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Balance Patch Feedback Thread - 8/13/2020

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Hello, my name is Michael Guernsey, and I hope this message finds its way to some 343 industries higher up lol. I have been a halo fan for around 10 years now, I fell in love and it has really been a huge PDT of my life. Halo wars has been one of my favorites (among others lol) and halo wars 2 was amazing. I loved halo wars so much that I have tried over and over to make a board game that is simple enough to really play. The problem is that I dream to big with it and plan for things way bigger than I have the time, energy, or resources to do. So I was hoping, if in the future you make a halo wars 3, you would consider this when making it.

First off, I want to say that a forge mode would be an absolutely amazing feature for players, the ability to start with just a base forerunner platform of different sizes, then build off with adding lands of different kinds (like grass, desert, snow), trees, risks, cliffs; then being able to add forerunner structures and buildings, and then UNSC/covenant/banished items across the map.

Second, I wanna stress the leader variety and numbers. I love the large selection of leaders you guys put in halo wars 2 (my favorite definitely being yapyap) and I would be in halo heaven if you guys were to expand heavily on that while making each played more specific to their role (like infantry leaders are more based around buffing their specific infantry and having less selection of air and vehicle units):

•captain cutter (infantry based, with more orbital support.)
leader wheel being:
1.salvo load
2.pelican support
3.marine drop
4.med kits
5.salvo (each time you payed salvo, you get 1 Mac shot)
6.drop pods (odst’s now drop on by units you control instead of spawning at base)
Leader specific units: odst’s (upgraded marines), falcons

•sergeant forge: (vehicle based)
leader wheel
1.restoration drones
2.economy boost
3.scorpion drop
4.armored warfare
leader specific units: grizzly (upgrade)

•isabel (incindiary warfare)
leader wheel:
1.flame throwers (marine upgrade)
2.fire canisters (warthog upgrade)
3.carpet bomb
4.rain hell (drop units with fire bombs)
leader specific units: hawk (incendiary), incendiary cyclops

•sirina (cryp warfare)
literally the crying version of isabel

•jerome (boosts)
leader wheel:
1.inspire build up
2.into the abyss
3.wreckage drop
4.inspire (each time you paid for inspire build up, extra buffa)
pretty balanced all around units

•admiral Kole (defensive trench and bunker warfware)
leader wheel:
1.trench
2.wall
3.artillery shells (buffs near bye artillery cannons and kodiaks)
4.digging in
5. Siege cannon
leader specific units: “kodiak.”

•professor anders (science and upgrades, sentinels, air)
leader wheel:
1.emp
2.sentinel network
3.sentinel research (boosts sentinels)
4.science major (all upgrades boosted)
5.kinetic mac
leader specific unit: hawk, sentinel

lord hood: (air)
leader wheel is air spawns
leader specific units: condor

sergeant Johnson (mechs)
leader wheel:
1. Repair zone
2.mech shields
3.rush
4.mechanical warfare (brief invisibility)
leader specific units, cyclops, mantis, colossus, Johnson’s scarab (hero unit)

keyes (hacking)
leader wheel: hacking stuff like canceling enemy leader wheels, taking resources, freezing buildings temporarily, taking air and vehicles temporarily.

master chief (hero boost
leader wheel: master chief boosts
Leader specific units: master chief

thel vadam arbiter (boosts)
leader wheel: similar to Jerome
leader specific units: hunters, arbiters chosen, spectre

ship master (halo 2 and 3) (orbital support)
leader wheel:
1. Glass ray
2.plasma bolt
3.phantom raid
4.banshee swarm
5.surveillance
leader specific units: jump elites, ghost

jackal pirate lord (raid, rush based)
leader wheel:
1.marksman (a jackal sniper unit gets a bunch of extra damage for one hit and extra sniper range)
2.raid
3.rush
4.theft
5. ambush
leader specifc units: jackal sniper, jackal pack, skirmishes (super fast but low health, low damage)
jackal pirate lord (leader, jackal can teleport to him)

prophet of truth (balanced infantry)
leader wheel:
1.honor guard deployment (phantom drop honor guards)
2.cleansing
3.great journey
4.shade turrets
leader specific units: honor guards

hive (drones, Ariel infantry)
leader wheel: deploying extra drones basically with damage buffs
leader specific units: drones

tup nib (grunt leader, construction on base with plasma cannons, super cannons, defenses in base and stuff) (yap yap’s brother lol)
Leader wheel: Base buffs climaxing in a super cannon

Tartarus (brute warfare, leader (Tartarus) buffs)
leader wheel:
1.shade turret
2.prophets escort
3.hammer stuff (for leader)
4. Hammer stuff
5. Hammer stuff
Leader specific units: chopper, prowler, brute pack

pavium (major defense?)
leader wheel:
1.barricade
2.fortify
3.mine grid
4.defensive position
5. Mad offensive (you heard me right lol, fun little twist)
Leader specific units: iron clad hunters, iron clad wraith.

yap yap (you know lol)
leader wheel:
1.methane maurader
2.please don’t shoot me
3.grunt swarm
4.grunt bunkers
5.get back out there
6.grunt bday party
leader specifc units: grunt goblin, cannon fodder, methane marauder, shade locust, grunt scarab, spec ops grunts

colony (turtle power)
leader wheel:
1.worm grid (drop bunches of worms that strengthen and heal hunters going through it)
2.living barriers
3.lekgolo drop
4.engineer escort
5.immovable assault
leader specific units: Goliath, hunter captain

ripa Moramee arbiter (aggression)
leader wheel:
1.fury
2.stasis
3.stasis wipe
4.scarab drop
5.mass rage
Leader specific units: the arbiter

let volir ships master (stealth and teleport)
leader wheel:
1.teleport
2.cloak
3.mass confusion (all infantry teleport forward a little, air)
4.tactical getaway
5.mass cloak
6.hologram
7.shrouds
leader specifc units: shrouds, spec op elites,

decimus (vehicles)
leader wheel:
1.speed
2.mechanics
3.vehicle rush
4.wraith drop
Leader specifc units: marauder, chopper, brute grunt squad (normal grunt squad but with brute boost)

escherum (balanced infantry)
leader wheel: infantry boosts like cutter
leader specific units: brute grunt squads, brutes, marauders, choppers

atriox (melee)
leader wheel:
1.bulwark
2.gravity maces
3.spirit support (summon spirits temporarily to fly around and help)
4.atriox’s chosen
5.broke the covenant
leader specifc units: hammer brutes (jet pack upgrade), smasher locust, atriox’s chosen, atriox

Other leaders:
lasky
noble team
343 guilty spark
the didact
cortana

Also make sure to include every single vehicle from halo somewhere into these units.

also with blitz, make more game modes, like king of the hill, ctf

other game modes could also be free for all, turf (most bases and controlled land)

space combat could also get very creative with making fleets using all types of ships:
war ships
battleships
carriers
frigates
destroyers
fighter holds
corvettes
fighters
and you could make it so that you can modify your fleet for a battle like modifying a blitz deck

This would seriously be a dream come true if this were seen and acknowledged, thanks for reading if you’ve made it this far.
Mouse keyboard for xbox !?
feliz navida :D !
Ilumi4884 wrote:
feliz navida :D !
Yeah. Merry Christmas y'all
Ilumi4884 wrote:
feliz navida :D !
Yeah. Merry Christmas y'all
you to !
ITS TIME TO NERF AIR. It’s the discussion that we need to have about hornets and banshee’s . air is completely OP. The amount of damage they do to bases is insane and the counter to air do next to nothing even when massed up . I believe air nerf should be focused on how much damage they do to buildings . It’s impossible to counter air even when more than half of your army composed of anti air . Nothing has been done to change this . And I would love to see a change . You could even buff anti air units . Something. Thank YOU !
Will the less than 5 developers in this game ever do something regarding air units? Everyone either goes straight into air units or they switch to it after they fail with infantry/vehicles and it's incredibly disadvantageous having to build 8+ AAs just to keep the air spam at bay, this applies especially in 3v3s where the whole enemy team can go mass air. You could make the bases stronger against air or, even better, buff the turrets since they are not worth the investment after tech 2 or make AA a little cheaper in energy to compensate for their lack of mobility over banshees/hornets. You could give wolverines a speed boost or give the shrouds the ability to block Phoenix missiles as well and if possible, give something similar to the Shroud to the UNSC, they have fewer options in vehicles than the Banished.
what it's most op , scorpion o wraith ?
Ilumi4884 wrote:
what it's most op , scorpion o wraith ?
Scorpion tank is more Op
Will the less than 5 developers in this game ever do something regarding air units? Everyone either goes straight into air units or they switch to it after they fail with infantry/vehicles and it's incredibly disadvantageous having to build 8+ AAs just to keep the air spam at bay, this applies especially in 3v3s where the whole enemy team can go mass air. You could make the bases stronger against air or, even better, buff the turrets since they are not worth the investment after tech 2 or make AA a little cheaper in energy to compensate for their lack of mobility over banshees/hornets. You could give wolverines a speed boost or give the shrouds the ability to block Phoenix missiles as well and if possible, give something similar to the Shroud to the UNSC, they have fewer options in vehicles than the Banished.
get 9 squads of combat tech marines and 4 wolverines, upgraded they can destroy a full pop of normal Banshes very cost effeciently.
Wrath0me wrote:
Why the -Yoink- ar banshies still so god damn OP compaired to UNSC AA units? Everybody knows you can ssp air units and they kill everything.
Air needs to cost power been saying it since day 1. Takes the whole "strategy" out of an RTS with the constant air spam. Since they have the mobility and AA units are way underpowered, they should cost 300 power.
300???? For one CORE air unit is absolutely not acceptable
I'd rather air become useless than suffer under this -Yoink- meta where all you need to do is Decimus banshees and you insta-win
Yes but the whole point of CORE units is that they don’t cost power
BlangWilky wrote:
Defect

We own 4 xbox ones. When I am playing Multiplayer Versus AI, and when my kid turns on their xbox and logs in to xbl, it boots me 100% of the time. Fully reproducible.

4 different Xboxes
4 different xbl paid subscriptions

Happens when a person in my household turns on an xbox.
Happens when a person turns off their xbox.

I can reproduce this all day long. Reproducible 100% of the time.
This is possibly a local LAN issue, I have similar issues @ times when playing diablo with my short and other multi when we are both on. Try getting a separate bridge and connect the other xbox's to that one , or move some to wifi and others to ethernet if you have good bandwidth / proximity to WAP.
Wrath0me wrote:
Why the -Yoink- ar banshies still so god damn OP compaired to UNSC AA units? Everybody knows you can ssp air units and they kill everything.
Air needs to cost power been saying it since day 1. Takes the whole "strategy" out of an RTS with the constant air spam. Since they have the mobility and AA units are way underpowered, they should cost 300 power.
300???? For one CORE air unit is absolutely not acceptable
I'd rather air become useless than suffer under this -Yoink- meta where all you need to do is Decimus banshees and you insta-win
Yes but the whole point of CORE units is that they don’t cost power
Yet no other Core unit can make games completely broken with the ability to fly over the entire map and nuke bases super quickly, and no other core unit has a T3 upgrade as strong as Core Airs
Hello.

Failure to start game sometimes does not change the cursor in the face of an interaction (attack, select, move) nor does the player's vision appear on the mini map. no score is saved in firefithg bugs in the synced on enter appears without records read to see past the campaigns, new heroes fails software.
Best regards.
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