My personal feedback & balance ideas on this patch:
Air T4’s
I somewhat agree with the changes but I think there are a few MASSIVE overlying issues.
I feel like all T4 air units are much too glass cannon. They all do extreme damage (alpha or dps or crash) but have extremely low amounts of HP, often dying in a single pass by a few dozen ASF. 15-20 SAMs, flak or MAA also counters the majority of t4 air. I think they should have their damage further reduced but have their health pools massively increased.
The problem with increasing the energy cost is now t4 air competes with producing more ASF’s. Why build more power to build a t4 when they die so fast to ASF anyway? Just use the extra power to build more ASF. The issue is finding a sink for your mass. It's a catch 22.
T4 Air really needs their distinct roles more defined. They should have their strength buffed and everything else reduced to compensate.
The Czar should be primarily used defensively as a long range AA t4. It should be very good at zone denial and bombarding ASF swarms from long range.
The Awassha should be used for base bombardment & killing large groups of t3/t2/t1 land or sea armies with its big AoE & high alpha damage.
The Soul Ripper should be used for stealth snipes & killing off high value targets like game enders or experimentals.
Ideas for changes:
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Czar - Increase missiles from 4>8, half the damage of the beam/crash, double its shield & HP, reduce its movespeed by a significant amount, increase the range of AA missiles.
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Awassha - Make it stronger for lower rated players who cant micro as much while not buffing it too much for high end players (if that is even possible). Maybe something with speed or turn radius, and increase the HP by 1.5x.
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Soul Ripper - Double the HP, reduce the splash of the missiles, slightly reduce the firing randomness, slightly increase the speed, make the model 1.5x smaller so it doesn't get hit by all the flak.
Navy
These changes seem MUCH too oppressive for Aeon.The Aeon frigate needed a buff and it is good to see that, however it seems like it will still have the worst frigate & now the worst destroyer & worst late game navy too. The combination of oppressive jamming/steath fields, more common enemy shields, slow projectile speed, high alpha damage, & a decrease in range means the exodus will be the weakest, easiest destroyer to counter.
Having stealthed Cybran destroyers sit out of the range of the Exodus is going to feel absolutely terrible when you can't fire back. Having a beefed up UEF destroyer sitting under shields, which you will have to get in close & can’t kill them quickly, is also going to feel equally bad. Especially when your destroyer misses shots against UEF jammed frigates.
As for late game Aeon navy, I think the T3 skip into spamming Tempest is more reflective of a problem with the state of t3 rather than the state of t4. The tempest already loses pretty decisively mass-mass against Atlantis, Summits, sera cruiser TML, T3 sub hunters, torp bombers, frigates, harms, and stealthed Cybran Battleships.
Recommended Changes:
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Aeon T3 Sonar - Give it an 80 range Omni to counter stealth/jamming spam which hurts Aeon the most.
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Aeon t2 destroyer - Give it stronger torpedoes to counter the range nerf & buffing of others HP.
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Aeon t2 cruiser - Give the main gun bonus damage against shields like the t3 land unit.
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Tempest - revert the changes.
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Aeon t3 battleship - increase the rate of fire or movespeed to make it more competitive with the tempest and prevent t3 navy skips.