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[Locked] October 2018 Balance Patch [Live 10/30]

OP Wrensi

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EiTeNeR wrote:
EiTeNeR wrote:
Could we please fix the UI radius vs Actual buff radius of Hell Charge? They are drastically different especially at level 3.

And give Isabel Pelican at the very least. Buff Wolverine Acceleration to 20.
Nah my idea for isabel is that they could buff the turret drop to emit a constant small aoe emp to lock down vehicles for the life span of the turret, would fit with her kit and help out in getting to lategame
She needs pelican
Well if every tank sentric leader got a transport ability, it wouldn't be special anymore, plus shes the hacker / distraction leader , so just give her more ways to hack and distract
Considering Johnson and Forge have it, I don't see the issue at all. They don't have the resources to rework her turret. Replacing it would be better.
The only concern I have is the buffing of Mantises for this patch. Johnson's Mantises to my knowledge are fine, not to mention this has been the second or third buff for those units and people who play as him sometimes build only Mantises which can work well when kiting your A-T units.
I'm a Johnson player and the Mechs are mediocre, they lose to their cheaper counterpart (Hogs) and lose to Air really bad unless you somehow have bigger numbers.
They're expensive and take along time to build and are high pop.
The only concern I have is the buffing of Mantises for this patch. Johnson's Mantises to my knowledge are fine, not to mention this has been the second or third buff for those units and people who play as him sometimes build only Mantises which can work well when kiting your A-T units.

Thoughts for Anders are please reduce effectiveness of sentinal drops from artillery, it is cancer when three or four Kodiaks set up and bomb your AA units. Or make Kodiaks a tier 3 unit like Blistersbacks but something. Or every second shot spawns sentinal or more LPs points for the ability. Because fighting air is hard enough in 3v3 but artillery makes it impossible to keep up and counter. Only choice might be air but if you didn't invest from start the guy who did will win.

The rest i'll wait and see but reducing damage air does to AA is something that is in my mind helpful. Increasing survival vs. others things except counter unit should be considered along with damage or slightly better slash damage to air. When hornets and banshees are willing to fight it out with the counter unit there's a problem which still happens. As to how people debate but I am convinced that if you build AA you handicap yourself because to truly wipe out air you need many AA and power for upgrades whereas air requires bare minimum for power costs translating into out teching your opponents making AA obsoleted vs fully upgraded ball of air. Had a 3v3 game where 2 went air and other mantises needless to say counters were worthless because teching up was impossible due to constantly fighting off attacks and artillery that wrecked AA. I have to say artillery messed up this balance being the only unit to sit back and destroy your entire ground army. At least if your banished you get a mobile trophy system that intercepts shots, Unsc get no such system.
To conclude air still destroys counter. And artillery is powerful but coupled with sentinal drop it is crazy.
Air does not destroy AA. The sentinel kodiaks are certainly annoying and could use a duration reduction, but nothing too drastic. The reason you cannot keep up with air in 3v3s is because... you're playing 3v3s. It's hectic, there are loads of LPs, and that's just the nature of 3s. Playing 1s or 2s would give you a better idea of how hard air generally loses to AA.
The only concern I have is the buffing of Mantises for this patch. Johnson's Mantises to my knowledge are fine, not to mention this has been the second or third buff for those units and people who play as him sometimes build only Mantises which can work well when kiting your A-T units.
I'm a Johnson player and the Mechs are mediocre, they lose to their cheaper counterpart (Hogs) and lose to Air really bad unless you somehow have bigger numbers.
They're expensive and take along time to build and are high pop.
Mantis are not mediocre, especially with powers like mech overcharge making them immune to nukes. Johnson isn't going to become S tier sure, his tech 1 game is still pathetic but mechs actually do very well vs air and their kiting means they do a lot better vs infantry compared to other t2 vehicle. Of course as a Johnson your aim is always colossus so they are mainly used as defence till tech 3 and often require pelican to get around quickly. But they are definitely a good unit.
Thanks for the hard work as always, Wrensi! I'm liking most of the changes so far, but I think a cost increase isn't enough to bring Spirit Support in line with other drop abilities. It's a 4th point drop that yields one 2* Ranger and one 2* Hunter squad, along with two 1* engineers. I think reducing the infantry's veterancy from 2* to 1* would be an appropriate nerf.
No other leader gets multiple 2* units outside of 5th or multi-point drops, and Spirit Support currently brings a disproportionate amount of value to the table compared to nearly all other drops.

To be quite honest, Shipmaster is borderline overpowered right now for 2 primary reasons: Spirit Support and Glassing Beam. This brings me to another point I'd like to discuss - Glassing Beam 1 is far too effective. There are many things that factor into this, but the simplest to change would be: a) reducing the duration of Glassing Beam to 6 or 7 seconds b) slighty increasing the startup delay for Glassing Beam at all levels - perhaps ~.5s c) reducing the overall damage done by Glassing Beam 1. Until extremely late game units are on the field, GB1 will wipe the majority of most armies without timely splits.

Spirit Support and Glassing Beam both do significant amounts of damage to ground armies, and air is not a viable strategy since AA is consistently receiving buffs (as they should imo). Reducing the veterancy of SS and effectiveness of GB (level 1, at the very least) will help bring Ship to a more balanced spot without taking away his unique style and strengths.
It seems like a whole lot of nothing happened this patch and its kind of disapointing. My friend and I just tested vultures and 1 vulture will lose to 2 scorpion tanks (no Y ability) the vulture failed to kill a single scorpion tank and was only able to red bar it. Cyclopses got a buff but its too small to make any noticable difference. On top of that I would have liked to see more specifics on some of the more vague changes like decimus siphon grunts, jeromes aura, and mantis shield and health buffs. No one wants another 300 percent anvil round walking around but 6 percent to cyclops health? The unit is made of paper and isnt a remotely threatening anti vehicle unit.
The only concern I have is the buffing of Mantises for this patch. Johnson's Mantises to my knowledge are fine, not to mention this has been the second or third buff for those units and people who play as him sometimes build only Mantises which can work well when kiting your A-T units.

Thoughts for Anders are please reduce effectiveness of sentinal drops from artillery, it is cancer when three or four Kodiaks set up and bomb your AA units. Or make Kodiaks a tier 3 unit like Blistersbacks but something. Or every second shot spawns sentinal or more LPs points for the ability. Because fighting air is hard enough in 3v3 but artillery makes it impossible to keep up and counter. Only choice might be air but if you didn't invest from start the guy who did will win.

The rest i'll wait and see but reducing damage air does to AA is something that is in my mind helpful. Increasing survival vs. others things except counter unit should be considered along with damage or slightly better slash damage to air. When hornets and banshees are willing to fight it out with the counter unit there's a problem which still happens. As to how people debate but I am convinced that if you build AA you handicap yourself because to truly wipe out air you need many AA and power for upgrades whereas air requires bare minimum for power costs translating into out teching your opponents making AA obsoleted vs fully upgraded ball of air. Had a 3v3 game where 2 went air and other mantises needless to say counters were worthless because teching up was impossible due to constantly fighting off attacks and artillery that wrecked AA. I have to say artillery messed up this balance being the only unit to sit back and destroy your entire ground army. At least if your banished you get a mobile trophy system that intercepts shots, Unsc get no such system.
To conclude air still destroys counter. And artillery is powerful but coupled with sentinal drop it is crazy.
Anders received the biggest nerf this patch she doesn’t need another one on top Kodak are the only way to counter banished infantry because elite rangers poop on unsc infantry if your pumping out elite rangers guess what it’s so quick to swap into hunters to counter warhogs. Kodak are best choice to deal with banished infantry if I’m playing unsc I’ll go warhogs but against banished it’s needed plus AA imo is doing a really good job at killing air

i think elite rangers need to be nerfed to before patch and should have to get a tech 3 upgrade for them to be how they are currently

they em are a way better unit than snipers or give snipers their tech 3 upgrade at tech 2 or decrease the sniper tech 3 upgrade to 400 or 500 and give the cloak without the need to buy it because you need to invest a whopping 1100 power just to compete with rangers
Also give unsc main isebel pelican transport please.
she needs it
Can we please get more numbers? Changes like 'Mantis Health and Shield buffed to improve survivability.' could be negligible or complete game changers depending on the actual quantitiy.
I also feel like Mantis were fine already and I would have seen rather a buff to the Johnson hero which seems pretty useless in T1.
Can we get a nerf to Decimus Vortex Lightening damage to buildings? In 3v3, teams of all Decimus are rushing at the 2 minute mark and vortex lightening fully upgraded pads to destruction. Not much a player can do about this.

Air vs aa will help a lot. Mantis are fine, no need to buff.

Thanks for the balances!!
I don’t expect this to get much attention, but it should be noted that most champs in blitz are kinsano players. Just sayin that there might be some pricing discrepancies to effectiveness for her units. Hell drop, vet hell bringer, and napalm missile might be potential candidates for slight price corrections, especially given the recent hell bringer price double.

I will also advocate that ‘last stand’ key word for units is at best a 10 cost bump. The units that are spawned from this key word are complete jokes without proper leveling. A gauss warthog should not cost anywhere near the amount of a tank :/
The only concern I have is the buffing of Mantises for this patch. Johnson's Mantises to my knowledge are fine, not to mention this has been the second or third buff for those units and people who play as him sometimes build only Mantises which can work well when kiting your A-T units.
I'm a Johnson player and the Mechs are mediocre, they lose to their cheaper counterpart (Hogs) and lose to Air really bad unless you somehow have bigger numbers.
They're expensive and take along time to build and are high pop.
Mantis are not mediocre, especially with powers like mech overcharge making them immune to nukes. Johnson isn't going to become S tier sure, his tech 1 game is still pathetic but mechs actually do very well vs air and their kiting means they do a lot better vs infantry compared to other t2 vehicle. Of course as a Johnson your aim is always colossus so they are mainly used as defence till tech 3 and often require pelican to get around quickly. But they are definitely a good unit.
Yeah I agree and they should really fix Hell Charge. The visual AOE and the actual AOE is drastically different
TBE Reek wrote:
Also give unsc main isebel pelican transport please.
she needs it
Yeah giving her pelican is a great idea. They should also look in fixing Kinsano's Hell Charge. It seems to be not active g as intended
Enduring salvo needs to be toned down, and mastodon need to be checked. Spartan morale is what makes jerome aura insanely strong with all the buffs he gets
I’m completely cool with all these changes. Nice work.
I that that forges grizzlys need to do a little bit better against air such as hornets and banshes and i think his hevy metal need to be a little more balenced because you can 1v2 a entire army with level 3 hevy metal and grizzlys ive done before . Those are my comments on forge
I that that forges grizzlys need to do a little bit better against air such as hornets and banshes and i think his hevy metal need to be a little more balenced because you can 1v2 a entire army with level 3 hevy metal and grizzlys ive done before . Those are my comments on forge
Grizzlies are supposed to lose to air units, why would they need a buff?
TBE Reek wrote:
Also give unsc main isebel pelican transport please.
she needs it
I think she can do fine because you can put shields on scorpions and nightingale and if your team mates back you up, you can be unstoppable
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