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 Warreaper001
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'
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.
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.
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.
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.
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.
Latest posts made by Warreaper001
Isn't one of the lore points of Aeon that they have really good shields, since they originally copied the Seraphim?
A little something I wrote for my crew and wanted to share. I felt this didn't quite belong in the mapping sub-forum (let me know if this should be moved). This is a first draft, suggestions are very much appreciated. -The black airbrush on a few pictures was needed last-minute, that will be cleaned up in the future
Another simple map, but the dark mud means that connected pathways may not be obvious at a glance. Reclaim is evenly distributed across the edges of all the mountains, so you can use this to gauge paths during the early game. Edge-building is critical at positions 2 & 3; securing the middle and leaving your core base, respectively.
This map is a good example of why you need to be aware of terrain. Although the color changes with elevation, in the heat of battle it's all mud. Taking the time to carefully build your defenses at the top of ramps and edge of mountains can be a game-changer. In a battle between Point Defense & Elevation, the ground always wins.
Getting your Commander out of the base early is always a good idea, but that is doubly important here. The side players have two Goals, while the middle player can be attacked 3v1 from the very start. Position 4 should move the Commander up to support middle within the first couple minutes. Remember, a vanilla ACU is worth just two T1 engies, but can fight ~20 tanks.
Use your Commander at the secondary goals (“B”) and your army at the primary (“A”). That way if the battle turns against you, your Com won't be caught out at the edge of the world. You can still consolidate forces with your teammates and counter-attack from the middle. Additionally, Goal B has the height advantage, so your Com can harass the enemy army from relative safety. Be careful at 3b that you don't get stuck into a corner! (literally)
On most 10 kilometer maps, forcing no-mans-land to be on your opponent's side of the middle means that Tac. Missiles against his core are a good option. T1 Air Scouts are dirt cheap. You should build them (somebody meme this please). That said, a forward radar hugging the mountain is always a good idea as well.
Lastly, terrain is again a factor when attacking the enemy's core base. All 4 positions have a narrow chokepoint to defend. Your best bet is to attack from the “1a Goal” position, going around the back of the enemy's Player 3. Anything else is a frontal assault against elevation and mountains, which will require a significant army to break through. In most situations, hitting the back lines in this fashion is always a GG.
@jip Crazy, first time I have ever seen it happen. Still, good to know.
At ~34 minutes; the anti-nuke fires, misses, does a loop, then circles back and finally connects. If that nuke had gone after the front player instead of me, it would have connected. https://replay.faforever.com/17502134
@nine2 That did the trick, thank you! All the features worked fine, I just lost the UI portion. Resizing down to 80% also put it back on screen, where it can then be moved to center and restored.
I am using the mod "UI Party" and have lost the ingame configuration button. The mod has no reset option, and uninstalling - reinstalling does not restore the missing menu. The last time I tried to edit my Game.prefs, I ended up needing a clean install of the game. I lost all my hotkeys & templates (the latter was especially painful). So, I would appreciate advice on the best way to completely remove a mod's .ini changes, such that reinstalling the mod will then bring in the default settings.
@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).