@comradestryker said in Why are base SACU's getting a health nerf?:
That being said, one concern I have is that this change will affect veterancy.
Granted, this is a small change, but a change nonetheless.
The factions that have personal shields as upgrades on these units will still get their health back;
However, when that SACU gains a point in veterancy, they will be missing out on a portion of their new max HP,
because the base HP is lower.
That's why shield upgrades give more hp than nano to begin with. Yes this will inbalance it a tiny bit but it's to such a low extent it's almost irrelevant. Also the combat upgrades need to be rebalanced to begin with since aeon and cybran are pretty bad so worrying about something like this is kind of irrelevant.
@chenbro101 said in Why are base SACU's getting a health nerf?:
think one of the reasons base gun coms and combatant coms are not used more is because the transition to SCU's is a bit expensive and time consuming. At least that is why I find myself almost never doing it. T3 support factories cost half as much as the gateway and there is no option to build the gateway until other t3 tech is done.
What is a base gun com? If you talk about just the scu with 1 gun upgrade then don't worry about it, it's just a terrible version of the rambo one. Also the gateway cost is not the main contributor to the lack of rambo boys. The main one is the time it takes before they start to make an impact compared to their total strenght and mass u put in.
@cyborg16 said in Why are base SACU's getting a health nerf?:
The concern I have is that several quite different units have the same icon and mostly the same appearance. Is it possible to use a different icon for each upgrade path?
Heck, you could remove the base SACU and all upgrade options and just make the various "upgrade paths" completely different units (without upgrades). It would likely be simpler to use and I think wouldn't lose much (does anybody ever convert a rambo boy into an engineer boy on the front line, or similar)?
Idk if that's possible but it sounds nice yea.
Not sure about removing the upgrade utility. There are certainly situations were you use it, like upgrading the sam upgrade on cybran rasboys, or engineer upgrades on any ras boy, or the tele upgrade on sera to go tml tele sacu, or sacrifice on aeon, etc. It will make it easier to understand and balance, but it will remove some interesting combinations since you don't want 10+ presets for all kinds of different combo, especially if you combine it with unique icons.
@thomashiatt said in Why are base SACU's getting a health nerf?:
Base SCU should be comparable to the base ACU, bad at everything until it gets some upgrades. They should just have more powerful upgrades since they are a late game unit.
That is the long term plan yes.
@penguin_ said in Why are base SACU's getting a health nerf?:
If you want to make the base SACU's more cost-efficient without making the upgraded SACU's more cost-efficient, you could just decrease the cost of the base SACU's and increase the costs of the upgrades accordingly (to balance out the change in cost of the base SACU).
Yes but it will never be a well designed unit because it does everything in 1 unit.