Bud what are you talking about this is how it worksGenerator33 wrote:Marine’s grenades are not really designed for destroying scouts, and with how early on in the game you can acquire that upgrade it could render scout units virtually useless very early on, which is one of the most important times to scout, and at those times it the only units really available are core infantry, scout units and possibly anti-building/ rush units. One thing grenades are highly effective against is buildings and grouped infantry, such as the rush units you mentioned, which is one of the reasons grenades are so useful early in the game, being effective at decimating early armies and weakening defences. I believe they really are the intended targets of marines, so based on all that I would think that making grenades then effective against scout units would make them slightly too adaptable and generally powerful for early game.Swerve LC wrote:Please buff marines nades vs scouts omg do I hate the interaction between them. Why am I investing 400 power into a upgrade that doesn’t do its job. The nades never hit their target and don’t do as much as shrapnel rounds if I paid 400 for it not to do it’s job like what the point.
that’s how it should be but it doesn’t work like that not to mention marines need a upgrade to beat scouts which is more power so please fix marines
That being said, I’m not fantastically experienced at Halo Wars 2 or strategy games in general, so you may well be right :)
marines need the nade upgrade to beat scouts meaning you need barrack units to deal with marines
but the problem is your spending 400 power on a upgrade that misses way to often expecally on units being Micromanaged
unlike grunts who 300 upgrade lands on the ground is pretty much good at everything and has splash damage and debuffs.
you could easily say marine nades is overpriced and is underperforming while shrapnel rounds is underpriced and over performing. I can’t name one thing shrapnel rounds are not good at.