Since my team is unfilled. I will take Citron's spot on the team with JT, Gulmo, and Chan.
Posts made by Accidental_Aeon
Sign me up: Accidental_Aeon
Current rating: 1689
I will only speak on Navy balance since I am only a UEF only setoner.
TLDR: buff anti hover units or just nerf hover.
- The number one issue with navy balance is that hover spam is a bit overtuned. My main issue with hover spam is that it is a braindead strategy. You simply click drag a line of t2 factories and set the rally point into the enemy navy. There is no skill and no micro. Additionally, the hover units have small hitboxes which makes it difficult for boats to connect salvos. The vision buff to hover tanks was definitely not needed. Anecdotally, I see a lot more setoners spamming hover rather than using torp bombers after the torp nerf.
If you are playing setons then you are guaranteed to see hover spam in almost every game. It is inevitable. The meta feels like it is moving towards where the mid player just makes hover in both ponds instead of making naval units which takes an IQ higher than 50.
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Aeon navy is not overpowered. Aeon navy is very bad against hover units. The Aeon navy has high alpha damage and overkills a lot of hover units. Meanwhile the valiant invests almost all of its DPS into rapid fire surface guns and ignores torp damage so it is a good unit to deal with hover. The Galaxy has a similar high fire rate with low alpha damage and the Seraphim destroyer and battlecruiser have beam weapons that evicerate hover units. Aeon is balanced. No further nerfs are required.
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UEF navy is also balanced correctly. I got to 1900 by only playing UEF on Setons. There is no need to buff UEF. You just need to learn to scout your enemy properly and make the correct counter units. Don't underbuild or over build coopers, valiants, cruisers, frigates, battlecruisers, or battleships. In fact with proper scouting you should always have exactly as many of each as you need. You need to STOP making the same que of 3 valiant, 1 bulwark, 1 cruiser, 1 cooper I see in every low rated game. You need to use your brain and change your unit composition based on what your opponent does.
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T3 Seraphim navy and all of Cybran navy probably need a buff but idk. The Salem is still the worst destroyer.
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Regarding the weird interaction between UEF and Serphim T2 navy. I believe the problem would be solved if the Valiant could ground fire the Seraphim destroyers.
EDIT: I can provide replays where I crush navy with hover spam from mid if the audience so requires.
You would be surprised how many 1900s can't spend everything the paragon produces.
In my opinion the 1000-1600 rating is where the most aggression occurs and where aggression is the most successful. These players have enough game knowledge and eco skills to preform an impressive rush but do not have the necessary scouting skills to spot and counter a rush.
<1000: Learning to get reclaim and acu micro
1000-1200: learning and perfecting one specific rush
1000-1600: Learning to make air factories early and improving scouting; using target priority mod
1300-1600: learning how to click trees and manual reclaim
1600+: pausing shields, radars, sonar, etc to avoid power stall; targeting scout planes
2000+: Niche micro tactics: strat bomber micro; paragon micro; awassha micro; etc.
I don't know if I said this yet but let the Fatboy build a billy nuke. Also let it fire the billy nuke from underwater.
I don't see how manual reclaim is breaking the game. With all the scout laming, tree clumps have never been weaker. Most of the time they just break because of lamers and all those clicks are for nothing.
With regards to maps like Wonder where you need to manually reclaim to get the mass in the craters, that is a calculated risk you must take. Some players prefer not to take so much mass but instead shoot the enemy commander. Some prefer to take the damage and keep reclaiming. It is a delicate balancing act between how much you should reclaim vs how much you should fight with com. This decision is skill expression.
I don't see a problem with this in Global games. The problem might be growing there but I haven't seen it.
The biggest problem I see are in TMM games and especially water maps. I can't tell you how many times I get a water map on TMM and somebody disconnects. I might be paranoid but I think people are legitimately just quitting when they roll water.
As for late game desyncs I have no clue.
If you want to nerf harms then NERF the hp on Cybran ras coms. Why is it that Cybran ras coms just has 4,000 more hp than the Aeon ras com and 3,000 more hp than the UEF ras com? Cybran ras coms sitting underwater building harms, sams, and tmd and reclaiming is one of the worst aspects of navy balance. If Cybran ras coms were easier to snipe then you would see a lot fewer harms finish and it would reward players who scout and snipe expensive units. All i am asking for here is for the Cybran ras com hp to be reduced to that of Aeon or even lower.
In order for a player to fully counter harms they must
- Destroy the harm
- Destroy the unit building the harms to secure reclaim.
Again, the problem is not harms but Cybran Ras coms sitting underwater building harms, sams, and tmd and reclaiming.
You can't ground fire them with cruisers because of tmd and you can't ground fire with battleships because the ras coms will just reclaim the HARM and rebuild it. You can't torp them because they will have flak and sams on the water making your torp run= 100% mass donation.
The only way to counter is overwhelming battleship ground fires + subs and coopers to kill the ras coms. Subs, coopers, and battleships are not very efficient units in terms of dps. I could do the math but trust me when I tell you it takes so much more mass and energy to break the Cybran stall than to stall.
That is not to say Cybran should not have the harm. Cybran need harms because they don't have a hover tank and not having a hover tank basically dooms your faction to irrelevance in Setons.
I don't want to start a balance riot but why does the Cybran Ras Com has 3000 HP more than the UEF Ras Com and 4000 HP more than the Aeon Ras Com? Is this because the Cybran have generally weaker quantum gateway?
Anecdotally, it is frustrating trying to kill underwater Ras coms building HARMS.
In Supreme Commander 2, shields soak up nuke damage so a base with a lot of shielding would take minimal damage from a nuke. I am not saying this would be a good change (it would be a bad change) but it is an option to increase counterplay of nukes while maintaining their pre-patch power level.
It was clear that Aeon needed a nerf in their t2 phase. Not because of the Asylum but because of cough cough Chrono dampener. I am VERY happy with this change. The sniper bot nerf was a long time coming. Good change but I fear this may be a little too harsh of a nerf. Lets wait and see.
The kennel buff is a straight up buff to the paragon (which was needed imo). In a team game it is now easier than ever to get kennels and spam units with a paragon.
I have no clue how the Soul Ripper rework or the Bulwark rework will function. The tempest is infamous for its ability to melt shield boats. I think we may see similar behavior for other battleships now which makes the tempest less special.
My only problem with the patch is the hives nerf. Cybran shielding is balanced around hives assisting. Nerfing hives means nerfing cybran shielding which is already atrocious. Without buffs elsewhere this looks like a straight up nerf to Cybran in almost all situations with no buffs elsewhere. I am no fan of Cybran and this doesn't make me happy to play it anymore.
TMM Rating: 1317
Global Setons Rating: 1500
Note: There seems to be a noticeable uptick in instant ctrl k when a player doesn't like a map. Please grow up.
Canis is so low because it is so campy. I put the water maps higher because I like navy.
If you do remove veterancy then please add a healing building that will heal my land and naval units. We should be rewarded for trying to keep units alive on 1 hp.
I oppose this change.
Scouting is already overpowered in FAF. Take a game like Age of Empires 2. There are no air scouts. If your opponent walls you can't even see what he is doing. You get only 1 scout for the early game and if you lose it then you are shit out of luck.
The only change I would make is to increase the water vision on t1 and t3 scouts. I sometimes fly a spy plane directly over a nuke sub/sub/commander and the plane doesn't even scout them. For some reason the water vision on scout planes is pathetic.
I am a 1600 Setons player and Torp bombers seem pretty balanced to me. One potential nerf to Torp bombers is to increase the value of their mass reclaim. As it stands, when a torp bomber dies above water, its mass reclaim is reduced compared to when it dies above land. If we removed this difference then Torp bombers would be a more significant mass donation when used.
All air-to-ground units are inherently mass donations. By definition, when the air-to-ground unit dies it is above hostile ground forces which could reclaim its wreck. The key downside to torp bombers is that you have to push with navy or hover to get the reclaim from the fight. Otherwise, they are just as much a mass donation as gunships or bombers.
I will only talk about Setons because that is the only map I play. There are some players who are 1600 (Gilobot) who will absolutely NOT double base because they feel it weakens their micro and their eco efficiency. Gilobot would rather ctrl k his commander than manage two bases. I have trouble managing two bases as well. The only time your argument is relevant is when a 1200 inherits the base of a 500. The 1200 is still going to have less eco efficiency but their eco efficiency will still be better than the 500 when all is said and done.
You claim that Setons is just a map with 4 lanes that rarely interact with each other. This is bullshit. Beach should always walk to mid to scoop mass. The mid player should ALWAYS be making naval units by 15 minutes. And everybody should be making drops
or bombers or t2 fighter bombers or torps throughout the game.
If you are sad because you "Won your lane" on setons but your teammates lost then you are a moron. You don't get rating on setons by "winning your lane". You get rating by winning THE GAME. If your teammate is losing his lane don't just ctrl k and give up. Send him torp bombers or drop his opponent or build a nuke. Or God forbid you can even give him your own mexes or pgens if he is low on resources. This is a team game after all. You win or lose as a team.
You claim that suiciding your com as mid and gifting eco to your air player is a good strategy on setons. I don't think you understand the micro involved to build bases. The air player should be ctrl king their t2 mexes. They need to be scouting CONSTANTLY and watching their scouts as they pass over the enemy. They need to be watching for enemy transports, bombers, strats, and proxy bases. They need to scout for nukes, game ender, any upgrading cybran commanders (this could be telemazer).
You seem to think that air slot is a dummy slot that takes no skill. This is wrong. Remember what I said earlier. Front player needs to help beach. Well if you are air player and you inherited front base then you need to make navy to help beach because the other front player will be making navy to help his beach. Now you have to micro navy on top of managing two ecos.