My impression as Aeon 1v1 ladder player. I cannot speak for lower ratings and for TMM.
The situation it fixes :
If the duration of the stun is tuned appropriatly, it would end two frustrating situations :
- Your units just can't chase a retreating chrono ACU, cause they get stunned out of their gun range, and can't progress past chrono range (i think percy is the only non sniper unit which can chase and shoot at a chrono acu ?)
- Once caught in the chrono field and if the ACU marches forward, your units have very little room to escape, if none, which often leads to the death of all units caught.
I'm fine with those situations being less oppressive : the DPS and movements of units should be impaired, but not cancelled completly.
But :
If you nerf the range / duration too much, you might end up with some t2 units being barely affected (think of the hoplite or the mangoose for example). I think chrono should give you a decent edge against those units and not only vs low range tank (pillars/ obsidians / rhino / t1 tanks ...), because it's an upgrade that comes late due to its price (usually you need 2 t2 pgen to afford it with decent assistance).
Last observation about the relevancy of chrono:
The fact that chrono has a low window of opportunity already prevents it to be seen and abused in 95% of the games. Think of it, chrono ACU becomes obsolete once one of those unit comes into play : snipers, percies, few t2 pd, and of course the threat of t2/t3 air snipe. Only cybran have limited options to counter it.
I play 100% aeon, and I can barely find you replays of me winning just because of chrono, because
1°) it's hard to find the right opportunity to use it, and it's often very dangerous
2°) once the opponent knows you have it, he can retreat, make pds, avoid your acu, or make t3 counters ... Basically it only kinda works when rushed on maps like twin rivers, open palms, badlands ... and if the opponent is surprised by it.
So please don't make it completly useless