Chrono Dampener Rework

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The reason chrono was reduced to only a 2.5s stun was to prevent units from losing orders when they are stunned for a longer duration. Durations longer than that should probably still be avoided for this reason.

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@Sinforosa yeah, that is one of the issues. The others I'm aware of are that I can't make a stun less than a second and that the visual effect will get hidden by elevated terrain.

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Chrono is half the e cost of UEF personal shield and 550 mass cheaper yet it hard counters pretty much all land units barring 1k mass t3 direct fire units like siege bots and snipers.

Even percivals aren’t really immune to it, it has a 1 range advantage against Aeon gun. Percy v Chrono mostly comes down to who is carrying around more mobile shields.

Don’t see why you would need to wait until almost-t3 stage for chrono when you can get it on like 1 or 2 less t2 pgens than something like uef shield which is a late t2/early t3 upgrade.

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@FtXCommando said in Chrono Dampener Rework:

Don’t see why you would need to wait until almost-t3 stage for chrono when you can get it on like 1 or 2 less t2 pgens than something like uef shield which is a late t2/early t3 upgrade.

Well maybe you need to try it out in the context of the game and send us a replay 🙂
I'm just stating my experience : you have factories to feed in your game and not only your ACU, unless you play wonder 8v8 .. So you can't just rush 2 t2 pgens straight when you get t2 , you need mexes, support factories .. etc. If you gamble that your chrono will be enough to control the entire ennemy army, you can pause your production and your eco scaling to get it quicker, but it's such a danger.

If the opponent has a mirror eco (2 t2 pgens and some t2 mexes), well he's theorically in good shape to click the t3 upgrade while you're busy upgrading chrono. I would agree that the meta is to add more t2 support factories and not rush t3, so in a sense chrono counters the meta, but it's up to the players to changes their playstyle if it's hard countered every game (which doesn't happen, cause aoen is so rare ...).

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gorgeous work,it looks decent and logical.

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@Auricocorico said in Chrono Dampener Rework:

@FtXCommando said in Chrono Dampener Rework:

Don’t see why you would need to wait until almost-t3 stage for chrono when you can get it on like 1 or 2 less t2 pgens than something like uef shield which is a late t2/early t3 upgrade.

Well maybe you need to try it out in the context of the game and send us a replay 🙂
I'm just stating my experience : you have factories to feed in your game and not only your ACU, unless you play wonder 8v8 .. So you can't just rush 2 t2 pgens straight when you get t2 , you need mexes, support factories .. etc. If you gamble that your chrono will be enough to control the entire ennemy army, you can pause your production and your eco scaling to get it quicker, but it's such a danger.

If the opponent has a mirror eco (2 t2 pgens and some t2 mexes), well he's theorically in good shape to click the t3 upgrade while you're busy upgrading chrono. I would agree that the meta is to add more t2 support factories and not rush t3, so in a sense chrono counters the meta, but it's up to the players to changes their playstyle if it's hard countered every game (which doesn't happen, cause aoen is so rare ...).

Yeah no. You need 1 t2 pgen to make chrono at a decent timing.

Do you consider sera nano + gun some late game ACU? No, it’s a pretty typical early-mid t2 stage setup for a frontline sera ACU.

And funny enough, Aeon chrono + range is cheaper than that setup.

Chrono competes with upgrades 2-3x as expensive as it and is indisputably a tier above comparable upgrades.

Aeon’s version of late t2/early t3 upgrade is their double shield which DOES compare to UEF personal shield, not chrono. And that heavy shield upgrade competes with chrono for an upgrade slot, yet I see chrono way more often than that “superior upgrade” gee I wonder why.

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Eeeepppiccc

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@biass said in Chrono Dampener Rework:

As an additional suggestion, I would experiment with adding a small wave effect to each unit as they get stunned, no bigger than the length of the personal shield range ring.

I've been experimenting with this a little. The issue is finding an effect that is noticeable yet not too busy that it's overwhelming when an entire army is stunned. I also need to either find a happy medium for effect size where it's not so small that large T3 units completely overshadow it but not too big that many closely packed T1 units turns into an effect soup.

It may be possible to dynamically change the effect size based on the unit hitbox size, but I haven't gotten that far into my experimentation yet.

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I think chrono should just be able to prevent your acu from getting surrounded by units. Basicly a proection against a shift-g from like 30-40 t1 tanks which would kill a normal gun com. Also removing /reducing the hp buff of chrono might be an option.

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Baseline it.