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    Aeon Gun ACU

    Scheduled Pinned Locked Moved Balance Discussion
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    • ResistanceR Offline
      Resistance
      last edited by

      Why do you assume the problem with gun com is t1 spam?
      The real problem is lategame pushes that get obliterated and with snipers you are perma stuck with t4 or risk donating mass, not to mention that the moment you get chrono, you are basically impossible to kill with ground and no, snipes aren t a thing there cause you need to invest x10 mass to remotely have a chance of killing it

      queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
      https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

      1 Reply Last reply Reply Quote 1
      • B Offline
        Blodir
        last edited by

        In this thread: high rating players claiming aeon gun is broken and low rating players calling it a skill issue

        1 Reply Last reply Reply Quote 12
        • waffelzNoobW Offline
          waffelzNoob
          last edited by

          Moderators please lock the thread i cant take this anymore

          frick snoops!

          1 Reply Last reply Reply Quote 2
          • FtXCommandoF Offline
            FtXCommando @IndexLibrorum
            last edited by FtXCommando

            @indexlibrorum said in Aeon Gun ACU:

            Why must everything be balanced into mediocrity? So what if one commander is a bit better than the others. Other factions have other units that have their own strengths.

            In a game of rock-paper-scissors we don't complain about the rock winning from knife, we use paper. Let's not end up with what is essentially a reskin of the same unit.

            That is not to say that the faction as a whole should be overpowered when compared to other factions as a whole. The chrono looks too strong, so does the GC. But these issues can be resolved without taking away an advantage; decrease their strength, don't remove it.

            For those who are now thinking "yea but that's what I want with gunrange": I refer you to the "this distance is worth 200 mass" image above.

            Mediocrity? Generic gun ACU is possibly the most OP upgrade/unit in the game for cost efficiency barring maybe TML upgrade.

            The whole problem here is that you are not providing an answer to why exactly Aeon needs a strictly superior gun while having potentially the best t2 stage to transition to already. Your logic is “keep stuff unique until it’s oppressive” but if you’re an Aeon player and you do not go gun in basically any circumstance, you’re bad. The only reason nobody can complain about it is because you can’t tell people not to make gun since then Aeon autoloses to any faction that can.

            Refer back to my whole post about what makes ACU upgrades good in meta or bad in meta.

            1 Reply Last reply Reply Quote 1
            • FtXCommandoF Offline
              FtXCommando @Arran
              last edited by FtXCommando

              @arran said in Aeon Gun ACU:

              Some tips for those struggling with land ranged units.

              • Use air. E.g. bombers or transport drop. Personal favourite is com drop.
              • Flank. Leave nowhere for ranged units to kite back towards.
              • Deny intel. No intel = no range. Most players (including pros) only make minimal intel. One T1 bomber or LAB is always worth sacrificing to kill radar.
              • Attack in multiple places simultaneously. Ranged units are often slow. Exploit this.
              • Flow like water. If you can't break a position, ignore it and focus your efforts into the path of least resistance.
              • Tech up to widen your tactical options.
              • Eco UP. Fortify a little (e.g. walls) to buy time and develop your eco for a later game overwhelm strategy. More stuff beats less stuff.
              • Pick your battles. If you've tried something and it didn't work, trying again often won't get you a better result.
              • Stop playing on 1 to 2 lane maps or turtle maps.

              If none of these are viable for you, get good by acknowledging your mistakes and improving.

              Everything posted here justifies why any faction should rightfully get a 40 range gun. Or even better, give every faction a 40 range gun aside from Aeon.

              I’d be able to give a rationale for why Cybran needs a 35 range gun, for example. Good luck doing it for Aeon.

              ArranA 1 Reply Last reply Reply Quote 1
              • The_JanitorT Offline
                The_Janitor
                last edited by

                Let's go in opposite direction and nerf gun and oc for all factions so t2 unit can have some impact on the game and not get rolled over by acu that goes pew pew f your t2 for the fraction of the cost and time it gets for t2 unit to take hold, if ever.

                Analyze, Adapt, Overcome...

                1 Reply Last reply Reply Quote 5
                • ArranA Offline
                  Arran @FtXCommando
                  last edited by

                  @ftxcommando
                  It is a shame that I try and post constructive advice and you shitpost in response. I sincerely hope you meant it as a joke and that your humour needs work.
                  Let us take the time to work on it right now, Mr. UEF boy 🙂

                  For instance,
                  @ftxcommando said in Aeon Gun ACU:

                  you are not providing an answer to why exactly Aeon needs a strictly superior gun

                  You are not providing an answer to why exactly UEF needs strictly superior HP.
                  Same format, equally pointed and just as unamusing and asinine.

                  A more humorous iteration would be,
                  You are not providing an answer to why UEF need the thickest of bois. It is because everyone knows UEF boys are the thickest!

                  MazorNoobM 1 Reply Last reply Reply Quote 1
                  • FtXCommandoF Offline
                    FtXCommando
                    last edited by FtXCommando

                    The difference between ACU hp is inconsequential and can be mathematically equated via the different regen rates. I don’t care about structures having different hp and wouldn’t lose sleep over them being normalized again.

                    Now stop deflecting away from the inarguable position, please.

                    Ah reminds me, the Aeon range does not cost “200 mass more” because it’s two unique upgrades. I’ve had games where an Aeon ACU rushes range gun and forces enemy gun to cancel or lose 30-40% of their hp. Even better if they didn’t start it yet because then you are completely fucked.

                    And even if it did, any 2k+ player would, in a heartbeat, pay the extra 200 mass for the range.

                    U 1 Reply Last reply Reply Quote 1
                    • MazorNoobM Offline
                      MazorNoob @Arran
                      last edited by

                      @arran said in Aeon Gun ACU:

                      @ftxcommando
                      It is a shame that I try and post constructive advice and you shitpost in response. I sincerely hope you meant it as a joke and that your humour needs work.

                      Taking multiple paragraphs to say the equivalent of "get good" is shitposting to begin with. Aeon gun being good to the point of always being worth to make and countering everything all the way up to T3.5 land with other upgrades is a problem. Just like original Corsairs used to be. Or Beetles at some point. Or 3603 Restos. Or old ACU TML.

                      1 Reply Last reply Reply Quote 1
                      • U Offline
                        Unknow @FtXCommando
                        last edited by

                        @ftxcommando

                        Ok so explain why nobody play aeon on anything bigger than 5*5 because the rest of the tools of this faction are shit / why no more than 5% of the games in LOTS involved aeon?

                        And on the other hand why everybody play UEF now?

                        TheVVheelboyT waffelzNoobW 2 Replies Last reply Reply Quote 2
                        • maudlin27M Offline
                          maudlin27
                          last edited by

                          Another option to throw out there (instead of improving t2 as a counter to guncoms) - increase the range of Aeon gun even further (say +2 or +3 above what it is now), and increase the dps from ROF to x2.5 or x3 instead of x2, but increase the cost and build time of each upgrade to be that of other faction’s combined gun upgrade.
                          That way you make it much harder for Aeon to get both upgrades vs other faction’s guncoms/much more of a risk to doing this (and more counterplay options), but still keep things different and provide more meaningful choice for the Aeon player when upgrading.

                          Meanwhile t2 pd as a counter would still be almost as powerful against a double upgraded acu but no longer have such an investment disparity (so becomes relatively better). Non aeon guncoms would have a clear window to push forwards while the aeon acu is upgrading; range only aeon acu + army is weaker than non aeon guncom + army at the t1 stage, etc

                          It’s much more interesting to have factional variance that provides tradeoffs and is relatively well balanced than just changing it to mirror other factions range

                          M27AI and M28AI developer; Devlogs and more general AI development guide:
                          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                          https://forum.faforever.com/topic/5331/m28ai-devlog-v130

                          1 Reply Last reply Reply Quote 3
                          • TheVVheelboyT Offline
                            TheVVheelboy @Unknow
                            last edited by

                            @unknow said in Aeon Gun ACU:

                            @ftxcommando

                            Ok so explain why nobody play aeon on anything bigger than 5*5 because the rest of the tools of this faction are shit / why no more than 5% of the games in LOTS involved aeon?

                            And on the other hand why everybody play UEF now?

                            Cuz LotS have ban system so you can ban annoying OP shit like Aeon.

                            1 Reply Last reply Reply Quote 1
                            • FtXCommandoF Offline
                              FtXCommando
                              last edited by FtXCommando

                              No idea which tournament you want me to look at. Rainbow cup I was basically 50/50 between UEF and Aeon with the deciding factor being whether my slot involved any interaction before full t3. If it did, Aeon was the dominant pick.

                              Ah you said LotS; I’ll need to go and review it.

                              1 Reply Last reply Reply Quote 1
                              • waffelzNoobW Offline
                                waffelzNoob @Unknow
                                last edited by

                                @unknow said in Aeon Gun ACU:

                                Ok so explain why nobody play aeon on anything bigger than 5*5 because the rest of the tools of this faction are shit / why no more than 5% of the games in LOTS involved aeon?

                                because no one wants to play with aurora lol
                                also as endranii said, faction vetoes

                                @unknow said in Aeon Gun ACU:

                                And on the other hand why everybody play UEF now?

                                i dont know anyone that doesnt play random faction

                                frick snoops!

                                1 Reply Last reply Reply Quote 1
                                • FtXCommandoF Offline
                                  FtXCommando
                                  last edited by

                                  I’m guessing he meant that UEF was dominant in the LotS games.

                                  1 Reply Last reply Reply Quote 1
                                  • S Offline
                                    snoog
                                    last edited by

                                    Did I just see build walls and eco given as a suggestion to stop an Aeon gun com?

                                    1 Reply Last reply Reply Quote 5
                                    • IndexLibrorumI Offline
                                      IndexLibrorum Global Moderator
                                      last edited by

                                      Here's a new idea: what if you make the increased range an active ability with a cooldown.

                                      "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                                      See all my projects:

                                      1 Reply Last reply Reply Quote 1
                                      • waffelzNoobW Offline
                                        waffelzNoob
                                        last edited by

                                        here's an idea: remove the range advantage

                                        frick snoops!

                                        1 Reply Last reply Reply Quote 1
                                        • Accidental_AeonA Offline
                                          Accidental_Aeon
                                          last edited by

                                          Keep the range advantage but nerf the OC range.

                                          1 Reply Last reply Reply Quote 1
                                          • AzraaaA Offline
                                            Azraaa
                                            last edited by Azraaa

                                            if people do not want to remove auto oc and require more micro then just use the on enabled for "Overcharge" to increase overrall ACU Gun range, and when its not enabled then the range returns and is decreased from what it is right now by (DEFAULT) around 20-30% , it makes OC a lot more valuable and gives it a unique downside and upside.

                                            If people are against I can think of a few more interesting things you could do for gun-oc synergy

                                            SIMPLY, OC = Equal More Gun Range and NO OC equal less gun range but this is only enabled when the gun upgrade is added.

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