I am enjoying the balance of this game a whole lot since the last little patch. I just wanted input from everyone on the balance between warthogs and their counters. Does it feel spot on or do you think one of the two still needs a little adjustment?
I think the warthog cannon could still use a bit more DPS and the ram should be a little more effective against AV units. I’m talking very slight increases. I’m overall happy with the hog. I think the marauder needs a little bit more love though
> 2533274811590156;1:
> I am enjoying the balance of this game a whole lot since the last little patch. I just wanted input from everyone on the balance between warthogs and their counters. Does it feel spot on or do you think one of the two still needs a little adjustment?
I havent played as much as Wall, but I think warthogs are fine and that hunters need a either a small speed buff or a very slight damage buff. This is just nitpicking tho
I think they need a cost reduction in blitz. I’m talking like Warthhog 40 and marauder 50
As much as warthogs are one of the go to UNSC units right now, I really don’t think a buff is necessary. I think they’re in very good place right now.
I actually feel that anti-vehicle (hunters/cyclopes) could use a slight damage buff versus Warthogs. I think they have been perhaps to over-nerfed.
Still need to fully test but hogs seem good in many scenarios and I worry a bit that they might be able to beat their counters, but I haven’t had the chance to fully test it out. I’m confident though that the hogs don’t need a buff.
When I initially proposed a hog buff I wanted 10% dmg and 10% speed, as long as the 10% doesn’t let them beat their counter it should be ok. I still need to test flamehogs as well because they had a lot of health already and 10% more health would make them extremely tanky.
Marauders are bad on T2 but with thick hide they are ok’ish. They still need more damage and the T2 version could use a little more health. I would recommend just moving some of the health from thick hide onto the base health of the unit so it has more health on T2 but the same total with thick hide.
The warthogs lose building dmg when you upgrade them to gauss. They also do less dmg vs marines with gauss. They performed slightly better vs cyclops with guass and better vs vehicle with gauss.
while warhogs are great, their banished counter is actually quite weak for rush as you need beam upgrade for them to actually be effective but thats tec 3 and marauders are not as good as warhogs.
In my opinion the game is quite balanced and I doubt that any more major patches will come out because of that. A lot of people say that with Awakening The Nightmare the game will soon die off but in my opinion this game has a very long time until it reaches the end of it’s life cycle but that’s for a different post. What I’m saying is that there may be a few small patches here and there but I’m pretty sure that from now on there won’t be any more game changing patches. In my opinion, however, there are a few tiny changes I’d like them to make to a few of the units. But I wouldn’t be hurt or upset if they didn’t do any of my recommendations.
- Hell Bringer’s and Their Counter:
This one is probably the one I want most changed. Maybe make them do a bit less against buildings because right now that’s the go-to opener for UNSC. But I’d also like the scout units(Jackrabbit, Chopper, Ghost) to be better, right now they are pretty weak and need to be better against anti-infantry units. But that’s just my opinion so take it as you will.
- Marauders and Wraiths:
So is it just me or do I never find myself training wraiths or marauders in the late game. Specifically wraiths. I don’t know why but wraiths just don’t do enough damage and don’t have enough health. Whenever I’m UNSC I usually have an army of scorpions or even just some because of their “Y” ability and their overall damage and health. So being banished, the counterpart to scorpions is wraiths but they just don’t stack up. I don’t know how to fix them, maybe a health and damage boost but that’s just me. And marauders just don’t do good against infantry. Their upgrade does help but still they do need a bit of help becoming viable again.
- Protector Sentinels:
I have made TONS of post based on this and if you’ve seen them then you know exactly what I’m going to say. They are flying tissue paper. Whenever I go up against a Andres I’m never worried. They lose to everything. I went up against an Andres recently(I’ve been trying out Voridus and currently am working on a Jump Pack Brute rush for him) so I did my usual thing of a brute rush with a couple of grunts and I was a bit slow since I’m still developing the rush. So I had about ten grunts and the rest jump pack brutes. I went after the Andres only to see a gigantic army of upgraded sentinels. Instead of backing down I was stubborn and so I ordered the brutes to attack the base while my grunts (keep in mind it was only ten) killed all of the sentinels. Ten grunts is all it took. They are like flying locust. Good against buildings but that’s it. Nothing else. I want to do an army of protector sentinels. But I just can’t. It is just too impractical and is overall a bad idea. I’d love a health/damage increase to these little guys.
P.S. I don’t think Andres is a bad leader. I love to play her for her kodiak capabilities. It’s just her sentinels that need a rework.
- Armory and Cost:
Investing in a hero was already a very risky and very costly investment early game. But at least the war council/armory didn’t cost much. But now it cost supply and power? All that I ask is to remove it costing power. It just isn’t needed.
- Elite Ranger’s Tech 2 Weakness:
Ok, for the UNSC you get two anti-infantry units right off the bat at tech 1. For the first 7-15 minutes of the game infantry is all you have available to you. So why in the world does the banished not only have one anti-infantry unit but it comes at tech 2? By the time you get to be able to train this unit everyone would’ve moved on to vehicles. Ok, yeah, suicide grunts are an anti-infantry and I admit when the enemy isn’t paying attention and you have enough of them they can wipe entire armies. However no matter what they are going to die(Hence the “Suicide” part of their name) so you’ll lose population no matter what. Plus if they even get hit before they reach the target they do no effect making them a waste to train. Plus they are pretty costly for early game standards so it’s not like you’ll have enough of them to mass an enemy’s entire army. Though I will admit it is TONS of fun to train full pop suicide grunts and watch them melt anything, though impractical.
- Give Johnson Some Love:
So I don’t know if it’s because I’m bad at the game or what but Johnson’s mechs need something, anything, to make them viable again. First the mantis are pretty ok but they could use some work, I don’t know how though. They just seem pretty weak right now. But that’s not what I wanted to talk about. The colossus are such a let down. While, yes, it is VERY cool to see these bad boys walking around the map, and a bit intimidating, that is pretty much it. When matched up against a scorpion they just barely win. And going up against a grizzly, which is the very thing they are supposed to counter, it loses. It has excellent range I’ll give it that and loads of health but the attack power is just pathetic. It does ok against infantry, it does somewhat good against vehicles. It’s bad against air(though that’s how it’s supposed to be so I’m ok with that.) but over all it is just weak. Remember how I said it has great range? It doesn’t have extra line of sight to use said range. It has the capability to shoot far but can’t see past the normal unit’s line of sight making it’s average range, well, average. It’s like an overpriced scorpion with a worse “Y” ability. And on the topic of the “Stomp” have you ever actually used it? You don’t want them in the front lines due to their terrible lack of close combat and the fact that they are good at range. But the stomp ability literally requires them to get up close and personal. I would’ve much preferred an “Y” ability like the scorpions only instead of a canister round it’s some charged up rail gun round that does bonus damage against vehicles. Johnson does have some pretty awesome leader powers but just like Andres if you see me playing him it’s not for his units.
That was all I could think of, any body else have anything else they’d like to add? Or perhaps critique what I had to say. Feel free to share.
(Keep in mind I am no pro and therefore have lots to learn and don’t know everything in the game. So some of the information may either be wrong or just out right invalid. So please keep this in mind before you ask questions or say things of the following: You are genuine trash, and, what planet do YOU live on? These all are statements/ questions I have gotten before and do not want to deal with again. So please keep the salt level to a minimum.)
> 2535431243595189;9:
> In my opinion the game is quite balanced and I doubt that any more major patches will come out because of that. A lot of people say that with Awakening The Nightmare the game will soon die off but in my opinion this game has a very long time until it reaches the end of it’s life cycle but that’s for a different post. What I’m saying is that there may be a few small patches here and there but I’m pretty sure that from now on there won’t be any more game changing patches. In my opinion, however, there are a few tiny changes I’d like them to make to a few of the units. But I wouldn’t be hurt or upset if they didn’t do any of my recommendations.
>
> 1. Hell Bringer’s and Their Counter:
>
> This one is probably the one I want most changed. Maybe make them do a bit less against buildings because right now that’s the go-to opener for UNSC. But I’d also like the scout units(Jackrabbit, Chopper, Ghost) to be better, right now they are pretty weak and need to be better against anti-infantry units. But that’s just my opinion so take it as you will.
>
> 2. Marauders and Wraiths:
>
> So is it just me or do I never find myself training wraiths or marauders in the late game. Specifically wraiths. I don’t know why but wraiths just don’t do enough damage and don’t have enough health. Whenever I’m UNSC I usually have an army of scorpions or even just some because of their “Y” ability and their overall damage and health. So being banished, the counterpart to scorpions is wraiths but they just don’t stack up. I don’t know how to fix them, maybe a health and damage boost but that’s just me. And marauders just don’t do good against infantry. Their upgrade does help but still they do need a bit of help becoming viable again.
>
> 3. Protector Sentinels:
>
> I have made TONS of post based on this and if you’ve seen them then you know exactly what I’m going to say. They are flying tissue paper. Whenever I go up against a Andres I’m never worried. They lose to everything. I went up against an Andres recently(I’ve been trying out Voridus and currently am working on a Jump Pack Brute rush for him) so I did my usual thing of a brute rush with a couple of grunts and I was a bit slow since I’m still developing the rush. So I had about ten grunts and the rest jump pack brutes. I went after the Andres only to see a gigantic army of upgraded sentinels. Instead of backing down I was stubborn and so I ordered the brutes to attack the base while my grunts (keep in mind it was only ten) killed all of the sentinels. Ten grunts is all it took. They are like flying locust. Good against buildings but that’s it. Nothing else. I want to do an army of protector sentinels. But I just can’t. It is just too impractical and is overall a bad idea. I’d love a health/damage increase to these little guys.
> P.S. I don’t think Andres is a bad leader. I love to play her for her kodiak capabilities. It’s just her sentinels that need a rework.
>
> 4. Armory and Cost:
>
> Investing in a hero was already a very risky and very costly investment early game. But at least the war council/armory didn’t cost much. But now it cost supply and power? All that I ask is to remove it costing power. It just isn’t needed.
>
> 5. Elite Ranger’s Tech 2 Weakness:
>
> Ok, for the UNSC you get two anti-infantry units right off the bat at tech 1. For the first 7-15 minutes of the game infantry is all you have available to you. So why in the world does the banished not only have one anti-infantry unit but it comes at tech 2? By the time you get to be able to train this unit everyone would’ve moved on to vehicles. Ok, yeah, suicide grunts are an anti-infantry and I admit when the enemy isn’t paying attention and you have enough of them they can wipe entire armies. However no matter what they are going to die(Hence the “Suicide” part of their name) so you’ll lose population no matter what. Plus if they even get hit before they reach the target they do no effect making them a waste to train. Plus they are pretty costly for early game standards so it’s not like you’ll have enough of them to mass an enemy’s entire army. Though I will admit it is TONS of fun to train full pop suicide grunts and watch them melt anything, though impractical.
>
> 6. Give Johnson Some Love:
>
> So I don’t know if it’s because I’m bad at the game or what but Johnson’s mechs need something, anything, to make them viable again. First the mantis are pretty ok but they could use some work, I don’t know how though. They just seem pretty weak right now. But that’s not what I wanted to talk about. The colossus are such a let down. While, yes, it is VERY cool to see these bad boys walking around the map, and a bit intimidating, that is pretty much it. When matched up against a scorpion they just barely win. And going up against a grizzly, which is the very thing they are supposed to counter, it loses. It has excellent range I’ll give it that and loads of health but the attack power is just pathetic. It does ok against infantry, it does somewhat good against vehicles. It’s bad against air(though that’s how it’s supposed to be so I’m ok with that.) but over all it is just weak. Remember how I said it has great range? It doesn’t have extra line of sight to use said range. It has the capability to shoot far but can’t see past the normal unit’s line of sight making it’s average range, well, average. It’s like an overpriced scorpion with a worse “Y” ability. And on the topic of the “Stomp” have you ever actually used it? You don’t want them in the front lines due to their terrible lack of close combat and the fact that they are good at range. But the stomp ability literally requires them to get up close and personal. I would’ve much preferred an “Y” ability like the scorpions only instead of a canister round it’s some charged up rail gun round that does bonus damage against vehicles. Johnson does have some pretty awesome leader powers but just like Andres if you see me playing him it’s not for his units.
>
> That was all I could think of, any body else have anything else they’d like to add? Or perhaps critique what I had to say. Feel free to share.
>
> (Keep in mind I am no pro and therefore have lots to learn and don’t know everything in the game. So some of the information may either be wrong or just out right invalid. So please keep this in mind before you ask questions or say things of the following: You are genuine trash, and, what planet do YOU live on? These all are statements/ questions I have gotten before and do not want to deal with again. So please keep the salt level to a minimum.)
I can understand why rangers are tec 2 as they are better in most senarios compared to snipers with the only flaw being range and no specialized upgrades.
T3 Marauders > T3 Hogs >T3 Flame Hogs
> 2533274872304397;11:
> T3 Marauders > T3 Hogs >T3 Flame Hogs
Hindsight is 20/20. All of these posts are from before metaloid tested out and found that marauders are broken. I think everyone is now aware of how Thick Hide marauders are. No point in reviving an outdated thread for that.
> 2533274811417927;7:
> The warthogs lose building dmg when you upgrade them to gauss. They also do less dmg vs marines with gauss. They performed slightly better vs cyclops with guass and better vs vehicle with gauss.
The gauss upgrade increases DPS but reduced rate of fire, making them better against higher pop units (vehicles, cyclops) but worse off against low squad units like Marines, which is technically 4/5 soldiers bundled up as one unit. Guass meant lots of overkill per shot against infantry. But I thought they corrected for this a few patches ago. And it’s strange that they still lose building damage too. I’ll do some testing later.
> 2533274814970819;13:
> > 2533274811417927;7:
> > The warthogs lose building dmg when you upgrade them to gauss. They also do less dmg vs marines with gauss. They performed slightly better vs cyclops with guass and better vs vehicle with gauss.
>
> The gauss upgrade increases DPS but reduced rate of fire, making them better against higher pop units (vehicles, cyclops) but worse off against low squad units like Marines, which is technically 4/5 soldiers bundled up as one unit. Guass meant lots of overkill per shot against infantry. But I thought they corrected for this a few patches ago. And it’s strange that they still lose building damage too. I’ll do some testing later.
Thats’s a nice theory but it doesn’t explain the building damage issue. And they did fix the gauss vs basic infantry because it used to take 16 shots to kill one marine, but it still takes like 2 seconds longer to kill a marine with gauss than it does with gunner.