Okay so I’ve been reading through the forums the past few days just to see what everyone wants to change and all that fun stuff. One of the most common things that I am seeing as a forum topic is the OP of the banished, AND leader abilities. So I mulled it over and thought how can we fix this without ruining the game with patches and balance changes with every DLC and Leader add on? And I got the answer after playing the first Halo Wars. What we NEED is the disruption bomb back in game on the UNSC side. It was honestly the one thing that could level the playing field between the sides. The Covenant/Banished were always a stronger force with leader powers that outmatched the UNSC, that’s why people play and pick them, if they didn’t have better abilities/powers than what was the point? But in the original Halo Wars you were given the option to use a disruption bomb to stop enemy and friendly abilities for a short while and leave it to the armies to dictate the winner. If this could be implemented again in Halo Wars 2 we may see a change in balance and leader power use by all players, while giving the UNSC players a chance to counter a barrage of Banished powers and abilities by using a bomb and rendering both sides powers useless in an affected area.
As a side note: I do prefer to play as the banished, so this isn’t coming from a guy that loves to play as UNSC and want to see the banished nerfed.
To be honest as much as I feel they can get spammed a bit, the disruption bomb isn’t the answer. What’s to stop me, a cutter player dropping a close air support on your base then using the d bomb?
I suggested an optional mode of picking a minimal amount of powers before starting (or Devs set it like hw1) and we play from there.
I think certain abilities just need longer cooldowns (Kinsano’s and Shipmaster’s specifically).
Otherwise, I actually think they’re pretty balanced. If you put enough pressure on your opponent and maintain map control, they probably won’t have enough resources for any major ones.
The disruption bomb really shouldn’t be brought back at this point. Whatever leader had it would be gamebreaking. Leader powers have all recieved pretty big nerfs at this point and aren’t that hard to deal with, you don’t need a special ability to do so.
in addition to the disruption bomb being added I think leader powers should affect all units including your own and teammates so you have to be careful in placing something like archer missles or inferno. like I could just inferno and trap your units in the inferno and I would take 0 damage because right now inferno doesn’t hurt friendly units.
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> Okay so I’ve been reading through the forums the past few days just to see what everyone wants to change and all that fun stuff. One of the most common things that I am seeing as a forum topic is the OP of the banished, AND leader abilities. So I mulled it over and thought how can we fix this without ruining the game with patches and balance changes with every DLC and Leader add on? And I got the answer after playing the first Halo Wars. What we NEED is the disruption bomb back in game on the UNSC side. It was honestly the one thing that could level the playing field between the sides. The Covenant/Banished were always a stronger force with leader powers that outmatched the UNSC, that’s why people play and pick them, if they didn’t have better abilities/powers than what was the point? But in the original Halo Wars you were given the option to use a disruption bomb to stop enemy and friendly abilities for a short while and leave it to the armies to dictate the winner. If this could be implemented again in Halo Wars 2 we may see a change in balance and leader power use by all players, while giving the UNSC players a chance to counter a barrage of Banished powers and abilities by using a bomb and rendering both sides powers useless in an affected area.
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> As a side note: I do prefer to play as the banished, so this isn’t coming from a guy that loves to play as UNSC and want to see the banished nerfed.