MP Feedback

Just played my first big MP game in a while. Was fun but two areas need to be looked at I think, especially 1 of them.

First/Main issue: A big battle can and is often won or lost on who uses the orbitally launched orbital nullifier ability first. It got dropped on me and then I get hit by Kill (don't know new name) and Detonate and what have you and there is nothing I can do about it. I had several mobile nullifiers but they get killed or aren't in the right place. I just find this so frustrating. It is even worse in a team situation where I have had 2 players dropping orbitals as they wish upon me. I think either:

- The orbitally launched nullifier prevents all abilities being used within-it, including the person who dropped it. This stops it being OP and adds more thought to its use.

- I prefer the above but the alternative is to let both players drop orbital nullifiers in the same area, regardless of who is first. It effectively performs the same as above but requires player action.

 

2nd issue. This is a more minor one but still worth consideration I think. I watched the replay and noticed a player scouted me several times with air units which had the nano-armour applied. Even though I had advanced AA shooting at them they could move about with near impunity. It seems they last longer than is reasonable. It is a nice thing to be able to do in a way but makes them just too tough I think.

 

Bonus issue: I still hate that a nuke can be blocked with the orbital nullifier after it has already been launched.

 

I can live with the 2nd issue, but the others really put me off playing at times. As it stands I don't know how the current mechanic raised in the first issue can be justified to be honest.

Cheers.

 

 

 

40,604 views 4 replies
Reply #1 Top

I'm pretty sure a disruption bomb in Halo Wars 1 blocked all powers in it's radius, having one teams orbitals blocked really makes it unbalanced.

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Reply #2 Top

Agreed. I'm not sure what the best solution is yet but Orbital jamming could do with a bit of a rework.

As for Nano-Mesh armor, it causes a number of other issues and I'm planning on reworking it so it's less exploitative. But then again, heavy anti-air such as Air Eliminator and Sky Ender would make short work of scouts with Nano-Mesh armor, low tier anti-air don't scale so well.

Reply #3 Top

Quoting GeneralsGentlemen, reply 2

Agreed. I'm not sure what the best solution is yet but Orbital jamming could do with a bit of a rework.

As for Nano-Mesh armor, it causes a number of other issues and I'm planning on reworking it so it's less exploitative. But then again, heavy anti-air such as Air Eliminator and Sky Ender would make short work of scouts with Nano-Mesh armor, low tier anti-air don't scale so well.

 

Glad to hear you are taking a look at it.

One was a scout and one was a gunship. Gunship lasted ages and was being shot at by the upgraded AA which shoots the pink lines.

Reply #4 Top

Quoting Ticktoc, reply 3


Quoting GeneralsGentlemen,

Agreed. I'm not sure what the best solution is yet but Orbital jamming could do with a bit of a rework.

As for Nano-Mesh armor, it causes a number of other issues and I'm planning on reworking it so it's less exploitative. But then again, heavy anti-air such as Air Eliminator and Sky Ender would make short work of scouts with Nano-Mesh armor, low tier anti-air don't scale so well.


Glad to hear you are taking a look at it.

One was a scout and one was a gunship. Gunship lasted ages and was being shot at by the upgraded AA which shoots the pink lines.



Heh, the Star Burst and Sky Ender pretty much both fire pink lines. 

If you weren't aware, the Starburst and Falcon has AOE damage and rapid firing so is great against groups of light air where as Sky Ender and Eliminator have powerful single target damage and some armor piercing so those are much better against single targets, but also cost more.