@phong said in [Aeon Gun ACU]
If you feel this strongly about garbage posting though, it must mean you have a good reason for shitting all over the chrono thread.
The difference is that I agreed with the OP and decide to show it by having fun clownposting a recent pepsi insanity take about UEF being OP in current meta. You decide to crawl out of a radioactive cesspit to accuse me of random bullshit and derail my thread and you didn’t even care about the topic anyway.
Beyond that, I didn’t do anything serious in that thread because I am broadly fine with chrono in the ecosystem of the Aeon roster. It serves as a solution to Aeon t2 late game being a slow, low range tank. How to get stuff in range? Have a walking stun machine.
The problem is that chrono + Aeon gun converts chrono into “it is literally impossible to kill my ACU until you have t3 tech so I don’t need to make units and can turn any push into a mass donation at will.” So I made this thread because a rework of chrono also needs a larger look at gun range since that is the major culprit and nerfing chrono to work with range kinda ruins the unique point of it in the Aeon roster.
@freedom_ said in Aeon Gun ACU:
In answer to the original question
It counters, UEF gun at t1, and mongoose/hoplites
No, gun counters gun. Gun ACUs existing fills the checkmark for Aeon having a 30 range gun not a 35 range gun. What you mean is that Aeon [hard]counters [every] gun at t1. If double gun came with a speed debuff, this would be a reasonable position.
It counters mongoose and hoplite? Does every other faction have a difficult time with them with their normal gun? Mongoose is also, again, specifically supposed to be either a response to a long t1 stage which Aeon no longer desires or a long term utility option. In a long term t2 stage, mongoose and hoplite can do essentially zero damage to obsidians and their early potential is heavily hurt by the existence of blazes as mentioned before.