What Can HW2 Learn from Kane's Wrath?

Here is a list of what I believe Command and Conquer 3: Kane’s Wrath can teach HW2.

More units: I love HW2’s simplified unit list, but sometimes x4 for each building just doesn’t cut it. GDI has Mammoth Tanks, Predator Tanks, (Zone) Shatterers (hover tanks), Rig Battle Bases, and so many more vehicles that allow for more diverse combat. Ditto that for Nod and Scrin. On top of that, GDI, NOD, and Scrin all have two additional subfactions (9 total factions) that have specialized units (example: ZOCOM replaces Zone Troopers with Zone Raiders)

Not saying Halo Wars 2 has to copy this exact formula, but maybe Cutter should have specialized ODSTs from the main building that have Combat Tech and everyone else can have standard Marines (still keeping their upgrades, of course, but ODSTs lack Combat Tech making them arguably worse)

Free Build: This would break the game, so maybe Halo Wars 3? In other games, you can build your base ANYWHERE on the map.

Toxic Zones: In C&C, there are areas where your infantry can’t go unless they wear special armor (Tiberium Field Suits or Zone armor for GDI, Marked of Kane have a special troop with some kind of armor that allows them access to these areas) or unless you mine the area with Harvesters, or blow up the Tiberium with whatever you have. I’m not advocating for X, Y, or Z here, just the poison area effect.

Leader Powers: You know how Halo Wars 2 has the small problem of players turtling? In Command and Conquer, you can just drop a nuke on them (after 7 minutes, of course). The Ion Cannon is similar to Atriox’s Eradication, but more OP.

There are also some maps with tactical advantages that you can capture with an Engineer, such as EMP stations, defense turrets and mutant hovels. Halo Wars 1 did this as well, with Sentinel Factories and Mega Turrets on some maps.

Transports: 343 did good by adding in Pelican Transport, Mastadons, Teleport and Phantoms. But sometimes that just doesn’t cut it. The Hammerhead gunship is standard to all GDI factions, it can hold one infantry squad and can be used to quickly transport them. Nod has the Reckoner. Scrin has nothing, but can use wormholes.

I suggest letting the Nightingale have a troop bay upgrade. It lets Pelican Transport keep it’s use, but also makes it so you can transport a few troops to far places quickly.

I think the easiest way to make more units available without making the wheel menu too crowded is to use the same mechanism for leader powers: A buys, Y upgrades.

So you could have it so the wheel has up to 8 units. And the A button queues this unit to be built, and the Y button purchases that unit’s upgrade.

> 2533274821521504;2:
> I think the easiest way to make more units available without making the wheel menu too crowded is to use the same mechanism for leader powers: A buys, Y upgrades.
>
> So you could have it so the wheel has up to 8 units. And the A button queues this unit to be built, and the Y button purchases that unit’s upgrade.

That seems like a good idea. I would take it one step further.

Instead of X, Y, Z, clicking on the (X) menu would open a submenu to your X.

Tanks would have Scorpions, Hannibal Scorpions, Colossus/Grizzly and perhaps a new variant.

Core Vehicle could have Standard, Troop Transport and Gauss (Kinsano’s would take spot 4, her exclusive, Johnson’s Mantis would apply to this as well)

Artillery menu could get Rhinos (higher damage to shields, less splash damage), Cobras and another.

AA menu would have Wolverine and Rocket Hogs.

Hellbringers could come in three styles: Standard, Advanced (requires fully upgrade HBs, these would have access to Flash Bangs) and Fire Tossers (think: the incinerator from Fallout 3/NV)

Snipers could include the standard and a railgun (+ damage to flying vehicles?) armed variant.

Anti Vehicle could be Cyclops, Hannibal Cyclops (longer range+ better damage at the cost of speed and extra pop) and a Kinsano exclusive Flame Cyclops (not as powerful as her own, of course. This would be a Building Killer)

Core Air would get Falcons, Hornets and Wasps.

Support Air would get Transport Gales (only one healing drone, but can transport units and detect stealth), Gales and a new unit that uses flares to shoot down projectives (take that, Shroud!)

Heavy Air, of course, would include Pelican Gunships (Sgt Forge style), Assault Pelicans (Halo 4 style) and Vultures.

Marines would get themselves, ODSTs and perhaps CQC/shotgun marines?

I could make a Covenant list if you like. This way keeps things organized.