to be able to hit units while running so they can actually be useful and they need the execution animation turned off so that I don’t get swarmed when I lose control of my arbiter when its taking out a single marine Spartan Buff - The Vanilla Spartans still aren’t competing with other heroes, buffs to the Spartan slam and base DPS would help. They also need the their third upgrade to actually give them a faster hijack time. Colony - My favorite banished leader and my favorite hero unit need something to help them with mobility. A teleport would be very helpful for escaping an engagement or I would love to see a leader point that increases their base speed overall. Its okay to say not, its just wishful thinking.
rain of fires cooldown is ridiculously short needs to be longer.
gauss hogs need more base damage
vultures need more base damage
flamers are fine.
Goliaths need price increase.
Well I don’t know if this would change much but can we revert the enforcer nerf to their speed, as I saw people say the enforcer speed nerf was unnecessary.
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> how about unnerfing the spartans neural implant upgrade , they sort of need that 4 sec hijack to be viable late game, other than that maybe a slight buff to grunt goblins damage and increasing atrioxs invulnerability buffs by 1 and a half or 2 seconds
while i never used UNSC, i never overestimate them unless omega team. They are very unreliably weak with a decent y ability than can cause decent dps and jack vehicles but you can easily target them before they even take them.
> 2533274792014876;1:
> What is your thoughts on balance in the realm of deathmatch? What about in Blitz? Are there certain changes you would like to see to help make HW2 more balanced and fair for the plethora of leaders? Are there units you wish were better or think are too overpowered? Are certain unit costs too high/low on certain units you feel?
>
> Common themes I have read are as follows.
> - Flamers damage taken from early scout units needs to be slightly higher. - Suicide grunts should trade with flamers. - Marauders don’t do enough damage overall for pop/resource cost. - Anti-air could be a little bit more effective vs. air. - Colossus speed buff and/or reduction in cost. - Colony suffers heavily from not having teleport in being able to contend vs. other banished at high level play. - A new one of YapYap cannon fodder needing to have a higher resource collection rate. - Mega turrets I’ve heard are too cheap as well as not as effective as the scaling cost.What other things do you believe need to be touched on to help smooth out balance across leaders? Any leader specific units/leader powers?
>
> P.S. - please be respectful to others opinions. If yours differs from someone - feel free to explain why you feel so and not “you don’t know because your bad” sort of mentality. Let’s keep it nice and civil.
Quick question, just want to confirm, leaders/units/powers in Firefight follow the same specifications as those in multiplayer/deathmatch right? So there’s no way to adjust units separately for the two game modes? Anyone know about this? Maybe I’m just an idiot or it’s wishful thinking, but I think it’d be cool if some of the units/leaders/powers could be adjusted a little for firefight specifically…
P.S. Also, it’d be cool if some of the unique units in Blitz were available to certain leaders in firefight… Like lockdown scorpions, armored warthogs, extractor marines, bloodfuel locusts, ironclad wraith, etc…
> 2533274792014876;1:
> What is your thoughts on balance in the realm of deathmatch? What about in Blitz? Are there certain changes you would like to see to help make HW2 more balanced and fair for the plethora of leaders? Are there units you wish were better or think are too overpowered? Are certain unit costs too high/low on certain units you feel?
>
> Common themes I have read are as follows.
> - Flamers damage taken from early scout units needs to be slightly higher. - Suicide grunts should trade with flamers. - Marauders don’t do enough damage overall for pop/resource cost. - Anti-air could be a little bit more effective vs. air. - Colossus speed buff and/or reduction in cost. - Colony suffers heavily from not having teleport in being able to contend vs. other banished at high level play. - A new one of YapYap cannon fodder needing to have a higher resource collection rate. - Mega turrets I’ve heard are too cheap as well as not as effective as the scaling cost.What other things do you believe need to be touched on to help smooth out balance across leaders? Any leader specific units/leader powers?
>
> P.S. - please be respectful to others opinions. If yours differs from someone - feel free to explain why you feel so and not “you don’t know because your bad” sort of mentality. Let’s keep it nice and civil.
I agree with all. I do think direct anti air units needs some work.
I think Ultra Mines need to be looked at. It drops a slew of mines that can’t all be destroyed before they get armed and nuke an army. Placing Ultra Mines against an attacking force obliterates it. If they are working as intended, I think the damage needs to be lessened so it can’t take out half a unit pop in one un-telegraphed drop.
I really think that the game is generally in a great place balance wise compared to previous seasons, but there are certainly things that could be smoothed out. I’ll list them in order of importance:
Voridus goo is way too good, and lasts insanely long for how much damage it does. Going against a Voridus that knows what he’s doing isn’t even fun. I’ve had nearly a dozen Hellbringers taken out solely by infused engineers and a hero unit. Way to much combat utility from a support unit.
ANTI-AIR vs. AIR IS IN A REALLY GOOD SPOT AND MAKING ANTI-AIR BETTER WOULD ENTIRELY TAKE AIR OUT OF COMMISSION. I apologize for all caps but please reconsider altering this interaction. If you really feel the need to change this, avoid changing the DPS and maybe focus on reaver mobility or wolverine HP. Their damage is great though. Most people have problems against massed air, not air trickling in during the midgame. Massed air could be better dealt with if air units had slightly slower strafe speed or reavers had better mobility. I almost think a wolverine speed increase could help too, I typically play Kinsano and Redline II wolverines are quick as hell and keeping up with air is no problem, so maybe this could help in general.
2.5. That being said, Decimus Boundless Siphon Boundless Fury banshees are kind of insane and I see some reason for concern here. Not sure if others feel this way but I have a really hard time dealing with these.
Siege Turrets: It’s great that these and Kodiaks are now useful, however when massed they can artificially extend game length and take infantry and vehicles nearly out of the game, especially on certain maps. It’s impossible to walk a ground army up to a base without losing a good amount of your units, and this really encourage everyone to go into mass air, which could be a cause of people gripes with the abundance of players building air units in team games.
Somewhat in line with point 3, but I feel UNSC really struggles to close out the game due to the difficulty they have in taking out bases. Not sure how this is fixed, but I just feel like this season in particular I have more 50ish minute games that go that long simply because I can’t approach an enemy’s last base due to siege turrets/shields, and when I get there I don’t do enough damage to take it out completely. Locusts solve this problem for the banished.
Heroes: Very few heroes feel worth building in the early game due to the massive power investment they require. 100 power to build armory felt unneeded. Especially because some heroes only get usable once they get their first 300ish power upgrade.
I feel like the colossus needs a whole lot more than a speed buff. That’s the least of it’s problems. It needs a pretty big damage buff to even begin to become viable.
That, and if it’s range was as long as the description would leave one to believe, I feel like it’s speed would be a non-issue.
I’m having serious issues against UNSC. I have no idea how to beat them. Not sure if that’s due to flamers being too strong, but I haven’t completed the placements matches this season, I’m a little frustrated.
Besides that I think that:
Flamehogs are broken and need a nerf.
Mega Turret rounds should be able to be intercepted with Shrouds.
Some sort of siege turret nerf, an increase of cost a la shield gen would be nice.
Scout vehicles would be my number one request. Specifically, let them become the anti infantry option early game. As it stands now JR do next to no damage and choppers are in a similar spot minus ram.
They should be a good pick early because they have no ability to scale into the mid game unlike literally every other opener (grunts, heroes, infantry ball. Etc.) Your return on investment should be more than just buying yourself 5 more minutes until you die.
I know it would require a delicate balance. Make them too strong and Isabel will become queen of the Ark. Make choppers too strong and it’ll be S3 all over again.
But they shouldn’t be USELESS.
And this might be controversial but I would be in favor of making the power cost for the armory/war council 0 or 50. Hero openers require massive investment as is. They also received a pretty heavy build time nerf. The power cost was redundant.
Base Spartans, the heroes of cutter, Isabel, and Anders, need something. Anything, really. Perhaps allow their Y ability to lock on to infantry targets as well, eliminating the chance of missing. Their Y ability is FAR too telegraphed to also be a skillshot. Long windup + predictable travel arc + skillshot = really, really bad ability. In theory Spartans should be big right now, what with infantry balls being the name of the game. Y a group of marines/flamers and handle it from there. But it’s not an option with the massive investment to get to the unit and the ability being hogwash to begin with. I disagree with giving them their weapons on first upgrade. Again, Isabel would dominate. Alice ruins infantry and Douglas is solid as well.
Snipers miss an insane amount of shots. Unless the target is running in a straight line to or away from them, they are probably going to miss. Too expensive to be letting targets go like that.
Others have beat the Vordius/Infusion issue into the ground so I won’t jump on that too. All I ask is that you don’t nerf it too hard to the point of uselessness.
I’ll post more as I think about it and play a bit more this season as well.
> 2533274814970819;5:
> As far as I can tell, Voridus is the biggest issue at the moment. His infusion overall is too powerful early game. Grenadiers have great damage but shouldn’t explode and leave infusion behind (at the very least not at T1 unupgraded). Engineers dropping infusion can currently melt away T1 units. Infusion should probably just be a debuff (like grunt Methane) until upgraded. It is overall just leagues ahead of similar abilities other leaders have.
>
> The Spartans for the first three UNSC leaders are still underpowered and underused. Having their specific weapons as a T1 upgrade would help. Having hijack at T1 is still borderline useless.
>
> Perhaps a speed buff for Reavers. They’re effective at killing air when in range, it’s just tough getting them there.
>
> You covered most of the balance wish list items in your post. I’ll add more as I think of them.
have you ever used brute grenadiers there complete crap for its cost and damage
leave the gel damage alone