Top of the morning to you.
Here's my input.
Yes, 100 times yes. Leader powers killing buildings with little to no counter play is a very, very bad thing, especially when this ability is unlocked 3rd/4th point. Additionally, the speed of Glassing Beam could potentially be brought down slightly; it can be difficult to split out of with how fast it is. Reducing the speed is not needed, but I wouldn't be against it.
Quote:Cleansing Beam is too strong vs buildings.
Yes, please do not nerf air anymore; I enjoy it being viable. AA damage towards AV needs to lowered drastically, though I suggest looking into that ASAP.
Quote:Air is no longer OP but in a solid spot vs AA.
Yeah, JR's are still a meme. For there cost, it's not even worth building them. Even when affected by passives, they're meh. I recommend looking into JR's splash damage again, or increasing their damage substantially towards rush infantry. I want to be able to "snipe" out rush units from an infantry ball, and I currently cannot do this.
Quote:Jackrabbits still are not strong enough vs all forms of infantry besides core.
I don't think its their strength early game (T1) that is a problem, as much as their mid game strength (T2 - Combat Tech) is a problem. In most games, I feel confident making solely Marines against just about everything once I have Combat Tech researched. Fighting tanks with Marines should not be a thing.
Quote:Marines are a bit too strong early game.
Hunters feel perfect where they are. They are doing everything they should be, IMO. However, Cyclops are horrendous; 95% of the time, it's a better idea to use CT Marines instead of Cyclops to fight vehicles. Cyclops really only become useful when they have Shock Rounds researched and are supported by a blob of Nightingales; before this, just don't even bother with them.
Quote:Anti-Vehicle isn’t anti vehicle enough in some engagements.
PS; pls give AV some base damage.
Warthogs are in an excellent place. The only area I feel they are lacking is against CT Marines. However, nerfing CT Marines may rectify this situation and a change may not be needed (on the Warthog side of things).
Quote:Warthogs still need some love.
Yes, please. For how slow and expensive these units are, they should do more than tickle base. I would also like to see T3 air counter tanks more effectively, as well.
Quote:Tanks and T3 Air need more building damage.
Without a doubt. Not worth their cost, hilarious compared to Snipers, and only strong when massed. Definitely need some love.
Quote:Rangers are still too weak.
I have always felt Grunt Mines countered scouts well, and the interaction felt solid, but I may be missing something. EDIT: tested this out a bit, yes, Grunt Mines could be toned downed down a whisker VS scouts. The buff on Grunts tipped this a little bit too far in the Grunts favour. As for countermeasures, yes, it should not do so well against scouts. Even with the recent nerf to Countermeasures, I still feel confident fighting scouts with Jump Brutes.
Quote:Grunt mines and Countermeasure Brute Mines investigation to reduce damage vs vehicles including scouts.
If there are any questions/concerns, I will gladly record some gameplay showcasing exactly what I am talking about.
I will add to this as things come to mind
- For the love of all that is holy, please nerf Siege Turrets. Being able to fight entire armies with them is not okay.
I agree with nearly everything in this post.
I would add...1
.Hero units in general are too hard to kill (and many were so before the patch), especially for the banished. I played a level that I don't pay very often against a very experienced player. He/she immediately ran a spartan to a garrison that was near my base that didn't notice was there. I could not kill him. I made another base and brought an army to attack him and we still couldn't get him out because his line of sight allowed him to kill my troops and turret before anything could get close enough to kill him. Once he leveled up, it was over. Couple that with the Siege turret that was shooting my troops as they came out because of his line of sight, and we could do nothing.
-Decimus' hero units are entirely too strong. Nearly every match I played had Decimus and we couldn't kill him. Once he got the dropped unit to level 2, we could barely move his power.
. Can we please tone down the glassing beam and show love to the Hunter's brand? The Hunters brand should have the strength you gave the glassing beam because it is virtually useless. You can't move it and by it's nature you can't make it hit all of the units in the area, so it should be max power.
The glassing beam shouldn't have gotten 2 major boosts (speed and damage). You never boost multiple things when looking for balance. Multiple boosts almost always guarantees overpowering.
3. Tanks seem to be better but they are still not strong enough, and i personally can't tell the if anything was done to wraiths. they are still very mediocre to me. I think they are the worst Banished unit outside of scouts.
4. Wolverines are still too weak defensively against air. Air can generally take Wolverines out before the wolverines can take air out. I haven't tested this much with Reavers yet.
You mentioned jackrabbits not being strong enough... Strong enough to do what? They are scout units. Do you mean strong enough to rush?
But I love the majority of changes so far, especially the grunts and infantry in general, but in particular against air. Grunts are no longer useless but they also aren't spammed... so far. They seem great so far.