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    Aeon Gun ACU

    Scheduled Pinned Locked Moved Balance Discussion
    104 Posts 29 Posters 8.7k Views 2 Watching
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    • FtXCommandoF Offline
      FtXCommando
      last edited by

      I don't consider removing a needless upgrade to be lazy balancing because I don't see any purpose the upgrade serves beyond making Aeon stronger in their strongest game segment. I already suggested that if any faction needs the increased range utility it would be Cybran. Lazy balancing would be equalizing aurora to every other tank rather than something like the lab/blaze change which gives Aeon an out for a weakness they have in a unique way.

      If no one can name a weakness in Aeon that gun range is there for, it's just there just because it is. At which point, just give it to Cybran anyway.

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

        Can we just revert Aeon T2 to what it used to be?

        1 Reply Last reply Reply Quote 2
        • veteranasheV Offline
          veteranashe
          last edited by

          Aeon t2 used to be skipped entirely so you have to be more specific

          1 Reply Last reply Reply Quote 1
          • ZeldafanboyZ Offline
            Zeldafanboy
            last edited by

            💩💩💩

            put the xbox units in the game pls u_u

            1 Reply Last reply Reply Quote 1
            • T Offline
              TheWreck
              last edited by

              lol aeon t2 strongest in the game? best t2 air and best t2 land

              1 Reply Last reply Reply Quote 1
              • Sylph_S Offline
                Sylph_
                last edited by

                How about making the aeon sniper ACU require a 'sniper mode' akin to the seraphim sniper bot? Ie, something that slows the commander's move speed down dramatically?

                1 Reply Last reply Reply Quote 1
                • RoweyR Offline
                  Rowey
                  last edited by

                  In Beta, the Range Upgrade for the ACu is Split into 2 Upgrades

                  "The needs of the many outweigh the needs of the few" - Spock

                  1 Reply Last reply Reply Quote 1
                  • Rodimus_PrimeR Offline
                    Rodimus_Prime
                    last edited by Rodimus_Prime

                    Edit: Just did the math. Aeon gun is now double the cost (both mass and energy) of other guns for a whole 5 meters, which is silly.

                    I am not fond of this change. 5 meters is not a lot, and already requires significant attention & micro to utilize. The synergy with Chrono is admittedly cool, but the cost of the second range upgrade is way too high.

                    DeribusD 1 Reply Last reply Reply Quote 1
                    • TheVVheelboyT Offline
                      TheVVheelboy
                      last edited by

                      Lol.

                      1 Reply Last reply Reply Quote 1
                      • DeribusD Offline
                        Deribus Global Moderator @Rodimus_Prime
                        last edited by

                        @immortal-d said in Aeon Gun ACU:

                        5 meters is not a lot,

                        Then don't get the 2nd upgrade

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

                          5 meters makes it impossible for bricks and percies to kill a shielded aeon gun acu

                          1 Reply Last reply Reply Quote 1
                          • Rodimus_PrimeR Offline
                            Rodimus_Prime @Deribus
                            last edited by

                            @deribus said in Aeon Gun ACU:

                            @immortal-d said in Aeon Gun ACU:

                            5 meters is not a lot,

                            Then don't get the 2nd upgrade

                            Your response tells me that you're the kind of player who makes newbies want to quit after 1 round.

                            @ftxcommando said in Aeon Gun ACU:

                            5 meters makes it impossible for bricks and percies to kill a shielded aeon gun acu

                            They can't catch the ACU, but neither can it stop retreating if a significant group of said units is pushing.

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

                              Problem is Aeon is really good at dealing with significant groups of percies, and them being able to get those 5 meters for free pretty much makes it impossible to punish stupid aggressive ACUs with the tool that is supposed to be able to do it via land. Snipers don't have the problem, percies and bricks do.

                              1 Reply Last reply Reply Quote 1
                              • Rodimus_PrimeR Offline
                                Rodimus_Prime
                                last edited by

                                That's fair. I suppose I don't see that often at ~1400 range, as stupidly aggressive Coms tend to die to a combined Gunship & Strat attack.

                                1 Reply Last reply Reply Quote 1
                                • MylaurM Offline
                                  Mylaur @phong
                                  last edited by

                                  @phong For what it's worth I'm learning some stuff by reading the arguments provided. 🙂

                                  1 Reply Last reply Reply Quote 2
                                  • ? Offline
                                    A Former User
                                    last edited by

                                    I was also not happy with the cost of the additional 5 meters, but then I remembered that I use Aeon ACU as a mobile defensive overcharge turret hiding under shields late game dealing up to 15k damage to land units from 35 units away (colossus is 40), and... whatever, let it be. Additional testing will show if that's the proper cost.

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