Smol ACU Adjustment

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@tagada said in Smol ACU Adjustment:

I've read through the meanigful posts and I am considering the idea of nerfing the gun by reducing the extra range it gives.

Don't you think that will make T2 pd creeping a little too powerful?

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@tagada

Awesome, Aeon com really needed that relative buff

put the xbox units in the game pls u_u

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@ftxcommando said in Smol ACU Adjustment:

Saying a “strategy” is involved presupposes a choice is being made. That choice is between manual and auto-oc. Saying a unit should attack automatically (therefore arguing manual might as well as be removed) actively removes the largest strategic element of OC.

It removes """"strategic"""" element of choosing between "microing ACU to have it act at baseline value" and "playing the rest of the game", thus allowing you to freely play the rest of the game where you can utilize real strategy involving units/buildings/economy/intel instead of looking at 1 unit constantly so it doesn't trip over a rock, because with auto-oc you know your ACU isn't going to "forget it has OC unless you choose to sacrifice playing the rest of the game for manually shooting its oc every second", it may still be better OCing manually (which it already is, that you keep failing to remember with your "may as well remove manual", which I never even hinted) but at least it will still use OC at all, like every other unit uses all its weapons at all.

To ad absurdum your post as well, tanks shooting their guns automatically also actively removes the strategic element of manually telling tanks to shoot every individual shot.

You could say having option to micro something to have far greater effect than on its own in fact removes strategic options from the game because now you have to manually do said micro as enemy, who does, will otherwise have physically better units than your own. Is strategy to you merely "who can micro more units at same time and thus have same units but physically stronger"? I prefer it being about coming up with a better plan than the enemy and then having the units do it as I ordered them to. It's supreme commander, not supreme micromanager.

Also your original post was about making t2 get used more in game, which according to you is due to specifically auto-oc and nothing else, have you still not considered buffing t2 in some other way to make that happen instead of nerfing ACU's "anti-t2 superpowers" so they "only exist if and only if you are manually shooting it"?

Obligatory reminder that this same thing already and still exists with battleships groundfiring submarines, where they also gain a schrodinger weapon, as it only exists while you are looking (manually telling them to groundfire) and never otherwise.

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Why are you still trying to change FtXCommando's mind on the forum? The balance team already said they are just considering a range nerf. Nobody changes their mind on the internet in 2023.

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One day mach gonna realize attention is a resource in this game and game design is about spending your attention on the fun parts of the game. If OC isn’t fun for you go play eu4 or sins.

Nerfing gun range is insanely residentsleeper btw, worst change suggested in this thread. I’d rather nothing at all be done.

Like nerf every ACU by 3 range and now percies function as new age sniper bots. That sucks brutally, ACUs don’t need to be nerfed in t3 stage.

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That sucks brutally, ACUs don’t need to be nerfed in t3 stage.

Right. I wonder about adding a second level range upgrade? But it's still a nerf vs T2 PD.

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Not trying to change anyone's mind, just state my own take on the topic properly.

I thought game design is about making meaningful decisions and not picking the most optimal use of apm on menial tasks. Still trying to figure out what is "fun" in manual reclaim.

Also on topic but forgot to say, changing the gun range will also effect things like dealing with t1 pd, mobile arty, aurora, experimentals and telesnipes.

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Back to the OP - I think gun is the more common choice just it feels more 'fun' rather than having a major advantage over T2.

I mean we have another thread running about how good tml is, and if you can use a few pd's to control more mexes they can start paying for themselves, as well as covering reclaims fields, etc. gun still needs e store and more power built to support it.

Recent balance increased t2 land speed and also added hotkeys for splitting units by tiers, so potential to divert your t1 spam vs gun ACU while your t2 units try flanking. Nerfing ACU range would be way too harsh at late game stage.

What would be a meaningful nerf to gun, would be to reduce the reclaim left by overcharging units, say half normal, then it is less punishing to lose your T2 units vs it

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I'd argue that there are more cases of a unit performing much better when babysat other than the ACU. Tryharding with early raiding tanks and bombers is one. Getting the most out of your first strat is another, and a very impactful one. Hoplites and Mongoose. Beetles, by definition. Corsairs. ASF obviously. All differ from ACU with that you don't press 'O' before you micro. Singling out the ACU which you'll never have more than one of is silly. Nerfing the ACU and moving away from the original balance instead of removing auto OC (which moves us closer to the original) is sillier.

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Nah, none of those units entirely end 1.5 (up to 2.5 if ur aeon) stages of game interaction in teamgames.