Season 6 (Halo Wars 2)
From Halopedia, the Halo wiki
Season 6 was the sixth season of Halo Wars 2 to launch, beginning on August 17, 2017. The season followed Season 5 and was succeeded by Season 7 on September 26, 2017. The season launched alongside the release of the leader Yapyap the DESTROYER; as such the season's emblem is represented by a Eklon'Dal Workshop Goblin. Contents
Season 6 Title Updates[edit]The launch of Season 6 saw the release of an accompanying Title Update.[1][2] August 17 patch
August 17 patch notesHigh Priority ChangesForge’s Anvil RoundFixed bug where air units caught in the splash zone would be damaged Splash damage drops off much more rapidly, making it much less damaging against groups of units Forge’s Anvil Round still does the same single-target damage, but the splash damage drops off much more quickly, greatly reduced the impact on groups of infantry for example. The splash damage was clearly too much and skewing lots of matchups, so we’ve adjusted this accordingly. ReaverMajor weaponry bug fix (this was causing it to do 50%-60% of the intended DPS, and vastly less effective than intended) Build time decreased from 20s -> 18s (more consistent with the Wolverine’s build time, relative to cost) A bug was discovered with Reavers that greatly reduced their damage, causing incorrect interactions, such as their inability to beat Hornets (which is clearly not intended). This is now fixed, so Reavers should be a valid anti-air unit. SerinaIce Barrier No longer chills or freezes structures This was a serious bug that was allowing Ice Barrier level 2 to shut down bases by chilling them, which was not the intention of the power and a major exploit. Tundra BisonUpgraded Cryo Mortar splash radius decreased by 33% Cryo Blast
Seismic Charge
In the late game, the maxed-out Cryo Blast and Seismic Charge combo was very strong, and was allowing Serina too much dominance once she built up that combination of leader powers, and was making late game repetitive when playing against her. These changes increase the cost of Cryo Blast and slightly reduces the number of units it can freeze, but – more importantly – reduces the number of units you can shatter once they are frozen, meaning much more of your army is left alive even if the combo succeeds. Important ChangesBanished Shield Generators now escalate in cost by 100 Supply and 100 Power for each Generator built (similar to how Power Extractors escalate in cost). The Banished have a significant advantage over the UNSC in terms of protecting their bases, which was largely due to the strength of Shield Generators. This change escalates their cost the more you build, encouraging players to try more diverse defensive set ups, and stunting Banished players’ ability to rapidly and strong protect expansions.
Tier 2 vehicles continue to lack viability despite the changes in earlier updates, and are still not seeing high usage or win rates. It’s important to us that core units are viable and have a place in unit compositions. This change specifically targets Cyclops and Hunters, which were too strong at countering the tier 2 vehicles, pushing them out of the meta. The Warthog itself had a population cost that didn’t match its cost in comparison with the other tier 2 units, and as a result it was pop inefficient. This rectifies that. Finally, situationally the tier 3 heavy tanks – in large numbers – could defeat similar armies of anti-vehicle units. This small change brings that interaction closer to how it’s intended. Economy
Supply income was dropping off too sharply at high Supply Pad counts. This making it too easy for a player on two bases to be able to hold their own against a player on three or four bases, making map control matter less than intended, and making it too difficult for a heavily advantaged player to shut down a weaker player, especially in the late game, and artificially elongating games. We want map control to matter, and the taking and holding of bases in the late game to be more important. Energy income, on the other hand, often demonstrated the opposite problem – a player who lost map control in the early or mid game would be significantly behind in energy income, which would snowball too quickly. Isabel’s Holo DecoyCooldown 130 -> 110 Tier 1 Cost 200/50 -> 100/30 Tier 1 max holograms 6 -> 7 Tier 1 duration 40 -> 50 Tier 2 350/75 -> 200/50 Tier 2 max holograms 10 -> 11 Tier 2 duration 60 -> 70 Isabel has low usage rates, and is considered a low-tier leader, especially in the early game. Holo Decoy is one of her signature abilities, and is available with the first leader point. This heavily reduces the cost of Holo Decoy, as well as slightly reducing cooldown and slightly increasing the number of holograms and their duration. The intent her is to give Isabel a powerful and unique early game option, and give her more of a chance to reach her strong late game powers. Atriox
Kinsano’s Hellcharge
Kinsano’s Hellcharge buffed an extremely small number of units, making it not worth the cost, and making Heat of Battle clearly the superior choice. Classic Spartans (Jerome/Alice/Douglas)
The classic Spartans still lag behind other heroes in terms of usefulness, this is step towards allowing them to compete with more powerful heroes. Glassing BeamTier 1 damage +9% Tier 2 damage +5% Decimus’ Boundless Siphon lifesteal increased by 250% Decimus’ Vortex Lightning
Siege Turret
Blisterback
UI/Navigation
AI
Buildings/Units
Campaign
Leader Power
Engine
MISC
August 31 server patch
August 31 server patchA game patch was released today to address the recent increase in online disconnects and de-syncs. There are no other content items or code changes included with this patch.[3]
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