Aeon Gun ACU
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Faction diversity should stem from solving issues the faction faces in a unique fashion. Faction diversity because “why not lol” can have a logical extreme of giving everyone everything because “why not lol” and make it identical to removing all fun in the game via lazy balancing.
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@ftxcommando said in Aeon Gun ACU:
Faction diversity should stem from solving issues the faction faces in a unique fashion.
I completely agree with you.
Though, with uniqueness comes imbalance - regardless of how much adjustment someone may do.
And this is why, unfortunately, we're facing that exact issue here.I doubt the range would ever be 'balanced' or 'fair', due to many, many factors.
But at least, we as players, are trying to offer feedback to help place said unit in a fair and more balanced position.
Faction diversity because “why not lol” can have a logical extreme of giving everyone everything because “why not lol” and make it identical to removing all fun in the game via lazy balancing.
Is that not one of the reasons why this post exists? To avoid lazy balancing?
We're here to discuss what can be done - to get more viewpoints from players, no?
I fail to see how this could classify as lazy balancing.
~ Stryker
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I don't consider removing a needless upgrade to be lazy balancing because I don't see any purpose the upgrade serves beyond making Aeon stronger in their strongest game segment. I already suggested that if any faction needs the increased range utility it would be Cybran. Lazy balancing would be equalizing aurora to every other tank rather than something like the lab/blaze change which gives Aeon an out for a weakness they have in a unique way.
If no one can name a weakness in Aeon that gun range is there for, it's just there just because it is. At which point, just give it to Cybran anyway.
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Can we just revert Aeon T2 to what it used to be?
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Aeon t2 used to be skipped entirely so you have to be more specific
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lol aeon t2 strongest in the game? best t2 air and best t2 land
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How about making the aeon sniper ACU require a 'sniper mode' akin to the seraphim sniper bot? Ie, something that slows the commander's move speed down dramatically?
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In Beta, the Range Upgrade for the ACu is Split into 2 Upgrades
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Edit: Just did the math. Aeon gun is now double the cost (both mass and energy) of other guns for a whole 5 meters, which is silly.
I am not fond of this change. 5 meters is not a lot, and already requires significant attention & micro to utilize. The synergy with Chrono is admittedly cool, but the cost of the second range upgrade is way too high.
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Lol.
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5 meters makes it impossible for bricks and percies to kill a shielded aeon gun acu
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@deribus said in Aeon Gun ACU:
@immortal-d said in Aeon Gun ACU:
5 meters is not a lot,
Then don't get the 2nd upgrade
Your response tells me that you're the kind of player who makes newbies want to quit after 1 round.
@ftxcommando said in Aeon Gun ACU:
5 meters makes it impossible for bricks and percies to kill a shielded aeon gun acu
They can't catch the ACU, but neither can it stop retreating if a significant group of said units is pushing.
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Problem is Aeon is really good at dealing with significant groups of percies, and them being able to get those 5 meters for free pretty much makes it impossible to punish stupid aggressive ACUs with the tool that is supposed to be able to do it via land. Snipers don't have the problem, percies and bricks do.
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That's fair. I suppose I don't see that often at ~1400 range, as stupidly aggressive Coms tend to die to a combined Gunship & Strat attack.
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@phong For what it's worth I'm learning some stuff by reading the arguments provided.
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I was also not happy with the cost of the additional 5 meters, but then I remembered that I use Aeon ACU as a mobile defensive overcharge turret hiding under shields late game dealing up to 15k damage to land units from 35 units away (colossus is 40), and... whatever, let it be. Additional testing will show if that's the proper cost.