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[Locked] Design Feedback : Multiplayer

OP ske7ch

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I fully agree with you.
- Make canister shell like Halo Wars 1.
- Nerf Jackrabbits. This is a Scoutunit. Why does nobody rush with the chopper or ghost, although they are much stronger than the jackrabbit? Because they can not heal themselves. Make the Healdrone to Tech 2 !
- We need upgrades for the Elite Ranger
The new leader is a hunter
Place the jackrabbit, ghost, chopper, all that low end vehicles rushing bs into the garage or where all the vehicles are produced, i'm sick off 90% of the time i'm being rushed. thanks.
I would like to see another elite leader, with elite squad leaders. Maybe some sticky grenades? and maybe a locust squad as anti infantry. And maybe a locust swarm as anti infantry super like kinsano? and some air drop support like the unsc to match it a bit? with some buff powers and a heal or a shield pylon like mobile shield that can be placed to? and maybe a honor guard squad?
After Playing for an extended amount of time I have a few key suggestions, and stick with me here a few involve halo wars 1 elements:

1. Both banished and UNSC need a heavy anti-air buff.
2. Vultures need a population cost increase (2 condors and 6 vultures should not be taking place in matches)
3. As mentioned previously, the stackable X button for movement of units that was in halo wars 1 should be brought back into this game
4. Please kindly remove the all units selection when using the Right trigger to cycle through units.
5. Marines need a tech cost as well as supplies if they are to remain at their current stats.
6. Mini base should be removed from D-Pad building cycles
7. Scout units should only scout
8. Regular turret cost decrease (maybe even Siege Turret cost decrease too?) to help prevent having to build a rush to stop a rush.
9. Disruption bomb that was in halo wars 1 would be a nice strategic addition to halo wars 2.
10. Scarab should be able to shoot and move
11. As also mentioned previously, please let us see the game map once the game is over. Seeing other builds helps players learn and grow their tactics and suggests what we can do differently next game to improve.

That's all I have for now
Thank you
LugNuttt wrote:
After Playing for an extended amount of time I have a few key suggestions, and stick with me here a few involve halo wars 1 elements:

1. Both banished and UNSC need a heavy anti-air buff.
2. Vultures need a population cost increase (2 condors and 6 vultures should not be taking place in matches)
3. As mentioned previously, the stackable X button for movement of units that was in halo wars 1 should be brought back into this game
4. Please kindly remove the all units selection when using the Right trigger to cycle through units.
5. Marines need a tech cost as well as supplies if they are to remain at their current stats.
6. Mini base should be removed from D-Pad building cycles
7. Scout units should only scout
8. Regular turret cost decrease (maybe even Siege Turret cost decrease too?) to help prevent having to build a rush to stop a rush.
9. Disruption bomb that was in halo wars 1 would be a nice strategic addition to halo wars 2.
10. Scarab should be able to shoot and move
11. As also mentioned previously, please let us see the game map once the game is over. Seeing other builds helps players learn and grow their tactics and suggests what we can do differently next game to improve.

That's all I have for now
Thank you
I agree
To the dumb -Yoink- developers of Halo Wars 2 (sh*tty war. This game has the most absurd unit and leader power balancing I've ever seen in a rts. Let me begin with the infantry units for both the unsc and banished factions starting with the mainline troops.
to begin, how the F*ck is the Grunt squad supposed to compete with the god d*mn marines? you gave the marines 2 unique upgrades which just completely sh*ts all over the upgrades that the grunts get. the marines are decently effective against all units and structures whereas the grunts are only decently effective against infantry, which is bullsh*t, and air units. the marines get the ability to toss grenades at other units when in proper range whereas the grunts second ability allows them to toss a land mine. in a 1 on 1 battle, the marines will win because they are slightly more better at killing infantry and their second ability allows them to do increased damage in a single AoE blast. for a banished player, his/hers grunt squad must toss a land mine, not while clicking on an enemy unit, but to an area around the unit. then he/she must wait for the timer on the land mine to reach zero thus exploding causing practically no damage at all. this trash secondary ability is not as effective as the marines ability to toss a grenade. the land mine does practically no damage to anything it hits. solution to this, give them back the damn plasma grenade from halo wars 1. moving on to the second upgrade that these units get, completely widens the gap between the dps for these units. you idiots gave the marines the ability to fire a rpg, while the grunts upgrade only add a additional grunt and brute... WHAT????? this is not balanced, considering that the grunts are greatly weaker than the marines. with the rpg ability, marines are even more effective at taking down vehicles and air units too. they'll bomb the hell out of vehicles with the grenade ability then fire rpgs along with their regular ar's that they have. the grunts however, are virtually destroyed by anything if they so much as look at them the wrong way. to even the playing field, give them the fuel rod cannon and increase basic dps for the overall squad, thus putting them on the same level as the marines. in the original halo games developed by bungie, one would run across grunts with the fuel rod cannons. also i dont know if this is a bug or not, but the marines also gathers resources faster than the grunts. this dont make no sense whatsoever. overall you developers need to even the playing field for these two mainline infantry units. what makes the marines so special, show a little bit of love to the grunts and buff them to compete with the marines ffs. Sniper Anti-infantry unit is drastically unfair and unbalanced compared to the Banished's Elite Rangers Anti-infantry unit. to begin, why the hell can a UNSC player buikd a Sniper unit with level 1 tech when it takes the banished leader to have a level 2 tech to manufacture a Elite Ranger unit. this is clearly a balance issue off the start. this sets the stage for a UNSC player to have a effective infantry force shortly after a match has started. additionally, the UNSC sniper unit has a much higher field of view than the elite ranger. this is bullsh*t. how can one fight against the sniper unit with elite rangers when one unit has a larger field of view than the other. also the sniper unit does more damage than the elite rangers. in a 1 on 1, the elite ranger will die before it even has a line of sight on the sniper unit. how did this get pass testing? next, the sniper unit has 2 allowing it to acquire cloaking and the 2nd upgrade allowing it to have increased damage. what upgrades do the elites have, thing. what, you guys come up with any creative upgrades to give the elites huh; talk about creativity. how about first bringing down the field of view for the sniper unit to match the field of view for the elite ranger. this way when 1 unit sees the other unit, that unit will also have a sight on the other unit. next lets talk about upgrades. why cant the elites have a upgrade that gives them cloaking, they only had cloakibilities in every halo game, no reason why this one should be different. secondly give them the upgrade to allow them to have the beam rifles like the jackels had in halo wars 1. you gave the unsc snipers the upgrade that allows them to do increased damage for no f*cking reason, i dont see why the elite rangers cant have a upgrade the does the same thing. also bring the tech level to manufacture a elite ranger to level 1 just like the unsc sniper unit or, move the unsc sniper unit's to a must have level 2 tech in order to manufacture. there you will have balance. was that too hard to come up with?

Now lets talk about vehicles. to start, the unsc Scorpion tank is a piece of sh*t compared to what it was in halo wars 1. it is slower, and the canister shell ability performance is poor. it is not effective against anything being infantry units, other vehicles or structures. this ability needs a buff. i find the wraiths scorch mortar upgrade to be more effective at killing infantry and other vehicles than the canister shell ability. i dont think this is a balance issue but a unit issue altogether. the scorpion tank needs to become more reliable to be a effective unit in a the late game. where it stands now, its not even worth using. also when it gets shot at by the cyclops with the shock rounds upgrade, it practically becomes immobile allowing for it to become easily over run. also the canister shell ability seems bugged as it does not fire it when the command to use the ability is given. like the wraiths scorch mortar ability, when the command is given, the wraith instantaneously fires the scorch mortar. i believe the canister shell ability should do the same. the scorpion tank should not emit a small light show indicating that it is charging up to fire the canister shell and fire it moments later after giving the command; like halo wars 1, allow the tank to fire the ability instantly.

now i have a question, what the hell was going through your minds when you all designed the locust unit. where it stands now in the current status of the game, it is literally a tiny scarab. this thing does too much damage to almost everything it come across , excluding structures that just vanishes in the blink of an eye if a locust so much gets a peek at it. i cannot believe how broken this unit is, why would you people allow this unit to fire in the opposite direction that it is moving. in addition to it being a fast mover, almost no unit can catch up to it. this thing has a field of view that is on par with the unsc's sniper unit. if you try to give chase to a fleeing group of locusts with ground forces, you will never catch them and you would have most likely lost your entire army while giving chase to them. this is just absurd, there was a reason why these things were strategically used in halo wars 1. this unit was a building killer, only killing buildings and only excelled at killing buildings nothing else. in this game, its just another mainline vehicle as it would seem. this seriously needs addressin
Although the hostility isn't needed, this is actually a very good post about the balancing problems that exist in the game. I'd also like to add that Eradication is too strong vs base structures. That damn thing can completely wipe out every building on your base, leaving your base bare. That is quite unfair.
Glitches: (Updated 4/11/2017)

- When using the scorch mortar ability with a Wraith, the Wraith will not allow movement commands for about 2-3 seconds after using it. Immobile. Wraiths are easily killed during this window of time and almost makes the ability not worth using.
- Infantry will sometimes walk around in circles aimlessly in front of supplies or power when told to pick up supplies or power on the map.
- Glassing beam will cut off if you attempt to move it into fog of war ever so slightly before it is fully charged. If you will not stop this from happening, at least eliminate the cool down time and cost if this happens. I and many other players have wasted their glassing beam just because the enemy left or an ally turned and ran and caused the fog of war to creep up on my glassing beam while it was charging. I didn't use the beam. Why am I paying for it?
- Anders' Sentinels are not affected by Shipmaster's teleportation leader power.
- Super units are not affected by Shipmaster's teleportation leader power, though Condors can still be teleported if you teleport the smaller units around it.

Improvements that can and should be made:

- Allow for even faster scrolling speed in settings. The original Halo Wars had a much faster maximum scrolling speed. I am on the Xbox One.
- Remove Mini Bases from D-Pad scrolling PLEASE.
- Do not allow Locusts to shoot and move. This unit is extremely unbalanced.
- Scarab is extremely clunky as a unit. It should be able to shoot and move when it's main cannon is facing an enemy.
- Increase population cost slightly on vulture. 2 Condors and 6 vultures is ridiculous.
Nightengale's aren't properly escorting their groups; they often fly very quickly ahead, leaving both they and their group vulnerable.

Also the glassing beam is still way fast.
Few things you guys should add based on (Halo wars 1)
EDIT: 1v1 maps 2v2 maps and 3v3 maps all have to be different like in Halo wars 1
Leaderboards and Trueskill link below is example

https://account.xbox.com/en-US/screenshot/db7e8778-62a1-4cbe-9c0e-08b68226f1d9?gamertag=Pacman%20Soul&scid=d1adc8aa-0a31-4407-90f2-7e9b54b0347c

Maybe change name from deathmatch to standard back again i feel weird playing deathmatch when i played over 10k games of standards in hw1

Matchmaking add: Standard 2v2 and 3v3 (randoms 2s and 3s like hw1) is not fair searching by yourself on 3s and you get matched up with 3 guys party up......

Add ranking system for example recruit, major, brigadier and general

leader: kinsano nerf

Unit: Jack rabbit nerf, locust nerf they kill bases in a blink of an eye. other units need buffs

Abilities: some of them are to OP maybe people would comment this post to help more.(leaders)

UNSC: all UNSC leaders should have adrenaline research for the use of infantry
This post has been edited by a moderator. Please refrain from making non-constructive posts.
*Original post. Click at your own discretion.
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They do pay attention to them, moose, as we've clearly seen in the past. Fixes take time, so fifty kids screaming about Kinsano "being OP" isn't going to be fixed the very next day.
LugNuttt wrote:
After Playing for an extended amount of time I have a few key suggestions, and stick with me here a few involve halo wars 1 elements:

1. Both banished and UNSC need a heavy anti-air buff.
2. Vultures need a population cost increase (2 condors and 6 vultures should not be taking place in matches)
3. As mentioned previously, the stackable X button for movement of units that was in halo wars 1 should be brought back into this game
4. Please kindly remove the all units selection when using the Right trigger to cycle through units.
5. Marines need a tech cost as well as supplies if they are to remain at their current stats.
6. Mini base should be removed from D-Pad building cycles
7. Scout units should only scout
8. Regular turret cost decrease (maybe even Siege Turret cost decrease too?) to help prevent having to build a rush to stop a rush.
9. Disruption bomb that was in halo wars 1 would be a nice strategic addition to halo wars 2.
10. Scarab should be able to shoot and move
11. As also mentioned previously, please let us see the game map once the game is over. Seeing other builds helps players learn and grow their tactics and suggests what we can do differently next game to improve.

That's all I have for now
Thank you
the stackable x button thing is in the game all you have to do is hold RT on xbox dunno PC
Nerf the locusts. Period.
- Make the range similar to halo wars 1(PLEASE DECREASE THE RANGE FOR CHRIST SAKES)
- Make them weaker, but with increased shields
- Make them only good against building. no not kinda good against air or infantry blah blah, just buildings.
Please. This needs to be stopped.
LugNuttt wrote:
After Playing for an extended amount of time I have a few key suggestions, and stick with me here a few involve halo wars 1 elements:

1. Both banished and UNSC need a heavy anti-air buff.
2. Vultures need a population cost increase (2 condors and 6 vultures should not be taking place in matches)
3. As mentioned previously, the stackable X button for movement of units that was in halo wars 1 should be brought back into this game
4. Please kindly remove the all units selection when using the Right trigger to cycle through units.
5. Marines need a tech cost as well as supplies if they are to remain at their current stats.
6. Mini base should be removed from D-Pad building cycles
7. Scout units should only scout
8. Regular turret cost decrease (maybe even Siege Turret cost decrease too?) to help prevent having to build a rush to stop a rush.
9. Disruption bomb that was in halo wars 1 would be a nice strategic addition to halo wars 2.
10. Scarab should be able to shoot and move
11. As also mentioned previously, please let us see the game map once the game is over. Seeing other builds helps players learn and grow their tactics and suggests what we can do differently next game to improve.

That's all I have for now
Thank you
the stackable x button thing is in the game all you have to do is hold RT on xbox dunno PC
Is it really?! I must have missed that in the tutorial lol. Whoops, thank you sir.
Yeah, the tutorial didn't really go into that the Right Trigger is the "advanced commands" option...
LugNuttt wrote:
After Playing for an extended amount of time I have a few key suggestions, and stick with me here a few involve halo wars 1 elements:
1. Both banished and UNSC need a heavy anti-air buff.
2. Vultures need a population cost increase (2 condors and 6 vultures should not be taking place in matches)
3. As mentioned previously, the stackable X button for movement of units that was in halo wars 1 should be brought back into this game
4. Please kindly remove the all units selection when using the Right trigger to cycle through units.
5. Marines need a tech cost as well as supplies if they are to remain at their current stats.
6. Mini base should be removed from D-Pad building cycles
7. Scout units should only scout
8. Regular turret cost decrease (maybe even Siege Turret cost decrease too?) to help prevent having to build a rush to stop a rush.
9. Disruption bomb that was in halo wars 1 would be a nice strategic addition to halo wars 2.
10. Scarab should be able to shoot and move
11. As also mentioned previously, please let us see the game map once the game is over. Seeing other builds helps players learn and grow their tactics and suggests what we can do differently next game to improve.
That's all I have for now
Thank you
1. They need to be able to shoot multiple targets rather then all just go for one and. Y ability would be nice.
2. If you scout correctly you can counter this. Slow units, so Marines/Grunts can do a lot of damage.
3. Yes, it's in the game.
4. Yes. Very annoying, it I want all units again I will select all units.
5. Should not be any more than 25 but needs to wait until JR nerf.
6. There needs to be a way to do bases only and one that does the mini bases too. Then you need to pump out marines it is very handy.
7. I would love to see another function for the JR if they lose the ability to shoot. Maybe steal a small amount of supplies if attached to an enemy supply pad???
8. Absolutely not. Just like rushing there needs to be a down side to it. You should not be able to turtle for a cheap amount too.
9. Very needed at the current state of the leader powers. I would like 5 bombs placed out around a reasonable area and able to be targeted by enemy who can detect.
10. No, but it needs to be able to target more enemies while not moving. Right now it shoots 1 units, stops, moves, targets another then fires. Seems to slow for a super unit.
11. More stats in general are needed.
Not sure if this is in the right spot but ever since the first update. When you upgrade either supply or generator is doesn't say Augmented next to it anymore. I'm talking about the text it's gone. Can we have it back please. It bothers me having to constantly hover to know if they re upgraded or not.
LUCIANHEAT wrote:
Not sure if this is in the right spot but ever since the first update. When you upgrade either supply or generator is doesn't say Augmented next to it anymore. I'm talking about the text it's gone. Can we have it back please. It bothers me having to constantly hover to know if they re upgraded or not.
There is a visual difference. I'm not too fussed about it though.
Y u no have jackals? Or vampires? Or permeefians
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