Cybran has radar stealth, give UEF T3 scouts jamming, give the Seraphim scouts a temporary vision bubble where they crash, give Aeon scout a larger Omni radius.
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Idea. Change the Aeon absolver to have a similar fire rate to the Serenity, instead of 1 shot every 2 seconds make it more like 1 shot every 10 seconds and increase the damage it does to shields accordingly so it has the same DPS.
Theoretical Cybran absolver (Dissolver?), have the 1 shot every 2 seconds of the original Aeon absolver as the high fire rate keeps in line with Cybran trends. No hover, possibly amphibious like a Wagner or Engineer.
Theories of how this could play out?
Seraphim sniper bots mixed in with navy and shields.
Without over-explaining, I'd rather the Mercy do less damage and have more HP.
I'll give Asylums to a Cybran player all day to increase their horror potential, Or if someone wants Ravagers I'll likely just give an Engineer because I might not want to put the mass in for that. I don't mind engineer swaps personally, because there's still logistics and additional cost involved in doing it. Air transports, movement time, what if the transport is shot down or the engineer dies, then once the engineer is transferred over its up to that person to fund any project they want.
I think that fuel is a mechanic that the game should put more light on. Not only does the speed of the aircraft come into play when responding to a threat, but its ability to sustain a pattern for long periods could shift balance and play. It may be worth it to bomb enemy air fields if fuel had a bigger impact.
Every game I played would have Nomads, until recently. The bugs are too much as of late. Games don't finish even if every unit is destroyed, ACU orbital bombardment 2 is just broken shield towers being destroyed but still exist, nothing is getting fixed. I love the idea, the faction is extremely interesting and I can deal with poor polish, but the bugs that prevent proper gameplay is depressing.
Latest posts made by TankenAbard
The only times I can think of were myself or friends have used a Salem on land was to transfer them from one pond to another, impromptu point defense, or early siege tactics with some kind of backup. Direct assaults with these have never been good. Perhaps if the torpedo launcher doubled as a short range rocket on land, but that's just getting weird.
Vs players, the range is annoying but it's mostly fine. Vs AI, it can be an absolute terror. Face an M28 Cybran AI, you'll see. That thing will kite you across the planet.
I think SACUs need their turn on the rebalance table before something like that is touched. Sacrifice is neat but I don't use it much at all. If I have the resources to teleport 5 of them behind someone and make a Colossus, I could have used those resources for anything else and been more effective. By the time you can get Teleport on an SACU, the map is pretty well identified and the SACU isn't really effective in combat that late in the game either, especially with Teleport instead of Nano of shield.
I'd hate to see the Aeon T2 gunship changed just to make the Mercy useful, but that might be what happens.
The way I see it, the Mercy should focus on one of three factors. Either be cheap to use if it has low HP and damage, decide if it wants to be AoE or area denial and then be good at it but maintain low HP and current price, or have enough HP to ensure its deployment if it's neither of those.
I really only use T2 stationary artillery and T3 snipers and mobile artillery to establish a perimeter. They do fair damage and can provoke a fight, but if you can't win the fight because you don't have enough units that directly engage, then its a loss.
Sniping commanders is fine, I don't see a problem with it. Related, I don't think people scout enough.
I agree, T2 and T3 navy is absolutely horrifying if it spirals out of control. There are ways to deal with it as any faction, some work better than others. Cybran and Aeon have some interesting options. Bricks have torpedo tubes and defense flares as well as high HP, they chew slowly but they're hard to get rid of if you can sneak them into the water. The Solice can survive long enough to drop a gnarly payload, but god forbid the ships are too close to the coast, the bomber will drop its bombs into the ground and be worthless. The UEF and Seraphim are odd, the Othuum has a torpedo tube but not great HP or defensive measures. UEF are kinda stuck in a bad place because some of the better options are costly, like a Novax center or a a million T2 torpedo bombers like everyone else can do.