Dear 343: THANK YOU
I enjoy playing both game modes, Blitz and Multiplayer a great deal. This season I have deferred back to Blitz a good bit more given the current status of a few leaders in the multiplayer arena being a bit... dare I say, OP. I used to write huge paragraph blocks of bugs that I found in Blitz in addition to opinionated feedback about every month. I am happy to write that this is season I have remarkably little to report, in Blitz specifically. I felt that I should do one more report and rest my case. It should be said that you guys have made this game much more balanced and patched up nearly everything that I have noticed being a severe problem, and it should not go unnoticed.
Blitz Unit Glitches:
Hologram Unit Selection Fail: Using the Holo Decoy ability in blitz no longer auto populated the selected units bar with the decoyed units. This makes it incredibly more difficult to use the holograms as intended to draw out leader powers of be a diversion in any way. I imagine this occurred in response to Pinocchio Glitches, but it needs to be fixed.
Grunt Mob Return: Fixed
Blisterback Lockdown Glitch: Fixed
Ultra Detect: UNSC sniper and Spirit Assault dropped Elite Rangers have 'Ultra Detect' and can identify holograms and permanently reveal them as holograms. They also have the ability to reveal units that are being affected by a Nightingale smoke bomb. This in practice allows you to to smoke a unit rendering it unable to attack, but you will be able to see and attack the smoked unit. In my opinion, this is not intentional, else all detect units would have this ability. From my experience in multiplayer, Nightingale's are able to reveal the smoked enemy allowing you and your team to target them while they cannot shoot back. Ultimately, I think all units with detect should have the benefits of the described ultra detect.
Bloodfuel Grunt EOD: Fixed
Extractor Marine Grenade Man: Low health extractor marine tosses a grenade at a non armored unit(s) and will replenish one man on the team. New man on team will glitch and throw a grenade again at target and replenish one man on the team, and so on.
Warthog Ram Pathing: Fixed (From my limited experience)
Tron Legacy(Pinocchio): Fixed
Spirit Assault Broken Hologram: You can hologram an allied spirit carrier from Ship Master's leader power, that does nothing but glitch to the floor. More funny than anything, but deserves a patch. (Not recently tested, but still assumed)
Guard Noise: Fixed
Rogue Unit Movement Culprits: Fixed
Minor to trivial this time around!
Ranked 3v3 Blitz: I believe it is time for this playlist to make a return. I know a few players not as interested in Blitz given the loss of this playlist and many more players now have the cards to be competitive against groups of high leveled players. With dodging being fixed, in addition to much more leader variety, I predict ranked 3v3 would have an awesome comeback. Unless there is a very specific reason that the 343 team wants to funnel more players into 1v1 or 2v2 that they would like to share, I know the Blitz community would be very happy to bring back the use of huge leader powers in the carnage of a 3v3 match up.
Dodging Fix Methodology Comparison: I am happy to see that dodging is now a topic that old school players can talk about with new blood and refer to it as dark times for the ranked community. Now that I have seen the way it is implemented, I want to stress some pros and cons and hopefully insight discussion among as many people as possible. Dodging was prevented in Halo Wars 1 by the method of having the game completely locked once a player was found. You were able to see who you were playing and be able to plan accordingly. However, you were not able to change your leader at that point. I think the system would have been perfect back then if you were able to pick your leader like this game mid game loading in addition to having a defaulted favorite from the game start (like a favorite blitz deck, only it just be a single leader). And you know... as I am writing this, that is exactly what needs to be implemented in Multiplayer... but that is not what this topic is about. Not being able to see who you are up against is a solution that I feel has a draw back that I personally don't like. I enjoyed a whole lot that you could pick your leader accordingly to the perceived skill level of your opponent. Though you cannot see ranks, one still knows the name of someone that gives a harder challenge than others. This information allows you to choose your leader accordingly, a preferred leader for the use battle tested strategies in a higher ranked match up and a less used leader against competition you believe to be easier and allow you to test and practice strategy with a high chance of getting a win as well.
Unfortunately, we have a core menu system that in itself is annoyingly clunky, and has no way of ridding itself of dodging without the use of the implemented single blind setup. Not knowing who you are up against is interesting in that fear is relatively eliminated hence the end of dodging, but I think the cost of lack of information is too great. Taking away knowledge in this case forces choices and will statistically prevent one from experimenting, as a player can only assume that their opponent is always Champion #1. Bottom line, I am a big fan of being able to dial up and down your personal level of difficulty given the perceived difficulty of your opponent. The current system does not allow anything more than you taking risk going anything short of maximum effort.
Shipmaster: This is my final post for Shipmaster. From the beginning I have viewed this game as more in line with chess than its predecessor in how much positioning of units matters much more as you increase the size of the map. In the game of chess, position is of utmost importance in addition to tactics. Shipmaster is great in that he can position himself with an ability that makes him be in two places at once and basically has a 'get out of jail free' card. Shipmaster is overpowered in that he can also control the opponents position in addition to this already fantastic ability of teleporting his own units. Being able to force a pinch, or generally force an engagement before an opponent is ready is really messed up in a game where the opponent can see all units on field including fog of war. I know displacement is up for review at this point in time for the multiplayer arena. I only ask that whatever conclusion is made about it be translated over to blitz as well. Having displacement in blitz is equally screwed up as it is in multiplayer, especially now that the hit box of blast is pretty much perfected, displacement-blasting is more lethal than ever. I would not continue addressing it if I didn't feel it was important.
I used to complain about the lvl 6 beam, but I now feel that leader power does have a place in that its strength is limited by its area of effect and now has a counter of guarding Wraiths or Douglas in addition to splitting units. Displacement is the only leader power that is truly a tier beyond anything else.
To conclude, displacement has got to go for the same reasons hunters brand is not part of Colony's deck.
Thank you so much for bringing Blitz to its current state. It truly is miles from where it once was.