@exselsior said in My thoughts about balance:
Your ACU is supposed to soak damage for your tanks to at least some degree. Go for range before speed if you can only get one and then kite away. If your opp has gun though you should be able to get both not too long after they get their gun if things are fairly equal.
Thanks for the feedback!
When playing aeon, my problem is that the enemy ACU just takes important locations. Trying to contest them makes for dead units, as is always the case vs early game ACUs; unless I involve my aeon ACU.
IF I involve my ACU, then the whole kiting with auroras thing just falls apart - auroras are supposed to make up for their lack of HP by moving back and using range, but when an ACU is involved the idea just falls apart: the enemy strikers/thaams/mantis just hit my ACU and win unless I retreat!
I can't see how getting range before speed would help this. When I've tried it, it seemed to make the problem worse - my problem isn't the ACU's range, it's the fact that my ACU can't kite like my aurora can, due to slow movespeed. So trying to kite with aurora is ineffective, and the enemy army + acu just destroys my ACU. Longer range doesn't help my ACU retreat more quickly.
More damage/second does help me, in that my ACU can withstand the enemy tanks - but only until the enemy ACU upgrades their gun, and even that little window is usually far too late for me to have a chance of scooping up those critical map locations!
(I'd question the notion that flares are the "strongest" LABs, definition of 'strongest' being important, of course. As raiding units, LABs want damage, speed, and cheap cost, right? Mechmarines have all of these things. Aurora might well have the most hitpoints and mass/combat effectiveness, but who on earth is building LABs to tank damage in a fight?
(And if the answer is 'aeon', then I'm not sure said aeon has a hope in hell of beating anyone if they're trying to tank with LABs while the enemy uses strikers/mantis/thaams!) )