Ubilaz wrote:
I've thought about this for a while and maybe the change aeon needs in t1 is:
Balance aeon scouts to have greater radar coverage, but move as slowly (or almost) as the auroras. Might fix some aeon issues and contributes to faction diversity.
Well, what I meant is that aeon needs a buff to early game, like think of small groups of tanks 4-16. Right now, when you have a gruop of auroras early and no stationary radar or stable airforce, as is common in the early stages, the scouts are very hard to use with your army. As soon as the stationary radar gets up, aeon are alright, but before just rather horrible and hard to manage imo. I've lost so many auroras to mantis because my scout ran first and died... I think the change will enhance aeon. Maybe a slow scout would contribute to faction diversity.
My change would strengthen aeon through 3-6th minute of the game and on small maps, that's my aim. At least thats the theory, needs to be tested ofc. It's really a small change that makes aeon easier to manage and gives groups of auroras, like 3-15, a better chance on the battlefield. This can be done now, but demands a considerable amount of micro with the scouts.
When I play aeon, I find my scouts getting killed and then I lose 5 auroras to three mantie. This happens to no other faction and aeon shouldn't be suffering so much during this time in the game, from an intel disadvantage. I think it would be interesting to have one faction raid without scouts and it would make sense, since aeon is considered the strongest t1 faction.
Thing is, buffing auroras is not needed, because they are very strong, if they just know where the opponent is.
At least consider it.
Ubilaz
I agree with this the high speed of scouts created unnecessary and annoying micro past the raiding phase, I would see this as a good alternative to buffing the turnspeed.Statistics: Posted by Nombringer — 31 May 2013, 12:43
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