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[Locked] Design Feedback : Multiplayer

OP ske7ch

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SWAT 79 wrote:
Despite the fact Anders Sentinel's have been nerfed they are way too powerful. I suggest they get a population limit so you can only train 5 maximum which is what id prefer or nerf them even further which I think would spoil their uniqueness.
You can't just put a population cap on a unit because you don't like how powerful it is, instead of complaining you should find new ways to defeat it or build even more anti air units than you usually do whenever you see an Anders on the opposing team, and as has already been mentioned earlier in this forum is that if you attack her early and never let her build up her army of Sentinels she won't stand much of a chance attack her early and take her out, cripple her supply and energy income, plus you should be happy they fixed it in the first place they won't fix it even more just because one person says they're still to strong.
Attacking Anders early is crucial. However a lot of people began abandoning this strategy because her sentinels can be built from her base and moved so quickly, while you're attacking her base she can send sentinels to yours, and run circles (literally) destroying your buildings quicker than you can destroy hers.
her sentinels are not even strong now
units like heroes would be nice
i would really want a super unit buff, they seem very underpowered at the moment, that is my opinion anyway.
This is just a general question not related to multiplayer specifically, but I don't know where else to ask this. Why did you guys change the vulture's Y ability explosion from the beta to what it is now? It looked so much better in the beta
Rigloa wrote:
i would really want a super unit buff, they seem very underpowered at the moment, that is my opinion anyway.
I completely agree, there is no way in a 1v1 late game (when you have supplies and energy) that a Scarab will not get pooped in about 30sec.
SWAT 79 wrote:
Despite the fact Anders Sentinel's have been nerfed they are way too powerful. I suggest they get a population limit so you can only train 5 maximum which is what id prefer or nerf them even further which I think would spoil their uniqueness.
You can't just put a population cap on a unit because you don't like how powerful it is, instead of complaining you should find new ways to defeat it or build even more anti air units than you usually do whenever you see an Anders on the opposing team, and as has already been mentioned earlier in this forum is that if you attack her early and never let her build up her army of Sentinels she won't stand much of a chance attack her early and take her out, cripple her supply and energy income, plus you should be happy they fixed it in the first place they won't fix it even more just because one person says they're still to strong.
Attacking Anders early is crucial. However a lot of people began abandoning this strategy because her sentinels can be built from her base and moved so quickly, while you're attacking her base she can send sentinels to yours, and run circles (literally) destroying your buildings quicker than you can destroy hers.
Anders sentinals are average at best now. If your still having trouble you need to rethink yur strategy a few anti air units by yur base with turrets destroys them now. Make sure you upgrade your fortifications to save your base.
My entire army went off the map and stuck in a skirmish and also, before that, would not shoot at flying covenant half the time.

And multiplayer freezes and crashes 1/8 times.
Turrets need build time increased damg decreased and health decrease with anders a turtle can win the game in the long run no strat can beat her if you know how to play i YODA 50-0 doing this sheet its OP
Rushing just sucks

Any and all rushing strats are only used because of the fact that they're op.
If they weren't op they wouldn't be used because then it would still be worth it to build for the late game.

Kasino
(however you spell her {[her?]} name)
Is the worst offender at rushing.

She's only good for rushing, and NOTHING else.
In a game that would be infinitely better without rushing, she's awful.

Any idiot can win with a rush, it takes true skill & tried, tested strategy to rapidly expand and thwart off any and all other expanders.
I love that the units are as tough as they are. On other games like command and conquer they are gone very quickly and you are CONSTANTLY building more.
The leader powers look cool but some of them wipe out all of my units at once. How can your units ever rank up? It was great until that happened. Now I have to turn off all of the Leader powers just because of insta kill powers or it isn't fun for me.

I would like to choose a color besides blue or red. I have always hated those colors.

It might be better if there was a limit to how many engineers, and nightingales you can have. Like maybe 4 each .The A.I. Just spams the crap out of them.

An infantry only mode would be great. I never get to use snipers or hellbringers because once the A.I. get vehicles (which doesn't take long at all) that's pretty much all they build until the Scarab and then its Scarab non stop. Engineers heal it up way too quickly too.

I would rather the snipers be cloaked when not firing. Then they would be perfect. *
Brand new bug found. On Vault, at least, the shipmaster AI teleported my army and my ally's army off map. They couldn't die or get back in, so we were permanently handicapped. Brutal bug, the round was almost unplayable.
Need to stop jackrabbit rushes, they need a massive nerf in cost with an increase in health and decrease in damage or just make scouting units completely unable to deal damage and reduce their cost. The pc twitch players just spam jackrabbits in 1v1 and is not fun to watch or play against. This game is boarderline unplayable when rushing is involved. And please help the community know that kinsano is not bad, she is really good late game, just explain the dlc leader better. Btw i love this game, i have lotz of stragety tips and plans on Onenote.
PLEASE, please fix the ranked multiplayer placement matches. I should not be able to join a placement match and lose against two specific players, only to be placed with them an additional TWO times. This is happening in 2v2 war - ranked.
PLEASE, please fix the ranked multiplayer placement matches. I should not be able to join a placement match and lose against two specific players, only to be placed with them an additional TWO times. This is happening in 2v2 war - ranked.
I just quit the game when it does that to me, i feel you.
Is anyone else having a problem as Shipmaster where the cloak generator on the base doesn't actually cloak it? I've lost several bases late game to random units finding and destroying bases but they have no detection with them. Also the friendly camo effects aren't applied either.
CR0N14 wrote:
Could shipmaster' best ability (the one that allows him to deploy two permanent teleportation nodes around the map) be buffed slightly in any way? Don't get me wrong, it is very useful. I use it to conduct very satisfying and devastating flanks around the entire map by sending my whole army from one part of the battlefield to my tiny secret minibase miles away, right beside the enemy's HQ (it just makes me feel so tactical and badass u know). Another use I've found for it is that it can be used as a quick gateway between my own base and my teammate's base when we are playing defensive, allowing the both of us to quickly send troops to each other if one of us gets attacked. I'm sure that there are other very clever stuff you can do with it, however it just doesn't feel that powerful enough compared to the other leaders' best powers. First of all, it's usually only very useful if you can find the right situation to use it for, which doesn't happen all the time. Compare this to the other leaders' powers. The results you get from Shipmaster's best ability may not be as tangible as maybe spawning in an entire ODST Assault Group, or calling in Decimus himself, or a Protecter Sentinel, or heck, even an entire Pelican airstrike if you want.
I feel that his ability to spawn in teleportation nodes could maybe be able to be unlocked earlier and so that their uses will be increased since players can use them earlier in the game, or maybe they could be buffed so that they give friendly units passing through the teleportees a temporary boost or something like that.

If anyone doesn't agree to what I said and/or you are able to use Shipmaster's ability that I've mentioned really effectively, please tell me, I'm open to criticism. Plus, I would really love to learn more strategies that I can use for Shipmaster in Multiplayer.
I like the ability, it is super useful in a variety of situations. Can't say I have any more strats for you though. I'd personally like to see a 'blackout' ultimate power or something that causes detection to become void for a limited time. That way he keeps his support feel and if you want to keep the teleport nodes I'd remove mass cloaking (Shrouds do that anyways and are cheaper) I like the ability. I just believe shipmaster is hard countered so easily just be getting detection. Two of his abilites instantly become worthless with a switched on player.
How about fix these useless servers it's getting ridiculous!
Having fun in ranked so far! Just a couple things I really want.
  • separate ranks for xbox one and PC. We face completely different opponents, we should really have a separate rank / ladder
  • A real leaderboard!! And be able to view friends ranks
I don't see the point in ranked if you can only ever see your own rank. Let us show off the hard work!
I need a Flashlight over here.

So I have been comparing the Halo Wars 2 AI too the Halo Wars AI in 1v1 and 3v1 as Normal AI. But this is what I get. At the 12-15 minute marker the enemy attacks and gets beaten. The follow up attacks that I had come to expect from playing Halo Wars never come. Why? With the clock reading 20 minutes I start tuning my 3 Bases on Ashes vs 1 Normal Kinsano and apply Upgrades to my units to start gaining Veterinary. The AI has 3 Bases as well, 1 Mini Base out of 3. However the only units at All are 1 Vulture, 1 Scorpion, and 1 Wolverine plus 1 Jackrabbit for scouting.

The Comparison: In Halo Wars the AI would, on Any Difficulty, attempt to overthrow the Player until beaten or won. I could set up Defense lines and Hold Position and be amused or ashamed at my work as the AI attacks. However in this Halo Wars 2 the AI only attacks once in Skirmish and at one location at a time never spreading out their armies.

Conclusion: Halo Wars 2 was developed as a Quick Play Multi Option Game when the person has an average of 20 minutes to sit and twiddle their thumbs. Instead of Making a Enhanced Halo Wars Sequel with Different Game Modes for Video Gamers' with which to Challenge themselves or Others.

Question? What am I missing thus far? Is the error in Difficultly not High enough. Am I playing on the wrong Maps? Wrong Enemy or team Setup? Am i expecting to much from a 2017 Game? Please Discuss.
Shipmasters Secret Power

Displacement: The second Instance in which my units have been Displaced OFF THE MAP and unable to return yet they continue to take up POPULATION CAP. This most recent instance was in a Vs AI Stronghold Match on some Desert Map, Ashes I think, I Lost 3 Vultures to Displacement but was unable to Return them to the Battle but lost the 20-30 POPULATION CAP to Boot.

I as the Dev Guys look into this and see what I can not.
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