Even the top level players just keep spamming them as if they were core units.
Nuff said.
NERF THEM MOAR!!!
i honestly dont think locusts need anymore nerfing maybe another small speed decrease and i mean small, the real problem lies with leader abilities mainly teleport along mobility of building killers in a game where all anti-vehicle units are slow as crap and small amounts of units do not have the dps output to defend multiple locations at once ile be making a more in depth post on changes that need to be made in my oppinon
> 2533274800158464;2:
> i honestly dont think locusts need anymore nerfing maybe another small speed decrease and i mean small, the real problem lies with leader abilities mainly teleport along mobility of building killers in a game where all anti-vehicle units are slow as crap and small amounts of units do not have the dps output to defend multiple locations at once ile be making a more in depth post on changes that need to be made in my oppinon
They should cost more population, do less damage to non buildings, and hunters need a speed boost. Teleports should also only work if you have vision.
Lol bro locusts have always been a specialty unit. If a specialty unit becomes a core must build unit? That’s a problem. Imagine the Kodiak becoming a MUST build unit… Not a specialty unit (siege unit) but a core half your pop is Kodiak because they are that good lol that would be a problem. Even tho Kodiak at least can’t shoot from a million range AND move. Just call it what it is man it’s no balanced HW2: revenge of the locusts. Cuz this was not a problem in HW1 where they were what they were supposed to be. A specialty unit put few throughout an actual army not a mobile artillery lmao
> 2533274829733449;3:
> > 2533274800158464;2:
> > i honestly dont think locusts need anymore nerfing maybe another small speed decrease and i mean small, the real problem lies with leader abilities mainly teleport along mobility of building killers in a game where all anti-vehicle units are slow as crap and small amounts of units do not have the dps output to defend multiple locations at once ile be making a more in depth post on changes that need to be made in my oppinon
>
> They should cost more population, do less damage to non buildings, and hunters need a speed boost. Teleports should also only work if you have vision.
disagree, agree, agree, agree
They need to have their damage separated like in Halo Wars 1. Where they can do their full damage only if they discharge shields and remain stationary. Having them at full damage while moving is the problem. They need their ‘Y’ ability back.
> 2533274829733449;3:
> > 2533274800158464;2:
> >
>
> Teleports should also only work if you have vision.
Teleport AND Displacement.
> 2533274793430941;5:
> > 2533274829733449;3:
> > > 2533274800158464;2:
> > > i honestly dont think locusts need anymore nerfing maybe another small speed decrease and i mean small, the real problem lies with leader abilities mainly teleport along mobility of building killers in a game where all anti-vehicle units are slow as crap and small amounts of units do not have the dps output to defend multiple locations at once ile be making a more in depth post on changes that need to be made in my oppinon
> >
> > They should cost more population, do less damage to non buildings, and hunters need a speed boost. Teleports should also only work if you have vision.
>
> disagree, agree, agree, agree
Obviousy nothing major to any of the changes, I think increasing the pop count by 1 will really make people reconsider building more than 3-4 locusts, along with their non-building damage reduction.
My favourite build is locust and I know what you mean… Aims shotgun at foot.
I can batter almost anything with locust and engineers, normally wait for your army to come to my base and teleport on yours then extract back… Easy win. Normally only lose if the game disconnects or I panic and forget to teleport on your base, otherwise I’ll beat most people.
<mark>This post has been edited by a moderator. Please do not flame or attack other members or make discriminatory comments.</mark>
*Original post. Click at your own discretion.
> 2533274807340992;1:
> Even the top level players just keep spamming them as if they were core units.
> Nuff said.
> NERF THEM MOAR!!!
Ok you special little UNSC ape, for the last -Yoinking!- time the Marauder is badly UP, that’s why the locust is being used more. Yeah, it is a must build because we don’t have an effective T2 vehicle unless we build it. If your Kodiak was better than your Warthog you would build Kodiaks more than Warthogs.
I have never once seen anyone mass Maruaders, not once. I have seen mass Warthogs countless times. The Locusts is not anymore OP than a Warthog is, the only reason we see them after the nerfs is because of how bad the Maruader is. Fix the Maruader and you will see less Locusts
Yea, nerf them into the ground so those that don’t know how to counter can win! Nerf them to the point where they aren’t built anymore, because that’s what will happen if nerf’d further. As it is now, they are painfully slow and glass cannons.
> 2535421603775297;11:
> Yea, nerf them into the ground so those that don’t know how to counter can win! Nerf them to the point where they aren’t built anymore, because that’s what will happen if nerf’d further. As it is now, they are painfully slow and glass cannons.
It’s not just about counters. They are way too cheap and easy to pump out. Plus, its easy to add in anti air out of the same building for example which squashes a big counter. They clearly need a nerf, maybe not as big as some are calling for. The fact that they cant even be hit by turrents at their range, and are in the fog of war is a bit much imo.
I love playing as banished, and honestly shipmaster with locusts/reavers is such a devastating tactic. Telephort to an unguarded base, destroy it and use extraction as enemy sends force. Send locusts to another base as the enemy regroups, hit the base and displace the enemy when they show up. This is when the opponent starts to panic because their economy is dwindling and their focus is to just stay alive instead of pressuring my bases. They start making fundamental RTS mistakes and errors which is usually their downfall.
> 2600962820510266;12:
> > 2535421603775297;11:
> > Yea, nerf them into the ground so those that don’t know how to counter can win! Nerf them to the point where they aren’t built anymore, because that’s what will happen if nerf’d further. As it is now, they are painfully slow and glass cannons.
>
> It’s not just about counters. They are way too cheap and easy to pump out. Plus, its easy to add in anti air out of the same building for example which squashes a big counter. They clearly need a nerf, maybe not as big as some are calling for. The fact that they cant even be hit by turrents at their range, and are in the fog of war is a bit much imo.
I guess it’s just me, but I find enemy Locusts annoying but pretty easy to kill unless I’m caught with my pants down. The only clear issue I see with current version is the combination of Locusts and teleport powers. I believe nerfing Locusts further would be a mistake and would lead to an unplayed unit. Maybe the focus should be what can be teleported and how close to bases?
Both of them on alt accounts. Alt accounts op.
> 2533274967369999;6:
> They need to have their damage separated like in Halo Wars 1. Where they can do their full damage only if they discharge shields and remain stationary. Having them at full damage while moving is the problem. They need their ‘Y’ ability back.
This is the best answer
> 2600962820510266;12:
> > 2535421603775297;11:
> > Yea, nerf them into the ground so those that don’t know how to counter can win! Nerf them to the point where they aren’t built anymore, because that’s what will happen if nerf’d further. As it is now, they are painfully slow and glass cannons.
>
> It’s not just about counters. They are way too cheap and easy to pump out. Plus, its easy to add in anti air out of the same building for example which squashes a big counter. They clearly need a nerf, maybe not as big as some are calling for. The fact that they cant even be hit by turrents at their range, and are in the fog of war is a bit much imo.
Wouldn’t building a watchtower neutralize fog of war advantage the locust has around the base? I thought both factions had a defensive structure that extends line of sight for that base.
> 2535421603775297;14:
> > 2600962820510266;12:
> > > 2535421603775297;11:
> > > Yea, nerf them into the ground so those that don’t know how to counter can win! Nerf them to the point where they aren’t built anymore, because that’s what will happen if nerf’d further. As it is now, they are painfully slow and glass cannons.
> >
> > It’s not just about counters. They are way too cheap and easy to pump out. Plus, its easy to add in anti air out of the same building for example which squashes a big counter. They clearly need a nerf, maybe not as big as some are calling for. The fact that they cant even be hit by turrents at their range, and are in the fog of war is a bit much imo.
>
> I guess it’s just me, but I find enemy Locusts annoying but pretty easy to kill unless I’m caught with my pants down. The only clear issue I see with current version is the combination of Locusts and teleport powers. I believe nerfing Locusts further would be a mistake and would lead to an unplayed unit. Maybe the focus should be what can be teleported and how close to bases?
I agree with Joken,
Locus are pretty easy to kill now that infantry can catch them. Between infantry and vehicles, you should’t have an issue taking them out. Locus in combination with TP is what takes them over the top and even then, leader powers and proper positioning/unit comps make dealing with them more manageable. The key with dealing with them is spotting it early on and then tailoring your build to deal with them. That with map presence, you should be fine unless its a high level player who is good a micro.
They’re still really good in blitz, and there’s no buildings in blitz. Either just keep them the way they are and take away their structure damage. Or the unit needs to be totally reworked to its HW1 mode.
> 2533274807340992;1:
> Even the top level players just keep spamming them as if they were core units.
> Nuff said.
> NERF THEM MOAR!!!
I agree. I play banished, and really wanted to get away from locusts. However, they are still the best unit the banished have to offer, and if you want to win you basically have to spam them. They remain very OP. The movespeed needs even heavier of a nerf, and they shouldn’t shoot through fog.
I think that Locusts need a really heavy nerf, again, and Marauders need a really heavy buff. The core vehicle should be the go to build, not the specialty unit. Literally nobody builds marauders because they are -Yoink- compared to locusts. Buff the marauder, SLAUGHTER the locust, and the game will be in a much better spot between UNSC and Banished.