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Blitz Beta – Blitz Feedback Thread

OP Forum Team

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I've been playing the Xbone version so far and the game has mostly been okay. However there has been a few problems. For instance the controls for selecting the cards you want to play are quite clunky with an Xbone controller, this often results in you accidentally playing cards that you didn't want to which can be annoying in close matches.

Furthermore, I'm unsure how the game selects where energy drops in a match though I can only assume it's randomised, this creates problems when the winning side is conveniently getting energy drops near held objectives and troops. Maybe energy drops should benefit the losing side more?

A final problem is that games often ends up being one sided in favour of one side or another, this stops the games being competitive as it's easier just to resign at the start of game than stick it out as comebacks are almost immposible. This is mainly a result of the energy drop problem where a winning side who will control most of the map will have easy access to energy drops. However the score limits of each game being so small makes the games so fast comebacks are incredibly hard, maybe increasing the score limit a little would help.

I haven't played enough of the game yet to notice whether any specific units or leaders are overpowered or underpowered, though the condor strike seems considerably more powerful than the Scarab. It's hard to tell though what card balance will be like when not all cards are available within the beta which may have been a slight oversight on the developers behalf.

Oh I forgot to mention that I'm not entirely in favour of being able to always see enemy troops that are in the fog of war area. It stops you from formulating more strategic attacks with ambushing and flanking.

This summarises most of my thoughts
anyway I hope this helps in some way.

Thanks
Played a fair few matches so far, and here's my two cents:

Blitz is fun, but it's really not balanced well enough. There is almost zero comeback potential if you lose the first two-ish skirmishes. I've had about two matches where it was actually a close fight to the end out of more than fifteen. Once you've lost your starting units, there's no way to obtain enough energy to push back, as the enemy already has map control and a much larger force. After that point most matches might as well just end. It's also a terrifyingly effective strategy to just lump your troops together and roam around murdering everything. I'm not sure how to fix this, but a more loser-favouring energy system might help.

On the topic of UI, I'd prefer it if the cards didn't jump up when you select one, as on PC it obscures a good portion of the screen and wastes tactical time fiddling to get the camera in position to deploy.
I'm playing on Xbox one. My feedback so far:

1. Blitz Firefight should've been enabled. From tutorial straight into matches against other players is a tough way to learn the game (it works but still tough, I was quite demoralized after losing a couple of matches in a row trying to understand the game).

2. Cycling through the cards using the analog stick is a little tricky. Maybe pressing on the left analog stick can be used to bring up the cards, then LT/RT can be used to cycle through them.

3. Fatigue system should be improved or thrown away. Reduce the time taken for the health to regenerate or let the units spawn with more health. Or throw this feature away. Why? There is little to no use spawning expensive/powerful units in hopes of turning the tide in a battle when those very units can be taken out as fast as they spawned in.
I don't like the way cards are selected in game, a lot of the time I have to keep pressing X to cycle cards while looking for the unit I want.
I think a better system would be if you could rotate through all of your deck and choose whichever card you want instead of having four random cards and swapping each one at a time for another random card.
Andy9886 wrote:
I just have one minor complaint, remove the voices, that's all I ask, and by the voices I mean the "Welcome to Blitz!" and the countdown.
I like those! Make them optional maybe? And add Buck!
The mute player function doesn't seem to work. Im playing the PC version and to mute someone i have to do it via the Xbox app. however, after doing so, i can still hear the annoying person breathing and coughing down his mic.
Single unit movement seems a bit broken on PC.

When single unit is selected they either respond slow or seem to ignore commands and even follow the bigger group they were a part of before selecting them individually and issuing a move command.
I would like to with to have Uni-Shortcuts(Creation ).
I saw that you can do Unit-Shortcuts on the classic mode just like every RTS.
But on Blitz, the numbers are already placed by the cards.

I know that you can change it on your own via option.
But just wanted to add that feedback :)

By the way, do someone do have a good solution with group shortcuts?

Moreover, I couldn't find how to tab between your selected units (to use their skills)

one more thing: the anti air unit that can jump. Whenever I use its skill, it just jumps somewhere near there. Is it on purpose or a bug?
I seriously hope that standard battles will be available, I am not enjoying blitz and I was also a bit disappointed with the first beta. all this capture the flag/domination stuff belongs in the FPS games.
another problem I have is the locus shooting through the ground
Only speaking of one particular issue I notice when playing.

When selecting cards during blitz, it feels wonky and weird. Ill press the analog stick right or left and nothing will happen, and up and down will make it go random directions.
I didn't notice when my cards level up but does their energy cost increase? If not then this game is going to have serious issues against people that put money into the game at day 1. If they buy 50 packs and are able to get a full deck of cards to Lv 3 maybe 4? Not sure how high the leveling up goes, that's an increase to the units HP and Damage etc for every level. No one is going to stand a chance against a player like that for quite a while. An yea, eventually you will get an even amount of cards, but don't forget they are earning the same amount of cards for playing too, so they will be getting more leveled up cards, a much higher chance of getting Super Units leveled up which are already very strong units. I just don't see how they cannot class the Blitz Microtransactions as pay to win. The amount of time it would take for someone to match a player that has money to burn would see them quit through frustration before they get close. Obviously not everyone will buy cards and so not every game will be an unfair match up like that but it shouldn't be a thing to worry about in the first place.
Blitz is a lot of fun! It's fast paced, rewards quick thinking, doesn't suffer from the monotony of single unit rushes. Plays very well and very differently regardless of the team size. 1v1s are very tactical, often requiring you to divide your attention and sneak up on in defended zones with fast units. 2v2s feel like the most balanced way to play, more focused on the skirmishes and winning fight so hang tactical maneuvering, but it still has some of that element. 3v3's turn into large stalemate battles, and require the team to work together to overpower the enemy. It's great having three distinct styles of play come out of one mode like this.
I was shocked when i seen a scarab crush me lol
K1C3 wrote:
sicsche wrote:
After 2 hours of playing the Blitz mode i am not 100% sure what to think of. While i like the idea of a more streamlined / beginner friendly mode, the action is far to chaotic on screen. On the one hand powers pop up pretty fast and slow moving units have no chance to evade (i am ok with this), while on the other hand the fatigue system look compared to it pretty underpowered in this state. In my opinion we should get rid of this system. Would prefer it as a more tactical element allowing you to pop up in battle behind the enemy with a strong unit, but with the current system even strong units like a Vulture got shot down as fast as they enter battle. In other words: There is no purpose in even trying to bring in new units in a already lost battle and instead retreat, gather new units outside combat or fire your powers against the enemy.

Another system that i am not really happy with is this the leveling of cards. At the end of the day this will lead to a pay 2 win scenario. Let us open cardpacks to earn new units and play around with our decks? cool why not on the long run you can catch up with those invested money. But making your units stronger (or at least a given chance to that to happen) compared to those of others feels plain wrong and makes the mode uninteresting when the game is released.
Many have already indicated their frustration with the card selection and I will add to that (after all they will consider reoccurring themes). There were several other points I had after about an hour of game play (should mention I was very bored after that hour):

1. Continuing with the overall consensus so far that the unit leveling via card packs leads to pay 2 win and that's only going to drive away players. I dont think it is necessary to level up units for PvP, but it can be used for firefight mode since its versus AI.
2. The game ends too quickly to even enjoy the deck created or to have nice destructive battles. The victory points add up too fast and the points to buy units add up too slow. In my opinion it should be the reverse, increase the fight in the game along with the time to do so...hopefully while keeping it short as that is the point of blitz.
3. Card selection seems to be arbitrary, which kind of removes the strategy aspect and here is why: it comes down to luck for selecting the right units (unless there is a discard card button that I haven't discovered) vs. understanding the system and developing a strategy ahead of time (i.e., start with tier 1 units and after X points or power collection unlock tier 2 units).

Overall I like that the creators are trying to add a new spin to the game and continuing with past strategy games that used this unit deployment style (e.g., wargame, dawn of war, and hearthstone). But, blitz isn't all what its expected to be as its missing a lot of depth to make it a versatile game mode.
Press X when selecting a card from the in-game deck to swap it out. The button is quite hard to see but it's there.
I didn't notice when my cards level up but does their energy cost increase? If not then this game is going to have serious issues against people that put money into the game at day 1. If they buy 50 packs and are able to get a full deck of cards to Lv 3 maybe 4? Not sure how high the leveling up goes, that's an increase to the units HP and Damage etc for every level. No one is going to stand a chance against a player like that for quite a while. An yea, eventually you will get an even amount of cards, but don't forget they are earning the same amount of cards for playing too, so they will be getting more leveled up cards, a much higher chance of getting Super Units leveled up which are already very strong units. I just don't see how they cannot class the Blitz Microtransactions as pay to win. The amount of time it would take for someone to match a player that has money to burn would see them quit through frustration before they get close. Obviously not everyone will buy cards and so not every game will be an unfair match up like that but it shouldn't be a thing to worry about in the first place.
No, the cost doesn't increase. If the cost did increase, then simple units like grunts will cost a stupid amount for such an underpowered unit because leveling up only adds a small amount of HP, DPM etc. However you do also have verteran units which cost alot more because they're alot better than the standard unit. An verteran grunt will easily win against a standard grunt,
First of all: GREAT WORK. The game offers a lot of fun for a RTS fan like me. When it comes to gameplay I need to spend more time with this title. But when it comes to usability, those Things influenced my experience in a negativ way:

- in Blitz-Mode you can only select your cards via 1-4 buttons on your keyboard. This buttons I always use to select my the group of Units. Please let us Change this in the controls menu
- keymapping does not allow us to use mouse buttons for actions. e.g.SELECT ALL UNITS on Mouse button 4

Cheers and continue your great work. Nice Piece of Software you delivered us here :)
The game ends too quickly
The game is too short and when cards level up cost must increase or the game will be pay to win.
Blitz beta is a very good concept. however, the games are far too short so therefor there isnt enough time to build up an army if yours has just been destroyed due to the game nearly ending alr
eady. I would suggest making the games 300-400 points long because the games would be more tactical, enjoyable and an all round better experience. Thank you for reading and i hope my suggestions will further help the game development.
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