I've used Nano before, but I've never directly compared performance of the first personal shield upgrade to Nano. Nano was good for raiding, as long as you can yoyo the SACU in and out of combat, but by the time SACUs hit the field there are also T3s. It reminds me of the Nano/T2-T3 upgrades for the UEF commander, how they have their uses.
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.
People need to play more Center Lake and less Land Bridge. It'll change your life.
What kind of mods exist that would give someone an advantage over another player?
Can you link to the replay?
I hope that there's some amount of attention paid to them, but I also understand that messing with them could demolish how the game currently plays.
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 haven't had any issues personally, though I'm in the US playing with others in the US, is this an international problem? I'm not seeing it.
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.
The T2 air being weird has mostly to do with the Mercy itself and what their T2 air roster is capable of. I'm not saying that Aeon T2 air is bad, just that you have to think about how to use them a bit differently. I keep re-writing this to keep it short and I'm failing. The fact that Aoen have a dedicated T2 fighter that accels at its role and a dedicated air to ground weapon that is 1-time use instead of a combo unit is very much different.
The Spectre also being very bursty in terms of damage with a minor splash is almost like a gunship bomber, its cannon has more in commmon with a Notha bomb, as opposed to a Stingers sustained fire, or a Vulthoos cannons.
The torp bomber is awesome, depth charges are awesome, absolutely perfect.
The air transport says it has an AA gun, I'm pretty sure its an illusion, but no one cares what they do other than move dudes so it's good.
I use Blazes in early T2 for their range, and Obsidians to punch upward at stronger stuff. If you're falling behind and in a pinch, Obsidians can get work done.
Czar nerf: I honestly didn't notice.
Commander double gun: It was lame at first, but long term I agree with it. Being able to fart out the first step of the upgrade very quickly helps a lot in the beginning.
Chrono nerf: I don't like the range being tied to your main gun range, but at least you get a 3k health boost. Not what I want but I can work with it.
Mercy nerf: Yeah, they have to hit the drawing board with that one again. Keep trying guys, every version gives insight.
GC nerfed: GC is still a terror on the field, I haven't noticed a huge impact on effectiveness.
Sniper nerf: I don't like it either, but I understand it. I just use less of them and more T3 mobile artillery and Harbingers.
For the other notes, T1 is a nightmare yes, their T1 bombers are alright, their T2 land is great, T2 air is weird and T2 water is awesome, Harbingers do not square up against bricks and percivals well and you should be handling that differently. Harbingers do well against Titans, Loyalists and Othuums to an extent, this is also where snipers come in to soften targets.
I understand, I'm not saying you're wrong.
I am colorblind and the colors are probably as good as they're going to get for me, so A+
The Mercy is going to be as much of a pain as the Fire Beetle to balance. 1-time use units need to be cost effective, but not TOO cost effective. The Mercy in its current state is... Okay. If you rush T2 air, they can be absolute terrors for a little while, but lose favor pretty quick. Great for clouds of T1 stuff. I'm not sure how this could be better without it being too good.
The brick and Salem range increase are the two I've felt the most.
At this point in the balance structure, I kinda hope not.
I had an issue with Aeon Tac missile defense Vs. Seraphim Mobile Tac launchers even before this latest patch. The flare doesn't seem to get out fast enough.
I've also been having Salem issues. There's a few other tactics I can try, but it's rough.