Ongoing, will clean up and change later.
As we all know some commander upgrade combinations can be overpowered at times. The gun upgrade meta exists. There is also a general lack of variety in my opinion, Black Ops ACU mod addresses this but is unbalanced and has issues beyond overly scoped.
So I suggest the following rework to both simplify and expand on this with the while staying relatively true to the original system
One key change is that only the ACU or SACUs can build experimental with one of the T4 engineering upgrades. SACUs should also be limited per match. Another dynamic to play around, effectively an extension of assassination snipe aspect, but without fully crippling.
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A, B, C, etc denotes upgrade line, keeping previous features. Faction denotes limitation
- Left Arm - Weapon Focused Arm
- [A] T2 Main Gun Upgrade
(Changes; ~33% more E and is required to use normal overcharge)
-
1[B] Aeon) T2 Aeons other main gun
(Aeon gets two upgrades equal halves of the existing speed and range, earlier first, but more expensive overall) -
1[B] Seraph) T3 Seraphs other main gun
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1[B] Cybran) T4 Microwave accelerator
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T3 ish gun upgrades for UEF and Aeon
- [A] T1 Air Combatant
(2 T1 stationary aa guns mounted)
-
2[B] T2 Air Combatant
Allows overcharge against only air units and power draw affects range and splash instead of damage + 1 T2 stationary aa guns mounted -
2[C] T3 Air Combatant
Adds 2 high fire rate high velocity weapons with ~2x sam range. Adds minor damage scaling to air OC. Provides a directional shield that can only really stop air attacks.
- [A] T1.5 Naval Combatant
Adds 2 torpedo launchers, one high alpha longer range but very low dps and one short range high dps.
-
3[B] T 2.5 Naval Combatant
Increases torpedo damage and range. Adds long range torpedo defense. Can build mines. Increases speed only under water. -
3[C] T 3.5 Naval Combatant
Increases torpedo damage and range. Increases torpedo defense range. Gets mid range submersed only launch SAM and mid range cruise missile. Allows building static T3 shield on water. Further increases speed only under water.
- Support Options???
Seraphim Restoration field
Aeon Chrono
_
- Right Arm - Utility/Support Focused Arm
-
Engineering Arm T2/T3/T4
(Provides the build power upgrades tech used to at an increased rate. Slightly increases build range per tier. A new tier.) -
Electronic Package Suite
All increase vision, radar, and omni range as you go.
Cybran T1.5 stealth T3 cloaking
UEF T1.5 Jamming T2.5 auto reclaim drones
Seraphim 1km T1.5 scry 5km T3 scry
Aeon? -
Mobility
T2 Cybran Leg speed
T2 UEF Jump jet
T2 Aeon Short Teleport
T2 Seraphim Hover
T3 Teleport -
Weapon
Seraphim T2 & T3 Splash Artillery
Cybran T2 & T3 Sniper
Aeon T2 & T3 Shotgun/Flamethrower
UEF T2 & T3 Power Shovel (Quick garrison able structures & Short range high dps weapon)
_
- Back - Core Module
-
Firebase tech- Combat Engineering T2/3/4
(Provides more health and some regen, unlocks techs) -
Eco tech- Civil Engineering T2/3/4
(Replaces RAS and adjusted to fit tier efficency, unlocks techs) -
Defense
T2 & T3 Aeon/Seraphim Shield
T2 & T3 Cybran/UEF Nano
Cybran/UEF T2 TMD T3 Mobile SMD
T1.5/T2.5 Aeon/Seraphim Illusions/Fake 1 shot Units -
Tactical Weapon
T2 Tactical Missile
T3 Seraphim T3 MIRV (Like Cybran mml but harder to shoot down and flys higher and further)
T3 UEF Billy Nuke
Aeon?
Cybran?
Sprinkle in some factional diversity into the generics I made up.