I tested this myself as atriox, I had an ai in skirmish build up his base while I had two other bases next to it go fully detector tower, and then with my leader powers alone I destroyed the base.
This was an easy ai, so unless easy makes it have lower health than usual, having the base itself go against my leader powers should at least let the base survive.
It had full turrets.
I used erradication, glassing beam, set a spirit dropship, used bulwark to heal the brutes and dmg the base, then used invulnerable to keep them alive and have the attack keep going, used more glassing, and destroyed the base itself with leader powers only.
If this doesn’t scream unsc bases need a buff, I don’t know what does.
Erradication and Inferno often take down any kind of base in one hit unless they’re fully upgraded (or have a shield generator), so, no, I don’t think bases need a buff.
> 2533274893350306;1:
> I tested this myself as atriox, I had an ai in skirmish build up his base while I had two other bases next to it go fully detector tower, and then with my leader powers alone I destroyed the base.
>
> This was an easy ai, so unless easy makes it have lower health than usual, having the base itself go against my leader powers should at least let the base survive.
>
> It had full turrets.
>
> I used erradication, glassing beam, set a spirit dropship, used bulwark to heal the brutes and dmg the base, then used invulnerable to keep them alive and have the attack keep going, used more glassing, and destroyed the base itself with leader powers only.
>
> If this doesn’t scream unsc bases need a buff, I don’t know what does.
> 2533274893350306;1:
> I tested this myself as atriox, I had an ai in skirmish build up his base while I had two other bases next to it go fully detector tower, and then with my leader powers alone I destroyed the base.
>
> This was an easy ai, so unless easy makes it have lower health than usual, having the base itself go against my leader powers should at least let the base survive.
>
> It had full turrets.
>
> I used erradication, glassing beam, set a spirit dropship, used bulwark to heal the brutes and dmg the base, then used invulnerable to keep them alive and have the attack keep going, used more glassing, and destroyed the base itself with leader powers only.
>
> If this doesn’t scream unsc bases need a buff, I don’t know what does.
I think it’s more along the lines of making the UNSC turrets better. The banished have cloaking and shield generators,and the UNSC have siege turrets,like come on,you can have a Kodiak that can’t move and has more range,or you can cloak and shield your base. Of course I’m gonna cloak and shield my base instead of making a long ranged turret. I’m thinking maybe a smoke thing that puts a field of smoke all around your base like the nightingale,this way you can see your base but it also cloaks it. And they can just add a UNSC version of the shield generator because they already experiment with shields through spartan armor.
> 2533274847730244;2:
> Erradication and Inferno often take down any kind of base in one hit unless they’re fully upgraded (or have a shield generator), so, no, I don’t think bases need a buff.
im talking about unsc bases,
Banished I see it as perfectly fine, you have a wide range of options, you could have a heavily protected main base for units with the shield,
or you could know they have cloak detect, so you replace it with another turret, or sensor tower
You could have a scouting base next to the enemy main that has full sensor tower in order to have greater leverage over the battlefield.
But unsc is just way too weak, and the only viable option is turrets for lackluster defense, and sensors for detecting.
The artillary is too expensive for early game, and doesn’t really do anything in late game except for killing scouts.
And the reason i don’t like this is because it forces them to compensate with units, and rushes are very much encouraged by every single unsc leader.
> 2535451029651955;4:
> > 2533274893350306;1:
> > I tested this myself as atriox, I had an ai in skirmish build up his base while I had two other bases next to it go fully detector tower, and then with my leader powers alone I destroyed the base.
> >
> > This was an easy ai, so unless easy makes it have lower health than usual, having the base itself go against my leader powers should at least let the base survive.
> >
> > It had full turrets.
> >
> > I used erradication, glassing beam, set a spirit dropship, used bulwark to heal the brutes and dmg the base, then used invulnerable to keep them alive and have the attack keep going, used more glassing, and destroyed the base itself with leader powers only.
> >
> > If this doesn’t scream unsc bases need a buff, I don’t know what does.
>
> I think it’s more along the lines of making the UNSC turrets better. The banished have cloaking and shield generators,and the UNSC have siege turrets,like come on,you can have a Kodiak that can’t move and has more range,or you can cloak and shield your base. Of course I’m gonna cloak and shield my base instead of making a long ranged turret. I’m thinking maybe a smoke thing that puts a field of smoke all around your base like the nightingale,this way you can see your base but it also cloaks it. And they can just add a UNSC version of the shield generator because they already experiment with shields through spartan armor.
maybe it can be a base upgrade that makes all power generators produce slightly more, and causes -Yoinking!- air pollution as a bi product XD
> 2533274847730244;2:
> Erradication and Inferno often take down any kind of base in one hit unless they’re fully upgraded (or have a shield generator), so, no, I don’t think bases need a buff.
Of coarse a tier one base it should happen to, but this was the enemy’s main base after 40 mins into the game.
I would agree. UNSC bases are absolute butter. Researching Fortification does help appropriately , but a non-upgraded base seems much too weak to start.
If an enemies army is at your base it’s usually game over. Turrets a at best a last line of defence? And need to be nerfed, cost less, less damage, less build time. Pretty much put up to stop a rush
> 2533274809201791;11:
> If an enemies army is at your base it’s usually game over. Turrets a at best a last line of defence? And need to be nerfed, cost less, less damage, less build time. Pretty much put up to stop a rush
But I didn’t use my army at all, that was the point of this experiment.
If an assault group is coming for a unsc hero, they can take their base out with leader powers alone.
With a banished base it takes 2 armies controlled by people who aren’t retarded to bring it down when you have your army there.
Basically a well protected banished base is it’s own stationary scarab that does less damage, but offers more range, meanwhile the unsc bases are scout mines without the cloak.
If you’re defending against an assault as the banished, you can put your units in the bubble shield and have it protect and cloak them, with unsc, you just have to deal with the assault by having a better force yourself when with banished a quarter army and an erradication can stop a 2 army assault,
and a full army with all leader powers can stop a 3 person assault.
This should in theory make them have to strategically go for your bases that your army isn’t at, and cripple your economy, and force you to one base where you hold out for as long as you can until you fall.