Hey Everyone,
Here are the official patch notes for the balance patch we are publishing this Monday, April 2nd, 2018. We will get the word out that day of when we start the process and let you know when it is completed. Enjoy!!!
Global
More Crossplay Hoppers and Season 10
We are happy to announce that based on feedback we have received we will making 9 of the 11 playlists crossplay. Below are the playlists that will be available during season 10. We wanted to let you all know that we are listening and can’t wait to bring more fun and new things you want to Halo Wars 2!!!
Crossplay Playlists
Versus AI
Rumble
Team War
Ranked 2v2 Objective
Ranked Solo War
Ranked 3v3 x War
Ranked 1v1 Blitz Open
Ranked 2v2 Blitz Open
3v3 Blitz
Xbox Only Non-Crossplay Playlists
Ranked 2v2 War
Ranked 3v3 War
PC Only Non-Crossplay Playlists
Ranked 2v2 War
Air vs. Tanks and Colossus
The global buff to air vs. vehicles has seen a change to vary up unit production, but tanks have slightly fallen to the wayside in many respects. This is a partial revert to the buff air was given last patch of 40% for this specific interaction. We are reverting 25% of the buff it received where the modifier went from 1.0 up to 1.4 for core air vs. T3 tanks. This patch will make the damage modifier there a solid 1.3.
Banshees and Hornets were doing too well vs. AA from both factions. This was due to a rogue modifier on the fuel rod being too high (talk more about them later) along with air just performing very well against its direct counter when looking at them more closely across this last patch. We are slightly adjusting these interactions.
Breaking a cloaked banished base if setup properly is one of the most difficult things to do in the game, not including a turtling Pavium. A key problem in this equation is that the units have had to pretty much be on top of a base to detect it all the while units underneath the cloak and shields are destroying the army on approach. To help fix this all units with detect have had detect ranges match the base line of sight of the unit. Meaning that on flat ground the LOS of a unit is say 65, we are hard coding the detect to be that 65. Even if your LOS changes how it reveals fog of war, that detect will always stay at the same 65.
This range will never change and is not impacted by cliff mechanics where line of sight is increased. Detect ranges are a hard-coded value that will never change. I look forward to the hold positions of units cleverly placed behind a base to setup the siege of a cloaked base in the future. Banished might want to start utilizing more motion sensors to watch for these tactics!
The goal with scouts is for them to beat rush infantry specializing in building damage and anti-infantry capabilities. They are however supposed to also lose to core infantry like marines and grunts with camo grunts being the exception here that we are still working on improving. They have been underperforming vs. those rush units so these changes are specifically here to target this interaction. Light armored units are Brute Grenadier, Brute Rider, Suicide Grunt, Cryo Flamers and Flamers. Lightrush units are the Jump Pack Brutes and Elite Enforcers.
These units now have increased effectiveness vs infantry-based hero units of 7.5%.
Ram Damage Type Modifier Change
The WarthogRam damage type is shared across several units and we are reducing its effectiveness vs. core vehicles. This includes the ram for choppers, ghosts, warthogs, and the stomp of a Scarab. This will also increase the survivability of warthogs and scouts that do ram as they take reflect damage based on the damage dealt to other units. So this change will help several interactions that are not optimal.
Mines will no longer be allowed to be dropped on units that are stationary. This is to help reduce the overwhelming combo of stunning a group of units and then dropping a very cheap and effective set of mines on top of the units. You still are going to be able to use mines in fun ways and if this is not enough we will investigate other ways of changing this very low cost and very effective leader power.
UNSC
Marines
Combat tech is a very powerful upgrade that does a bit too well in certain situations it shouldn’t. As well, marines themselves don’t do well in certain situations that they should. In order to improve this, we are shifting DPS from the rocket of the upgraded Combat Tech marine down to the base marines prior to getting combat tech. To get all the math – please take a look here.
In comparison to JPB or other building damage units for pure base damage, the hellbringers vs. buildings is a little low prior to upgrading them. With the upgrade being costly and there job not being quite perfect we are making them just a little bit better against buildings.
AA and its effectiveness has been a very hot topic lately. We hear all sides of the argument and are working towards perfect equilibrium for these units. This patch we are lowering the power cost of AA as well as increasing the effectiveness of their ground targeting weapons to increase their viability in a mixed army comp.
These guys need some love, so we have given the scorpion main cannon DPS a slight buff to make tanks more tank like.
Douglas, Alice, and Cutter’s Jerome all have spartan slam and it has been a very effective ability since we gave it a buff sometime back. We are bringing it down just slightly in its effectiveness by reducing the stun time, adding an additional falloff ring on the ability, and reducing the damage on impact.
All UNSC turrets have been modified to help re-balance anti-infantry that were over performing, anti-vehicle that were underperforming, and a bug where the splash radius of a turret was not 100%. Lastly, we are lowering the damage of Siege turrets slightly but will be revisiting them to either adjust splash rings or escalation in cost for the future.
AA Missiles damage increase of 10% and Air to ground guns damage increase of 5%.
Here are the official patch notes for the balance patch we are publishing this Monday, April 2nd, 2018. We will get the word out that day of when we start the process and let you know when it is completed. Enjoy!!!
Global
More Crossplay Hoppers and Season 10
We are happy to announce that based on feedback we have received we will making 9 of the 11 playlists crossplay. Below are the playlists that will be available during season 10. We wanted to let you all know that we are listening and can’t wait to bring more fun and new things you want to Halo Wars 2!!!
Crossplay Playlists
Versus AI
Rumble
Team War
Ranked 2v2 Objective
Ranked Solo War
Ranked 3v3 x War
Ranked 1v1 Blitz Open
Ranked 2v2 Blitz Open
3v3 Blitz
Xbox Only Non-Crossplay Playlists
Ranked 2v2 War
Ranked 3v3 War
PC Only Non-Crossplay Playlists
Ranked 2v2 War
Air vs. Tanks and Colossus
The global buff to air vs. vehicles has seen a change to vary up unit production, but tanks have slightly fallen to the wayside in many respects. This is a partial revert to the buff air was given last patch of 40% for this specific interaction. We are reverting 25% of the buff it received where the modifier went from 1.0 up to 1.4 for core air vs. T3 tanks. This patch will make the damage modifier there a solid 1.3.
- Core air vs Tanks and Colossus damage modifier reduced from 140% damage to 130%.
Banshees and Hornets were doing too well vs. AA from both factions. This was due to a rogue modifier on the fuel rod being too high (talk more about them later) along with air just performing very well against its direct counter when looking at them more closely across this last patch. We are slightly adjusting these interactions.
- Core Air vs. AA damage reduction of 5%.
Breaking a cloaked banished base if setup properly is one of the most difficult things to do in the game, not including a turtling Pavium. A key problem in this equation is that the units have had to pretty much be on top of a base to detect it all the while units underneath the cloak and shields are destroying the army on approach. To help fix this all units with detect have had detect ranges match the base line of sight of the unit. Meaning that on flat ground the LOS of a unit is say 65, we are hard coding the detect to be that 65. Even if your LOS changes how it reveals fog of war, that detect will always stay at the same 65.
This range will never change and is not impacted by cliff mechanics where line of sight is increased. Detect ranges are a hard-coded value that will never change. I look forward to the hold positions of units cleverly placed behind a base to setup the siege of a cloaked base in the future. Banished might want to start utilizing more motion sensors to watch for these tactics!
- Engineer and Corrupted Engineer detect range was 40 and now is 65.
- Elite Ranger detect range was 40 and now is 70.
- Chopper was 35 and now is 75.
- Ghost was 35 and now is 80.
- Reaver was 50 and now is 75.
- Nightingale was 50 and now is 65.
- Sniper was 50 and now is 90.
- Jackrabbit was 35 and now is 80.
- Wolverine was 50 and now is 75.
The goal with scouts is for them to beat rush infantry specializing in building damage and anti-infantry capabilities. They are however supposed to also lose to core infantry like marines and grunts with camo grunts being the exception here that we are still working on improving. They have been underperforming vs. those rush units so these changes are specifically here to target this interaction. Light armored units are Brute Grenadier, Brute Rider, Suicide Grunt, Cryo Flamers and Flamers. Lightrush units are the Jump Pack Brutes and Elite Enforcers.
- Jackrabbit damage vs. lightarmored units increase of damage by 10.5%.
- Jackrabbit damage vs. lightrush units increase of damage by 15%.
- Skitterers, Ghosts, and Choppers vs. lightarmored increase of 6%.
- Skitterers, Ghosts, and Choppers vs. lightrush increase of 10%.
These units now have increased effectiveness vs infantry-based hero units of 7.5%.
Ram Damage Type Modifier Change
The WarthogRam damage type is shared across several units and we are reducing its effectiveness vs. core vehicles. This includes the ram for choppers, ghosts, warthogs, and the stomp of a Scarab. This will also increase the survivability of warthogs and scouts that do ram as they take reflect damage based on the damage dealt to other units. So this change will help several interactions that are not optimal.
- WarthogRam modifier vs. Medium armor type reduced by 28%.
Mines will no longer be allowed to be dropped on units that are stationary. This is to help reduce the overwhelming combo of stunning a group of units and then dropping a very cheap and effective set of mines on top of the units. You still are going to be able to use mines in fun ways and if this is not enough we will investigate other ways of changing this very low cost and very effective leader power.
UNSC
Marines
Combat tech is a very powerful upgrade that does a bit too well in certain situations it shouldn’t. As well, marines themselves don’t do well in certain situations that they should. In order to improve this, we are shifting DPS from the rocket of the upgraded Combat Tech marine down to the base marines prior to getting combat tech. To get all the math – please take a look here.
- Marines vs. air increase of 15% dps.
- Combat tech marine’s rocket damage reduction of 8%.
In comparison to JPB or other building damage units for pure base damage, the hellbringers vs. buildings is a little low prior to upgrading them. With the upgrade being costly and there job not being quite perfect we are making them just a little bit better against buildings.
- Flamers vs. buildings damage increased by 5%.
AA and its effectiveness has been a very hot topic lately. We hear all sides of the argument and are working towards perfect equilibrium for these units. This patch we are lowering the power cost of AA as well as increasing the effectiveness of their ground targeting weapons to increase their viability in a mixed army comp.
- Power cost reduction from 150/190 to 150/180.
- DPS of grenade increased by 30%.
These guys need some love, so we have given the scorpion main cannon DPS a slight buff to make tanks more tank like.
- Base DPS increased by 12%.
Douglas, Alice, and Cutter’s Jerome all have spartan slam and it has been a very effective ability since we gave it a buff sometime back. We are bringing it down just slightly in its effectiveness by reducing the stun time, adding an additional falloff ring on the ability, and reducing the damage on impact.
- Stun reduced from 5 seconds to 4 seconds.
- Falloff ring adjustments.
- Was 3/100%, 15/50%
- Now 3/100, 8/50%, and 15/25%.
- Base DPS reduced by 5%.
All UNSC turrets have been modified to help re-balance anti-infantry that were over performing, anti-vehicle that were underperforming, and a bug where the splash radius of a turret was not 100%. Lastly, we are lowering the damage of Siege turrets slightly but will be revisiting them to either adjust splash rings or escalation in cost for the future.
- Anti-Infantry turrets reduced damage by 5.5%.
- Anti-vehicle turrets increased damage by 10%.
- Anti-Air turrets – bug fixed where splash radius was not applying damage correctly.
- Siege Turrets DPS reduced by 3%.
AA Missiles damage increase of 10% and Air to ground guns damage increase of 5%.