Aeon T1 addition: heavy tank
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No because tournaments now use a faction ban system because generally speaking maps tend to have some faction that has a solid advantage. For example, Theta is a solid Aeon map. Crossfire is a solid Seraphim map. If you ban the objectively dominant faction the other 3 are typically closer to one another.
You see Seraphim banned quite a lot, but even when it isn't it is often picked.
Here is a thread with some analysis of the faction veto system:
https://forum.faforever.com/topic/283/legendofthestars-end-of-the-year-2020-championship/55Here is the thread recognizing the problem:
https://forums.faforever.com/viewtopic.php?f=26&t=19324"First, to recognize that this is in fact a problem, I took a look at the tournament games during the two days of LotS, and what I found was that only 18% of the games in the entire two-day span had nonmirrored games. That's 17 nonmirrored matches out of 82. Once you refine the range to only look at the RO8 games, it falls to 5%. The semifinal and final? 0%. That's a problem."
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Aside from the fact that this discussion is pointless anyway because you won't convince any relevant people to add more units to the game (and for good reason), why do you want to balance the play rates at low level anyway?
Paying attention to low play rates for faction generally makes sense, because it could be that nobody picks them, because they are weak. We have already established that they are not at high level and it seems that you argue that even at low levels they are not percieved as too weak but rather too much effort to play.So why is that a problem? If one factions playstyle appeals to a rather small set of players, why do we need to change that? I really don't see the issue. To me this seems like trying to get the play rates up for the sake of "this is how things should be" while it is very plausible that you wouldn't solve this problem by making changes to the unit roster at all, as FtX pointed out.
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@blackyps said in Aeon T1 addition: heavy tank:
Aside from the fact that this discussion is pointless anyway because you won't convince any relevant people to add more units to the game
I agree by now; large changes could do significant harm to the player-base and another unit for T1 land is a significant complication.
Also, the whole suggestion amounts to "give Aeon a normal-ish T1 tank + a bonus unit to keep it special", which kind of defeats the point of the Aurora being a unique tank in the first place.
because they are weak
Why does this keep coming up? I don't remember ever saying that Aeon are weak (or that the Aurora is in general).
too much effort to play
I feel this may be true to some extent, but perhaps not worth changing, especially in light of the first point.
If one factions playstyle appeals to a rather small set of players, why do we need to change that? I really don't see the issue.
There is a minor issue, and it's more that average players get less exposure playing against Aeon. But it's not a big issue.
To me this seems like trying to get the play rates up for the sake of "this is how things should be"
The motivation is simpler actually: addressing the reason I don't like to play Aeon (while assuming that quite a few others feel similarly).
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@ftxcommando I like this data. Is there an API I can get this raw. Data from?
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@cyborg16 just force yourself to play Aeon until the Stockholm syndrome kicks in, like me
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Just reading the OP (i did not go through the 80 following posts), my feeling is : if you give access to a normal tank, you wouldn't make aurora anymore, or a small ratio of it, like other faction make 1 arty for 3-4 tanks.
Also the whole thread seems to focus heavily on micro, when i my experience the most frustrating thing about aurora isn't the micro it requires (it's unforgiving, but when you put some small effort in it it's also rewarding, which is a motivation to use this unit, just like snipers).
No i think it's all about their weakness to air, and all the situation that comes with it being very easy to kill : one aurora can die to one micro'd lab, it can't raid or counter ennemy raids, you can't shift-g or overrun an ACU with them, and since you have to rely on your ACU to tank the damage, you're very at risk of being overrun.
All those drawbacks are, in my view, heavier reasons to dislike aurora than the simple "they need heavy micro".
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@Auricocorico can I summarize that Aeon has no T1 unit that can handle itself?
I stopped playing Aeon for a while to do more with many T1 tank & arty drops, went wrong with Aeon too often.
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Thanks for your input @Auricocorico. Yes, the OP is sufficiently up-to-date (except I mostly gave up by now).
if you give access to a normal tank, you wouldn't make aurora anymore
Yeah, I get that feeling.
No i think it's all about their weakness to air, and all the situation that comes with it being very easy to kill
All those drawbacks are, in my view, heavier reasons to dislike aurora than the simple "they need heavy micro".
Interesting, and much harder to fix without giving Aeon a "normal tank".
A different possibility for adjusting balance did occur to me: increase Aurora HP slightly at the cost of DPS. However, it's probably not a worthwhile change: (1) without a huge increase to HP the Aurora still wouldn't survive T1 bombers and (2) reducing DPS has big implications for all-in vs ACU and for raiding mexes etc.
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Nothing needs to be changed. It doesn't matter if Aeon is less popular than other factions.
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So do I not make the UEF hetzer then? Should it deploy like t3 Arty? I assure you this is CRITICAL.