Halo Wars 2 Balance Update - July 25 - Part 1 of 3
A new game update is being readied for release alongside the Serina/Operation Spearbreaker DLC this week that includes a number of balance adjustments to multiple units and Leaders.
The current ETA for this balance update is Tuesday, July 25th pending final testing. As always, these changes will roll out behind-the-scenes once the game patch and DLC have been fully deployed. Thank you for your continued support and feedback!
UNSC
Condor
To combat the scenario of massed air beating infantry and anti-air vehicles, especially in team games, we are slightly reducing the damage output of both the Hornet and the Banshee against Infantry. We are also increasing the Hornet’s base HP and DPS to make them more competitive overall.
Restoration Drones has not been fully utilized in the early game and the implemented changes should help improve this. Its faster cooldown will help it impact more fights, and reduced costs at higher levels make it a more attractive quick heal option throughout the match.
Hellbringer’s anti-infantry ability has been less reliable than we would like and their early game impact has been fairly weak. These improvements should help improve their use in both cases.
Cannister Shells have often missed when the targeted unit died due to another source of damage. These changes reduce the randomness greatly, and also compensate by downscaling the damages to stay in line with that improvement.
Core, base-built Spartans have been underperforming in terms of pure combat strength and this improvement to their base DPS and HP brings them much closer to other heroes.
ANDERS
Research and Development:
Both the Sentinel Network and Ark Defense powers were very expensive and had a long cooldown considering how positioning-focused they are rather than damage-focused. These changes should make them more attractive and frequently used options.
Finally, the Retriever’s ‘Y’ ability was underwhelming against a large variety of targets. We’ve addressed that, and added tracking, which makes the Retriever deliver the punch expected from an Ultimate Unit.
The Protector Sentinels have been used less frequently recently and these adjustments should make them both a formidable core air unit again as well as a capable support unit with their stun ability. We are also improving their population efficiency, allowing Anders players to create an overall much stronger army of them if they can support the production.
SGT. JOHNSON
Bunker Drop:
The Bunker Drop change should synergize well with the now-buffed Hellbringers, particularly when coupled with the Johnson Hero and Med Drones.
Pelican Transport has been given a larger buff so that it is more comparable to Teleport in terms of transportation, and will help the relatively slower mech armies to deploy and shift more quickly.
Improvements to Colossus range make it more dangerous as a siege unit and helps it to intercept other units. Although slow, the Colossus now boasts the longest range of any Tier 3 vehicle and it’s mobility will be boosted by the improvements to Pelican Transport.
CONTINUED IN NEXT POST...
A new game update is being readied for release alongside the Serina/Operation Spearbreaker DLC this week that includes a number of balance adjustments to multiple units and Leaders.
The current ETA for this balance update is Tuesday, July 25th pending final testing. As always, these changes will roll out behind-the-scenes once the game patch and DLC have been fully deployed. Thank you for your continued support and feedback!
UNSC
Condor
- HP increased by 18%.
- Condor special ability damage multipliers reworked. Most notably: Condor Y damage vs buildings is 30% less, thus no longer able to instantly kill attached buildings.
- HP increased by 18%.
- Base DPS increased by 11%.
- Wingmen DPS increased by 50%. Damage multipliers reworked.
- Chain Guns now deal 20% less damage against Infantry.
- HP and DPS increased by 10%
- Cooldown reduction at all tiers from 190s to 160s.
- Cost at Level 2 reduced from 400/150 to 350/125, cost at Level 3 reduced from 500/200 to 400/150
- HP increased by 36%.
- DPS increased vs non-building targets by 33% for the basic version, and 44% for the upgraded version.
- No longer miss randomly.
- Damage reduced from by 22% to compensate for the “missing fix”.
- AoE reduced, including Isabel’s the Best Offense version to compensate for the “missing fix”.
To combat the scenario of massed air beating infantry and anti-air vehicles, especially in team games, we are slightly reducing the damage output of both the Hornet and the Banshee against Infantry. We are also increasing the Hornet’s base HP and DPS to make them more competitive overall.
Restoration Drones has not been fully utilized in the early game and the implemented changes should help improve this. Its faster cooldown will help it impact more fights, and reduced costs at higher levels make it a more attractive quick heal option throughout the match.
Hellbringer’s anti-infantry ability has been less reliable than we would like and their early game impact has been fairly weak. These improvements should help improve their use in both cases.
Cannister Shells have often missed when the targeted unit died due to another source of damage. These changes reduce the randomness greatly, and also compensate by downscaling the damages to stay in line with that improvement.
Core, base-built Spartans have been underperforming in terms of pure combat strength and this improvement to their base DPS and HP brings them much closer to other heroes.
ANDERS
Research and Development:
- Now has 2 levels instead of 3. Discounts changed to 30% at lvl1, and 50% at Level 2.
- Anders now has access to Turret Drop II.
- Cost reduced from 900/900 to 500/350.
- Cooldown reduced from 360s to 260s.
- Cooldown reduced from 180s to 150s
- Cost reduced at all levels from 360/225, 450/385, 550/450 to 300/200, 400/300, 500/400
- Now tracks targets like the Condor's and can't target empty ground.
- Damage multipliers reworked to be good vs any ground target, rather than be anti-vehicle focused.
- Damage tripled.
- Population cost reduced from 4 to 3.
- Damage increased by 10%.
- Weapon multipliers on attached sentinels (granted by the unit’s first upgrade) now match the main weapon. This helps them against vehicles.
- Added AoE to the special ability’s stun.
Both the Sentinel Network and Ark Defense powers were very expensive and had a long cooldown considering how positioning-focused they are rather than damage-focused. These changes should make them more attractive and frequently used options.
Finally, the Retriever’s ‘Y’ ability was underwhelming against a large variety of targets. We’ve addressed that, and added tracking, which makes the Retriever deliver the punch expected from an Ultimate Unit.
The Protector Sentinels have been used less frequently recently and these adjustments should make them both a formidable core air unit again as well as a capable support unit with their stun ability. We are also improving their population efficiency, allowing Anders players to create an overall much stronger army of them if they can support the production.
SGT. JOHNSON
Bunker Drop:
- Cooldown reduced from 120s to 90s.
- Population cost reduced from 3 to 2.
- HP increased by 8% at both levels. SP increased by 75% at lvl 2.
- Bunker shows selection decals.
- Siege Drop Turret lifespan increased at both levels from 60/80s to 90/120s.
- Digging In also reduces cooldown of Turret and Bunker drops (Siege Turret drop 20s per level, Bunker drop 10s per level).
- Cost reduced from 200 to 100.
- cooldown reduced from 150 to 100.
- Max distance increased for both levels by 22% and 16% respectively.
- Colossus weapon range increased by 20%.
The Bunker Drop change should synergize well with the now-buffed Hellbringers, particularly when coupled with the Johnson Hero and Med Drones.
Pelican Transport has been given a larger buff so that it is more comparable to Teleport in terms of transportation, and will help the relatively slower mech armies to deploy and shift more quickly.
Improvements to Colossus range make it more dangerous as a siege unit and helps it to intercept other units. Although slow, the Colossus now boasts the longest range of any Tier 3 vehicle and it’s mobility will be boosted by the improvements to Pelican Transport.
CONTINUED IN NEXT POST...