now that the sentinels got nerfed, I feel the games meta is FINALLY able to develop. I’m finally able to see actual strategies that didn’t involve a forge and Anders combo where forge rushes and keeps the enemy occupied then Anders gets sentinels boom game over after the first sentinel upgrade in less than 10 min. this game seems to have more options and different strategies than halo wars 1 did I’m actually seeing a variety of units which is the way the game is supposed to be. the only unit I feel doesn’t fit this current meta is the marines. but ill get to that in a min. I’m seeing people locust rush, I’m seeing people going wraiths for the first time I think I’ve ever seen in any halo wars game, I’m seeing wolverines actually useful again, and so much more. this game is growing and moving in the right direction theres just a couple things that still kinda suck like I still think the leader powers are a bit too much. some more than others cough cough cleansing beam cough cough. BUT the only real serious problem I see remaining is the marines and for such a basic unit its an extremely important and difficult thing to fix. they are still too strong I feel BUT I understand why they are like that. its so difficult to really balance these marines into this new game because if they are nerfed too hard the scouts run rampant and it would break the units in the game since no other unsc infantry unit can hit air and that would completely defeat the purpose of the rock paper scissor set up of this game. if we buff them more than they already have been there would cease to be a meta because the entire game would revolve around marine rushes and forge would reign supreme more so than he already is although thats debatable but still. what can we do about the marines because right now they are perfect for the mid to late game but the way they are set up, they are far too strong in the early game. you mix in a leader power like cutters infantry boost or kinsanos redline / hellcharge since its so cheap and available early they are unstoppable. so how can we possibly balance the marines? the only thing I can think of is possibly nerfing there damage to buildings specifically the grenades damage to turrets. everyone says to just build turrets but thats not enough once they get grenade. it only takes like 4 marine gernades to get a turret down to red bar health. so what can be done?
> 2533274813115252;1:
> now that the sentinels got nerfed, I feel the games meta is FINALLY able to develop. I’m finally able to see actual strategies that didn’t involve a forge and Anders combo where forge rushes and keeps the enemy occupied then Anders gets sentinels boom game over after the first sentinel upgrade in less than 10 min. this game seems to have more options and different strategies than halo wars 1 did I’m actually seeing a variety of units which is the way the game is supposed to be. the only unit I feel doesn’t fit this current meta is the marines. but ill get to that in a min. I’m seeing people locust rush, I’m seeing people going wraiths for the first time I think I’ve ever seen in any halo wars game, I’m seeing wolverines actually useful again, and so much more. this game is growing and moving in the right direction theres just a couple things that still kinda suck like I still think the leader powers are a bit too much. some more than others cough cough cleansing beam cough cough. BUT the only real serious problem I see remaining is the marines and for such a basic unit its an extremely important and difficult thing to fix. they are still too strong I feel BUT I understand why they are like that. its so difficult to really balance these marines into this new game because if they are nerfed too hard the scouts run rampant and it would break the units in the game since no other unsc infantry unit can hit air and that would completely defeat the purpose of the rock paper scissor set up of this game. if we buff them more than they already have been there would cease to be a meta because the entire game would revolve around marine rushes and forge would reign supreme more so than he already is although thats debatable but still. what can we do about the marines because right now they are perfect for the mid to late game but the way they are set up, they are far too strong in the early game. you mix in a leader power like cutters infantry boost or kinsanos redline / hellcharge since its so cheap and available early they are unstoppable. so how can we possibly balance the marines? the only thing I can think of is possibly nerfing there damage to buildings specifically the grenades damage to turrets. everyone says to just build turrets but thats not enough once they get grenade. it only takes like 4 marine gernades to get a turret down to red bar health. so what can be done?
Now what do you think about kinsano rabbit rush (redline) and locusts (being able to destroy cyclops)?
> 2533274820642782;2:
> > 2533274813115252;1:
> > now that the sentinels got nerfed, I feel the games meta is FINALLY able to develop. I’m finally able to see actual strategies that didn’t involve a forge and Anders combo where forge rushes and keeps the enemy occupied then Anders gets sentinels boom game over after the first sentinel upgrade in less than 10 min. this game seems to have more options and different strategies than halo wars 1 did I’m actually seeing a variety of units which is the way the game is supposed to be. the only unit I feel doesn’t fit this current meta is the marines. but ill get to that in a min. I’m seeing people locust rush, I’m seeing people going wraiths for the first time I think I’ve ever seen in any halo wars game, I’m seeing wolverines actually useful again, and so much more. this game is growing and moving in the right direction theres just a couple things that still kinda suck like I still think the leader powers are a bit too much. some more than others cough cough cleansing beam cough cough. BUT the only real serious problem I see remaining is the marines and for such a basic unit its an extremely important and difficult thing to fix. they are still too strong I feel BUT I understand why they are like that. its so difficult to really balance these marines into this new game because if they are nerfed too hard the scouts run rampant and it would break the units in the game since no other unsc infantry unit can hit air and that would completely defeat the purpose of the rock paper scissor set up of this game. if we buff them more than they already have been there would cease to be a meta because the entire game would revolve around marine rushes and forge would reign supreme more so than he already is although thats debatable but still. what can we do about the marines because right now they are perfect for the mid to late game but the way they are set up, they are far too strong in the early game. you mix in a leader power like cutters infantry boost or kinsanos redline / hellcharge since its so cheap and available early they are unstoppable. so how can we possibly balance the marines? the only thing I can think of is possibly nerfing there damage to buildings specifically the grenades damage to turrets. everyone says to just build turrets but thats not enough once they get grenade. it only takes like 4 marine gernades to get a turret down to red bar health. so what can be done?
>
> Now what do you think about kinsano rabbit rush (redline) and locusts (being able to destroy cyclops)?
I have never seen an army of locusts take out cyclops before. however there are definitely ways of stopping the locust rushes, for one take the power nodes thats an immediate halt to locusts, use early brutes or hell bringers to keep the vehicle depots down, and use leader powers a lot like the turret drop since locusts are pretty fragile.
Edit: I also forgot to mention certain leaders are the absolute BANE of the locusts existence. an un-upgraded atriox chosen can take out no joke like 5-7 locusts by himself with a tiny bit of help like a single engineer or a heal. same thing with forges hog and even the spartans except Alice her dps is too low with the chain gun but still.
I feel like we’re in a happy medium when it comes to infantry. But I think scout units need to be changed, I don’t know how, but they are unreasonably strong right now.
And I must say…
LOCUSTS ARE FINE
If the Locusts beat your Cyclops then there is something else going on. Either misuse of leader powers or poor positioning.
Turrets + Warthogs.
Brutes or snipers in the back of the base paired with some turrets stops any marine/hellbringers rush, marines are weak, the grenade throw is nerfed enough. The biggest mistake I seen is people building front turrets early game and those will die off early from a rush. Micro with your snipers and you will win keep the brutes towards the middle of your base or within turret range and you can successfully repel a marine rush. Immediately counter though the resources of a marine rush cripples an early tech. Only lost once against the rush bc I forgot anti vehicle infantry when kinsano warthogs came in.
> 2533274834199344;6:
> Brutes or snipers in the back of the base paired with some turrets stops any marine/hellbringers rush, marines are weak, the grenade throw is nerfed enough. The biggest mistake I seen is people building front turrets early game and those will die off early from a rush. Micro with your snipers and you will win keep the brutes towards the middle of your base or within turret range and you can successfully repel a marine rush. Immediately counter though the resources of a marine rush cripples an early tech. Only lost once against the rush bc I forgot anti vehicle infantry when kinsano warthogs came in.
I do agree with you this sounds like a solid strategy and I’m gunna try it next time but I still see marines being an issue though when mixed with leader powers like kinsanos hell charge and forges economy not being crippled because of his leader powers and even cutters units because of the infantry boosts but I’m definitely gunna try this out thanks for the input. ive been seeing people say brutes are as close to an anti infantry unit without the actual title of being anti infantry so I’m gunna try this out.