by Apofenas » 18 Aug 2015, 13:43
I think SCUs are an option to make a proper balance between t3 and t4 in late game. I really dislike experimentals that can be built super fast, but don't win t3 units mass for mass in a direct fight.
I'm a fan of diamond mod feature, where SCUs are only units capable of building experimental. In that mod you need 16k(not sure) mass just to get 1st SCU out and start an experimental. That would allow t4s to become real experimentals with slow build time and enough fire power to fight its own against mass sufficient amount of t3 units in direct fight.
This would create 2 problems: 1)aeon/seraphim would be stack with harbs/othuums against bricks/percivals for a long time;
2)Mega is expensive and spider is not a match for a GC or Ythota(without loyalist stun abuse) and Uef doesn't have direct fire experimental at all;
This is where SCUs would come in and solve both problems. Combat unit:Concept of aeon shield combatant preset is good solution of 1st problem. These ones are cheap, tanky, have low dps, huge AOE and 40 range, so they would kite and force percivals in close range to harbs. So it would make micro intensive, but possible to win. Support unit:Add chrono upgrade to aeon and restoration field to seraphim SCUs.
For the 2d problem i would use 2 concepts from current UEF SCU. Combat unit: making 10k cost rambo capable of facing direct fire experimentals; Support unit: making 2d shield easier to get and keep double shield-omni or double shield-double gun SCU with fatboy or percies.
All other combat capabilities remove or tweak, so intence microed SCUs with them would barelly win t3 mass for mass.
This concept is a bit complicated, but creates proper tech level distribution t1->t2->t3->SCUs->Exp.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig