HP (per squad member) increased +9% - DPS increased +24% - Velocity increased +9% - Combat Tech Engineer HP increased +25% - Combat Tech Engineer DPS increased +57% - Veterancy requirements increased by 25% to compensate for improvementsI’m slightly worried about this buff. Not sure how it’s going to effect Banish v UNSC matchups. Since now Engineers cost power I think it’ll be difficult to chose between grunts+engineers and not being up to par, or scouts and get rinsed against grenades.
I’m aware of the mines rework, which I’m really thankful for, so I guess this will even this out.
> 2533274821521504;1:
> Marines - HP (per squad member) increased +9% - DPS increased +24% - Velocity increased +9% - Combat Tech Engineer HP increased +25% - Combat Tech Engineer DPS increased +57% - Veterancy requirements increased by 25% to compensate for improvementsI’m slightly worried about this buff. Not sure how it’s going to effect Banish v UNSC matchups. Since now Engineers cost power I think it’ll be difficult to chose between grunts+engineers and not being up to par, or scouts and get rinsed against grenades.
>
> I’m aware of the mines rework, which I’m really thankful for, so I guess this will even this out.
>
> Thoughts?
I think this change will definitely change UNSC openers. But I think it will be slightly offset by ram changes (single cast, reflect changes) and the grunt line you mentioned. I’ve only done a single pass on the patch notes though so we’ll see!
Think Cutter will rise back up in the tier rankings?
> 2535447531087970;3:
> > 2533274821521504;1:
> > Marines - HP (per squad member) increased +9% - DPS increased +24% - Velocity increased +9% - Combat Tech Engineer HP increased +25% - Combat Tech Engineer DPS increased +57% - Veterancy requirements increased by 25% to compensate for improvementsI’m slightly worried about this buff. Not sure how it’s going to effect Banish v UNSC matchups. Since now Engineers cost power I think it’ll be difficult to chose between grunts+engineers and not being up to par, or scouts and get rinsed against grenades.
> >
> > I’m aware of the mines rework, which I’m really thankful for, so I guess this will even this out.
> >
> > Thoughts?
>
> I think this change will definitely change UNSC openers. But I think it will be slightly offset by ram changes (single cast, reflect changes) and the grunt line you mentioned. I’ve only done a single pass on the patch notes though so we’ll see!
>
> Think Cutter will rise back up in the tier rankings?
Yeah, I believe Cutter will be top tier at the very least. But the thing that makes me worry not so much is the further nerf on heavy infantry towards buildings.
Usually cutter was able to circle bases with upgraded cyclops and level the whole map without getting caught. It seems to me he will now need more flamers instead of cyclops, which in turn reduces his effectiveness against vehicles in direct encounters.
It should be fine. This should help the UNSC compete with Banished early game. Outside of Forge (whose getting nerfed too), there wasn’t really a UNSC presence compared to Banished. With flamers being upgraded, I don’t see any issues whatsoever. I am glad that Snipers are finally getting a buff though, as they should be more competitive with Rangers.
This concerns me tbh. Marines are already far better than grunts and can hold their own pretty well against banished scouts. Looks like we’ll have a meta with marine flamer spam and less Banished presence…
> 2533274978050668;8:
> This concerns me tbh. Marines are already far better than grunts and can hold their own pretty well against banished scouts. Looks like we’ll have a meta with marine flamer spam and less Banished presence…
This is what I’m afraid of, currently getting pre ranked flashbacks.
I think it’s justified. I don’t think T1 Marines will be too much of a change, it’s mainly for mid to late game I’m thinking. I believe they did this in effort to help the Unit Triangle, because infantry get crushed by air currently…
Think these changes are excessive. Look at the Heavy Grunts changes too… lol
Heavy Grunts
HP (of squad member) increased +33%
HP (of squad leader) increased +30%
HP (of My Plus One additional member) increased +40%
DPS of squad member/leader increased +30%/+35%
DPS of My Plus One additional member increased +125%
> 2535409067250374;10:
> I think it’s justified. I don’t think T1 Marines will be too much of a change, it’s mainly for mid to late game I’m thinking. I believe they did this in effort to help the Unit Triangle, because infantry get crushed by air currently…
>
> Think these changes are excessive. Look at the Heavy Grunts changes… lol
Heavy grunts require a raid camp, so their production is less spammable. And they were under performing enough that they didn’t justify a raid camp.
> 2533274821521504;1:
> Marines - HP (per squad member) increased +9% - DPS increased +24% - Velocity increased +9% - Combat Tech Engineer HP increased +25% - Combat Tech Engineer DPS increased +57% - Veterancy requirements increased by 25% to compensate for improvementsI’m slightly worried about this buff. Not sure how it’s going to effect Banish v UNSC matchups. Since now Engineers cost power I think it’ll be difficult to chose between grunts+engineers and not being up to par, or scouts and get rinsed against grenades.
>
> I’m aware of the mines rework, which I’m really thankful for, so I guess this will even this out.
>
> Thoughts?
Tech 2 vehicles will crush marines and now anti infantry are a lot better at fighting them so I’m not too worried yet but against banished I think you may be onto something, really don’t know yet so well just have to see.
> 2533274821521504;11:
> > 2535409067250374;10:
> > I think it’s justified. I don’t think T1 Marines will be too much of a change, it’s mainly for mid to late game I’m thinking. I believe they did this in effort to help the Unit Triangle, because infantry get crushed by air currently…
> >
> > Think these changes are excessive. Look at the Heavy Grunts changes… lol
>
> Heavy grunts require a raid camp, so their production is less spammable. And they were under performing enough that they didn’t justify a raid camp.
Heavy grunts are more spammable in the early game over marines but your eco will be trash. It might be worth it.
> 2533274802795356;13:
> > 2533274821521504;11:
> > > 2535409067250374;10:
> > > I think it’s justified. I don’t think T1 Marines will be too much of a change, it’s mainly for mid to late game I’m thinking. I believe they did this in effort to help the Unit Triangle, because infantry get crushed by air currently…
> > >
> > > Think these changes are excessive. Look at the Heavy Grunts changes… lol
> >
> > Heavy grunts require a raid camp, so their production is less spammable. And they were under performing enough that they didn’t justify a raid camp.
>
> Heavy grunts are more spammable in the early game over marines but your eco will be trash. It might be worth it.
That’s not true. If you have no eco you can’t spam them. If you use raid camps instead of supply pads then your eco will be trash, you can’t outspam a minibase marine build.
> 2533274821521504;14:
> > 2533274802795356;13:
> > > 2533274821521504;11:
> > > > 2535409067250374;10:
> > > > I think it’s justified. I don’t think T1 Marines will be too much of a change, it’s mainly for mid to late game I’m thinking. I believe they did this in effort to help the Unit Triangle, because infantry get crushed by air currently…
> > > >
> > > > Think these changes are excessive. Look at the Heavy Grunts changes… lol
> > >
> > > Heavy grunts require a raid camp, so their production is less spammable. And they were under performing enough that they didn’t justify a raid camp.
> >
> > Heavy grunts are more spammable in the early game over marines but your eco will be trash. It might be worth it.
>
> That’s not true. If you have no eco you can’t spam them. If you use raid camps instead of supply pads then your eco will be trash, you can’t outspam a minibase marine build.
How many minibases do you expect the unsc to have? Yap yap will just take the mini bases near you. Yap yap should be able to get more mini bases up before you. You will not out spam heavy grunts if you cant get 2+ minibases.
And I mean mid-late eco. You will have a hard time transitioning spamming heavy grunts.
> 2533274802795356;16:
> > 2533274821521504;14:
> > > 2533274802795356;13:
> > > > 2533274821521504;11:
> > > > > 2535409067250374;10:
> > > > > I think it’s justified. I don’t think T1 Marines will be too much of a change, it’s mainly for mid to late game I’m thinking. I believe they did this in effort to help the Unit Triangle, because infantry get crushed by air currently…
> > > > >
> > > > > Think these changes are excessive. Look at the Heavy Grunts changes… lol
> > > >
> > > > Heavy grunts require a raid camp, so their production is less spammable. And they were under performing enough that they didn’t justify a raid camp.
> > >
> > > Heavy grunts are more spammable in the early game over marines but your eco will be trash. It might be worth it.
> >
> > That’s not true. If you have no eco you can’t spam them. If you use raid camps instead of supply pads then your eco will be trash, you can’t outspam a minibase marine build.
>
> How many minibases do you expect the unsc to have? Yap yap will just take the mini bases near you. Yap yap should be able to get more mini bases up before you. You will not out spam heavy grunts if you cant get 2+ minibases.
>
> And I mean mid-late eco. You will have a hard time transitioning spamming heavy grunts.
Well, if you take so many minibases and put raid camps on them you’ll never get your investment back.
I love the Marines even more now, just got finished a few skirmish games against the AI. They really can be the backbone unit that Marines should be.
However they highlight the glaring flaws in their counterparts, the Grunt squads. Four Grunts and one Elite or Brute are not going to beat four Marines, even in the Halo FPS games, especially so with the Grunts wielding the simple Plasma Pistol. If they had Needlers maybe or if they had an extra Grunt or two by default then maybe…
> 2533274821521504;4:
> > 2535447531087970;3:
> > > 2533274821521504;1:
> > > Marines - HP (per squad member) increased +9% - DPS increased +24% - Velocity increased +9% - Combat Tech Engineer HP increased +25% - Combat Tech Engineer DPS increased +57% - Veterancy requirements increased by 25% to compensate for improvementsI’m slightly worried about this buff. Not sure how it’s going to effect Banish v UNSC matchups. Since now Engineers cost power I think it’ll be difficult to chose between grunts+engineers and not being up to par, or scouts and get rinsed against grenades.
> > >
> > > I’m aware of the mines rework, which I’m really thankful for, so I guess this will even this out.
> > >
> > > Thoughts?
> >
> > I think this change will definitely change UNSC openers. But I think it will be slightly offset by ram changes (single cast, reflect changes) and the grunt line you mentioned. I’ve only done a single pass on the patch notes though so we’ll see!
> >
> > Think Cutter will rise back up in the tier rankings?
>
> Yeah, I believe Cutter will be top tier at the very least. But the thing that makes me worry not so much is the further nerf on heavy infantry towards buildings.
>
> Usually cutter was able to circle bases with upgraded cyclops and level the whole map without getting caught. It seems to me he will now need more flamers instead of cyclops, which in turn reduces his effectiveness against vehicles in direct encounters.