I started hosting the Dev. version a few days ago, and the auto-balance features with rating display are amazing beyond words. My lobbies average 1k, so I can't speak to gameplay balance, but I did feel like the Swiftwind was substantially downgraded, though I didn't see anything about it in the patch notes. Regardless, all the little details are amazing, looking forward to the roll out.
Best posts made by Immortal-D
I cruised to 1k with Aeon, and the overarching feeling I get is that effort per reward does not feel good relative to other factions. Take this with a grain of salt, as I'm sure part of it comes down to my APM and situational awareness. That said, there are a few particular aspects that I feel are not so much 'high skill - high reward', but rather 'maximum try hard for average gains'
ACU
Issue: The 2 gun upgrades cost an extra 200M & 6,000E. For this, you get 5 meters range, and that's it (no change to speed). The extra range is nice when you learn to manage the sweet spot (I consider that to be a good instance of 'skill = reward'), but it doesn't quite feel like '200 mass & 6k energy' worthwhile.
Suggestion: I'm sure that buffing the guns would cause a riot, so I suggest reducing the costs just a bit.
In my dreams: Single nano-repair on the right arm. This would allow for a 'brick wall' defender build; engineering, nano, shield. Plus it makes sense thematically, given that Aeon originally worshiped the Seraphim and tried to emulate their tech.
Double Chrono - I don't know what this would look like, but cost should be similar to Seraphim's AoE upgrade; a T3 resource investment.
Aurora
Issue: If you are caught off-guard for just a second, your T1 army is dead without inflicting corresponding damage. I feel this is a prime example of 'not high skill, but maximum effort required at all times'.
Suggestion: Increase movement speed a bit. If you are rushed and ~5 seconds delayed responding, Aurora should be able to moderately retreat, saving at least some of the army.
Mercy
Issue: Perfection or death. As I've started playing higher-level games, I've found that nobody neglects mobile AA. A single T1 anti-air can defend against 2-3 Mercy. When you compare the relative costs, that seems incredibly silly. At that point, a full Tac Missile base is a better investment.
Suggestion: Increase Mercy's hitpoints such that it can withstand at least a few volleys of T1 anti-air. A single T2 AA can destroy it in 1 pass, sure. But T1 AA should require several shots per Mercy to make the unit viable.
Galactic Colossus
Issue: The GC trades all utility functions for hitpoints and the suction claws. At the T4 stage where groups of 10+ Brick & Percy are common, hitpoints quickly amounts to very little (doubly so when the enemy can casually throw away a group of Strats & Gunships on the GC).
Suggestion: Consider the variety of utility that other T4's get; Stealth, Torpedo, Range, Anti-Air, Shield, Omni-directional firing. GC has the suction claw, that's it. I therefore suggest (if at all possible) buffing the claws. Right now they are simply unreliable and slow. A faster recharge between grabs and the ability to reliably use both claws at the same time would help a lot, I feel.
In my dreams: Put the head on a swivel so it can attack while retreating and/or flanked.
Czar
Issue: Remains the game's most expensive bomb. Great when you already have air control, but that's true of all T4. The issue I've found with Czar is that it lacks mobility. Other T4 air can easily 'hit and run'. Czar is the only unit that must be effectively stationary to attack.
Suggestion: To address this, I suggest buffing the Czar's 'pickup speed'. It's 0-60, if you will, reducing the time needed to go from 'idle' to 'zooming across the map'. I see no reason why Czar should not have a 'hit and run' option like the other T4 Air.
That's all I got, thank you if you actually made it this far. Note- I have not played enough Navy to offer any critique of Aeon's arsenal there.
Glad I went searching through the FAQs. I spent a couple hours in sandbox tonight and could not figure out why I was lagging in effectively a single player game. My laptop is more or less top of the line (though I am on a wireless net). I opened up the aforementioned Nvidia service app from Task Manager, then clicked into it for the Services menu. I disabled 'Nvidia Display Container LS' in the Services menu, and now my game is smooth as butter.
I can't speak to a glitch, but this immediately fixed my lag; Open the Services menu (list of gear icons) and disable 'Nvidia Display Container LS'.
Latest posts made by Immortal-D
@ctrl-k said in UI Revolution Project:
Glad to see your attention, I would like to look at them too, but rn I'm preparing something interesting
Sweet! Keep me posted. The mex viewer of EControl is just so good, I really don't know think I can play without it (recent patch messed up UI Party, which sadly does not have a reset button).
Oh wow, this is a quite the promising project. I was looking around to see if I could get EControl separately (courtesy of UI Party), and found this. I have been trying to learn Lua writing so I can use 'A Hotkey Keys', but your Hotbuild Overhaul appears to accomplish the same thing (and with a GUI no less!). The only other mods I use which are relevant to your listed features (so might be worth looking at them); 'Advanced Target Priorities 1.1', and 'Better Reclaim View' (this one specifically b/c it works with UI Scaling). I would very much like to sign up for testing/feedback.
Has anyone else had an issue with this as of version 2022.6.0? EControl has vanished, and I no longer have the wrench icon to change anything. The other settings seem to remain, like moving the menu buttons to the right and starting with a factory selected. Last time I tried a clean reinstall, all the settings remained, so I was unable to get the wrench back. Attempting to manually remove the mod's settings from my game.prefs resulted in a complete game crash, so I had to reinstall the game in full (lost all my templates & hotkeys).
Give Aeon ACU Nano-Repair on the right arm, and Double Chrono upgrade.
@sladow-noob said in Aeon: effort vs. reward (average-ish player?):
@immortal-d said in Aeon: effort vs. reward (average-ish player?):
I suppose I shouldn't be surprised by the instant toxicity, but I am disappointed.
Can you mark the part of the answers you are referring to pls?
@yellownoob said in Aeon: effort vs. reward (average-ish player?):
I couldnt help but notice that you dont know exactly what EFFORT you should do. For example: you say that the aurora sucks, >
I never said Aurora sucks. I'm glad he notices I don't understand effort.
@yellownoob said in Aeon: effort vs. reward (average-ish player?):
Lets talk about aeon gun, yes it is only 5 meter additional range, but think how much safer you could overcharge bricks or percies.
Now about mercy, if you perhaps did not notice that eaxh rts uses default priority system and in air unit category highest priority has torpedo bomber which basicly means that for 270 mass you can mecry anyone.
Now about czar, did you notice its insane hp bar and insane sam range? Id like you to notice that itw flying fortress that can brun bases or any other land t4 and it should help you win air.
Now about gc, you simply dont understand its strong points, as you noticed so far there is no unit that would win you a game without proper support, for gc it is t3 harb army, gc range helps you freely inflict damage on every army composition besides snipers, that means that you are forced to engage gc with your t3 units that have much higher cost than a harb and the same dps as a harb. Notice that snipers will not reallly help because they would have no shield since aeon army has a shiled damage based unit.
Again, I clearly don't understand anything.
Upon rereading, really just that guy. Everyone else is moderately constructive.
I suppose I shouldn't be surprised by the instant toxicity, but I am disappointed.
I cruised to 1k with Aeon, and the overarching feeling I get is that effort per reward does not feel good relative to other factions. Take this with a grain of salt, as I'm sure part of it comes down to my APM and situational awareness. That said, there are a few particular aspects that I feel are not so much 'high skill - high reward', but rather 'maximum try hard for average gains'
ACU
Issue: The 2 gun upgrades cost an extra 200M & 6,000E. For this, you get 5 meters range, and that's it (no change to speed). The extra range is nice when you learn to manage the sweet spot (I consider that to be a good instance of 'skill = reward'), but it doesn't quite feel like '200 mass & 6k energy' worthwhile.
Suggestion: I'm sure that buffing the guns would cause a riot, so I suggest reducing the costs just a bit.
In my dreams: Single nano-repair on the right arm. This would allow for a 'brick wall' defender build; engineering, nano, shield. Plus it makes sense thematically, given that Aeon originally worshiped the Seraphim and tried to emulate their tech.
Double Chrono - I don't know what this would look like, but cost should be similar to Seraphim's AoE upgrade; a T3 resource investment.
Aurora
Issue: If you are caught off-guard for just a second, your T1 army is dead without inflicting corresponding damage. I feel this is a prime example of 'not high skill, but maximum effort required at all times'.
Suggestion: Increase movement speed a bit. If you are rushed and ~5 seconds delayed responding, Aurora should be able to moderately retreat, saving at least some of the army.
Mercy
Issue: Perfection or death. As I've started playing higher-level games, I've found that nobody neglects mobile AA. A single T1 anti-air can defend against 2-3 Mercy. When you compare the relative costs, that seems incredibly silly. At that point, a full Tac Missile base is a better investment.
Suggestion: Increase Mercy's hitpoints such that it can withstand at least a few volleys of T1 anti-air. A single T2 AA can destroy it in 1 pass, sure. But T1 AA should require several shots per Mercy to make the unit viable.
Galactic Colossus
Issue: The GC trades all utility functions for hitpoints and the suction claws. At the T4 stage where groups of 10+ Brick & Percy are common, hitpoints quickly amounts to very little (doubly so when the enemy can casually throw away a group of Strats & Gunships on the GC).
Suggestion: Consider the variety of utility that other T4's get; Stealth, Torpedo, Range, Anti-Air, Shield, Omni-directional firing. GC has the suction claw, that's it. I therefore suggest (if at all possible) buffing the claws. Right now they are simply unreliable and slow. A faster recharge between grabs and the ability to reliably use both claws at the same time would help a lot, I feel.
In my dreams: Put the head on a swivel so it can attack while retreating and/or flanked.
Czar
Issue: Remains the game's most expensive bomb. Great when you already have air control, but that's true of all T4. The issue I've found with Czar is that it lacks mobility. Other T4 air can easily 'hit and run'. Czar is the only unit that must be effectively stationary to attack.
Suggestion: To address this, I suggest buffing the Czar's 'pickup speed'. It's 0-60, if you will, reducing the time needed to go from 'idle' to 'zooming across the map'. I see no reason why Czar should not have a 'hit and run' option like the other T4 Air.
That's all I got, thank you if you actually made it this far. Note- I have not played enough Navy to offer any critique of Aeon's arsenal there.
@jip said in Patch 3732:
Do you have a replay of the swiftwind feeling weaker?
Looking through my replays, just the one is Dev. version. The others are regular, which definitely colored my impression. Coupled with still learning my air game (bad turns, overestimating the unit), I'm going to chalk this up to 'jumping the gun'. I will make a point of noting stuff as I play, rather than sitting on it for a week+ (so busy playing that I hadn't even thought of feedback as I go).
https://replay.faforever.com/16834110 - 13:40; 5 Swifty vs. 10 Intie, not even close
I started hosting the Dev. version a few days ago, and the auto-balance features with rating display are amazing beyond words. My lobbies average 1k, so I can't speak to gameplay balance, but I did feel like the Swiftwind was substantially downgraded, though I didn't see anything about it in the patch notes. Regardless, all the little details are amazing, looking forward to the roll out.
Decided to give this another try after cleaning my Game.prefs (so much old junk, lol). Is there a way to move the Resource Viewer portion of Econtrol separate from the rest of the UI? I like having the Party menu and Mex list next to my main eco bar at the top left, but then the resource manager extends down, effectively cutting my screen by a third.