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    Aeon gun - lack of utility feels bad

    Scheduled Pinned Locked Moved Balance Discussion
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    • FtXCommandoF
      FtXCommando
      last edited by FtXCommando

      5 extra range = u dont die to a single percy or brick

      I’ve had plenty of Aeon pushes I couldn’t stop because their gun acu can kill my t3 and it has zero capacity to force the ACU to stop.

      Rodimus_PrimeR 1 Reply Last reply Reply Quote 0
      • Rodimus_PrimeR
        Rodimus_Prime @FtXCommando
        last edited by Rodimus_Prime

        @ftxcommando said in Aeon gun - lack of utility feels bad:

        5 extra range = u dont die to a single percy or brick

        I’ve had plenty of Aeon pushes I couldn’t stop because their gun acu can kill my t3 and it has zero capacity to force the ACU to stop.

        Edit: Also T3 units are faster than a Com. That range bonus doesn't mean squat when they catch you after just a couple seconds.

        I think that comes down to running with different crowds. I play in the 1k-1500 range, and nobody would be out front with his ACU at the T3 stage for fear of air snipe.

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        • FtXCommandoF
          FtXCommando
          last edited by FtXCommando

          Being faster isn't a big deal since Aeon can stack infinite HP in a single spot with the best t2 shield and you can't simply charge in due to either harbs or blazes existing which will whittle out the percies the OC either killed or half killed.

          The point is 2 factions lose the capability to kite Aeon ACUs in the game thanks to the upgrade, but Aeon and Sera have the capacity to always do it via snipers. That's purely a result of said upgrade and it is well worth the cost. I see it almost all the time I see a late t2 Aeon push.

          You don't need the upgrade facing a Sera or an Aeon player generally, but it's essential to making a Cybran or UEF player miserable. It really needs no buffs.

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          • Rodimus_PrimeR
            Rodimus_Prime
            last edited by

            I never said the range bonus needed a buff, that was never part of the conversation.

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            • FtXCommandoF
              FtXCommando
              last edited by

              Then what is it supposed to get?

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              • Rodimus_PrimeR
                Rodimus_Prime
                last edited by

                Keep the bonus as a separate upgrade, make the gun standard, free room on the other arm for utility.

                Right Arm: Speed&Range - Advanced Range ; Engineering
                Left Arm: Sensors - Advanced Sensors ; Something Else
                Body: No change

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                • Sladow-NoobS
                  Sladow-Noob
                  last edited by

                  There is literally not a single reason to change the Aeon ACU atm. The thing you mentioned is literally just giving it another gimmick and nothing else. Aeon doesn't need a buff, the ACU is still the best midgame.
                  The arguments are in this thread so unless you find a good reason why they're wrong and they Aeon should get - e.g. - advanced Sensors, there is no way it'll happen cuz stuff doesn't get changed "just for the lol's "

                  Inactive.

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                  • FtXCommandoF
                    FtXCommando
                    last edited by FtXCommando

                    Speed gun doesnt really matter by mid-late t2 stage so you can swap it out with sensor which generally makes your micro and targeting vastly easier for some trivial 100 dps loss in armies that are 20-30k hp at that point.

                    idk the value of always having the first OC and potentially even 2nd or 3rd depending on the situation is insane and those elements are what define ACU utility at that stage of the game. Aeon ACU still has that value at mid t2 over all other ACUs.

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                    • T
                      TankenAbard
                      last edited by

                      The only real issue I've had with the Aeon ACU is with Chono Dampener. I still don't like how it's tied to gun range, but the bonus HP helps a bit, I'm not sure when that was added. I'd sacrifice the extra HP for a max gun range chono by default.

                      I think the gun range is fine as it is. The first stage is dirt cheap and can give you an edge. The fact that Overcharge uses your gun range and stays useful through the game makes the 2nd Aeon gun range really worth it. It's insane how that little extra allows you to some really crazy things, like finish off experimentals that have broken defensive lines.

                      I do, however, have a small issue with having both gun range upgrades with the gun speed upgrade. I usually send up firing an extra shot into a wreck because it's already dead. T3 matters the least because they have so much HP that Overcharge is really your best bet anyway.

                      Sladow-NoobS 1 Reply Last reply Reply Quote 0
                      • Sladow-NoobS
                        Sladow-Noob @TankenAbard
                        last edited by

                        @tankenabard said in Aeon gun - lack of utility feels bad:

                        I do, however, have a small issue with having both gun range upgrades with the gun speed upgrade. I usually send up firing an extra shot into a wreck because it's already dead. T3 matters the least because they have so much HP that Overcharge is really your best bet anyway.

                        That's the case with every gun upgrade so it's not Aeon-specific. And UEF's gun tends to overkill smaller units.

                        Inactive.

                        T 1 Reply Last reply Reply Quote 0
                        • T
                          TankenAbard @Sladow-Noob
                          last edited by TankenAbard

                          @sladow-noob Oh, yes, good point. I suppose if it's every ones problem then it's not a problem.

                          Edit: No sarcasm intended, I re-read it and it came out strange.

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