Aeon Gun ACU

i don't get why we need weird gimmick mechanics to fix broken stuff

@ftxcommando said in Aeon Gun ACU:

Why do people propose making a third gun upgrade before actually giving a reason for Aeon to have a 35 gun in the first place

The Aeon Sniper-Com is one of the most game-changing units in FAF.

Removing such a powerful ability -Reducing the range- even if it deserves to be removed,
will cause some strong-worded feedback, as seen in some posts above.

Those of us who are suggesting a 3rd upgrade, well...
we're doing that so there isn't such a big and sudden drawback to the ACU and the Aeon faction.

Blatantly removing the upgrade will result in a heavy backlash, I can imagine.
Especially from those who are passionate about that faction.
(I know I would be displeased to hear one of the UEF units getting a sudden nerf.)

A third upgrade not only would allow a player to keep the familiarity of the Aeon ACU
-still being able to use its range, but with a little more delay in between upgrades-
but, would also place the Aeon ACU as a whole in a much better and more balanced slot.


Is there a real reason as to why the Aeon Sniper-Com should have that extra range, to begin with?
No. Or at least, probably not.

But as @IndexLibrorum stated, we don't want reskins of the same unit for all factions - otherwise the game would be significantly less interesting.
And I'm sure all players would agree with me on that take.

It's nice to have a little diversity here and there.
Granted, even if that means one unit is slightly stronger than others.
And that's why we're offering our suggestions of allowing the Aeon ACU to keep its range - albeit with more balancing through a 3rd upgrade.


I mean, you know my take on this...
As an enthusiast of a different faction - I would be thrilled to see the range removed!
But, yet, here I am trying to suggest a way so it doesn't get removed.

That's saying something.


~ Stryker

( ͡° ͜ʖ ͡°)

Faction diversity should stem from solving issues the faction faces in a unique fashion. Faction diversity because “why not lol” can have a logical extreme of giving everyone everything because “why not lol” and make it identical to removing all fun in the game via lazy balancing.

@ftxcommando said in Aeon Gun ACU:

Faction diversity should stem from solving issues the faction faces in a unique fashion.

I completely agree with you.
Though, with uniqueness comes imbalance - regardless of how much adjustment someone may do.
And this is why, unfortunately, we're facing that exact issue here.

I doubt the range would ever be 'balanced' or 'fair', due to many, many factors.
But at least, we as players, are trying to offer feedback to help place said unit in a fair and more balanced position.


Faction diversity because “why not lol” can have a logical extreme of giving everyone everything because “why not lol” and make it identical to removing all fun in the game via lazy balancing.

Is that not one of the reasons why this post exists? To avoid lazy balancing?
We're here to discuss what can be done - to get more viewpoints from players, no?
I fail to see how this could classify as lazy balancing.


~ Stryker

( ͡° ͜ʖ ͡°)

I don't consider removing a needless upgrade to be lazy balancing because I don't see any purpose the upgrade serves beyond making Aeon stronger in their strongest game segment. I already suggested that if any faction needs the increased range utility it would be Cybran. Lazy balancing would be equalizing aurora to every other tank rather than something like the lab/blaze change which gives Aeon an out for a weakness they have in a unique way.

If no one can name a weakness in Aeon that gun range is there for, it's just there just because it is. At which point, just give it to Cybran anyway.

Can we just revert Aeon T2 to what it used to be?

Aeon t2 used to be skipped entirely so you have to be more specific

💩💩💩

put the xbox units in the game pls u_u

lol aeon t2 strongest in the game? best t2 air and best t2 land

How about making the aeon sniper ACU require a 'sniper mode' akin to the seraphim sniper bot? Ie, something that slows the commander's move speed down dramatically?

In Beta, the Range Upgrade for the ACu is Split into 2 Upgrades

"The needs of the many outweigh the needs of the few" - Spock

Edit: Just did the math. Aeon gun is now double the cost (both mass and energy) of other guns for a whole 5 meters, which is silly.

I am not fond of this change. 5 meters is not a lot, and already requires significant attention & micro to utilize. The synergy with Chrono is admittedly cool, but the cost of the second range upgrade is way too high.

Lol.

@immortal-d said in Aeon Gun ACU:

5 meters is not a lot,

Then don't get the 2nd upgrade

5 meters makes it impossible for bricks and percies to kill a shielded aeon gun acu

@deribus said in Aeon Gun ACU:

@immortal-d said in Aeon Gun ACU:

5 meters is not a lot,

Then don't get the 2nd upgrade

Your response tells me that you're the kind of player who makes newbies want to quit after 1 round.

@ftxcommando said in Aeon Gun ACU:

5 meters makes it impossible for bricks and percies to kill a shielded aeon gun acu

They can't catch the ACU, but neither can it stop retreating if a significant group of said units is pushing.

Problem is Aeon is really good at dealing with significant groups of percies, and them being able to get those 5 meters for free pretty much makes it impossible to punish stupid aggressive ACUs with the tool that is supposed to be able to do it via land. Snipers don't have the problem, percies and bricks do.

That's fair. I suppose I don't see that often at ~1400 range, as stupidly aggressive Coms tend to die to a combined Gunship & Strat attack.

@phong For what it's worth I'm learning some stuff by reading the arguments provided. 🙂