@tomma Regarding Aurora : I need to better understand what aeon is supposed to do against a pushy commander!
I love the fact that their T1 tank works differently than other factions.
I felt that the buff to vision range was an indirect nerf to aurora (since aeon just ALWAYS have scouts no matter what), but I've so-far been ok containing raids and the like; meaning while I can't quite experience what gabitii is saying, I at least have some head-scratching moments about aurora use:
Where I struggle is when I have to challenge an enemy commander (for instance, when they're on my side of the map, stealing my reclaim). In this situation, the intended use of the aurora (kiting the enemy, restricting their damage) just doesn't seem to work - all that damage just goes to my commander instead. It feels as though it just forces aeon to give up important ground.
I've been working around it with an extremely early gun upgrade (fire-rate increase), but it doesn't work when the enemy just does a gun upgrade of their own, and tends to lose important ground before I get the chance to upgrade.
I'm interested to hear the ideal ways around an enemy commander push when I'm using aeon.
Slightly tangentially - I'd personally like to see something of a little buff to LABs, perhaps making the flare tougher and the hunter do more damage, but it's only a passing thought that I'd like to flesh out with experienced players sometime in the future. (LABs feel a little weak to me ATM; except the mechmarine, which has a lovely combination of speed, DPS, and cheap cost going for it - it hard to justify building a hunter, and the flare just seems to have too few hitpoints for its cost, damage, and speed).
Regarding the other things being mentioned - the idea that the aeon cruiser is the worst in naval combat feels SO strange to me. I always felt that the UEF and sera cruisers were anti-air with an added anti-building attack, while cybran and aeon were anti-air with an added naval attack. Am I missing something? Likewise the ideas of UEF being helpless against seraphim destroyers.
Regarding T2 air - I find renegades super-awesome for their AOE, and would love to know how you're supposed to avoid AOE air attacks, particularly from Janus! (The answer is 'shoot it down', right? )
@ftxcommando said: "If it's a small map without frig raidable mexes, why are you making navy in the first place?"
Does this line of thinking apply to 'eye of the storm'?
Most of the frigate-raidable mexes there tend to be blocked by terrain, and I've been struggling with land-units on those maps while I build navy!
Anyway, thanks for the posts everyone, I love learning from discussions like this!