Forged Alliance Forever Forged Alliance Forever Forums 2013-05-31T12:46:51+02:00 /feed.php?f=57&t=4127 2013-05-31T12:46:51+02:00 2013-05-31T12:46:51+02:00 /viewtopic.php?t=4127&p=44244#p44244 <![CDATA[Re: Aurora new rotation speed]]> Statistics: Posted by Ze_PilOt — 31 May 2013, 12:46


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2013-05-31T12:46:14+02:00 2013-05-31T12:46:14+02:00 /viewtopic.php?t=4127&p=44243#p44243 <![CDATA[Re: Aurora new rotation speed]]>
Either make the scout assist an aurora and only move the auroras
or use attack in formation (strg+shift or something like that?). This has the benefit of making nice lines of auroras for easy kiting with high dps (many auroras can shoot).

To avoid going all the way very slow due to the units being forced in formation, first make a move or normal attack command in front of the enemy in a close but safe distance, then que the formation attack with shift.

As usual, aeon must be microed for full effect!

Statistics: Posted by lebensnebel — 31 May 2013, 12:46


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2013-05-31T12:43:27+02:00 2013-05-31T12:43:27+02:00 /viewtopic.php?t=4127&p=44242#p44242 <![CDATA[Re: Aurora new rotation speed]]>
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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2013-05-31T12:15:12+02:00 2013-05-31T12:15:12+02:00 /viewtopic.php?t=4127&p=44237#p44237 <![CDATA[Re: Aurora new rotation speed]]>
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

Statistics: Posted by Ubilaz — 31 May 2013, 12:15


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2013-05-31T08:03:56+02:00 2013-05-31T08:03:56+02:00 /viewtopic.php?t=4127&p=44197#p44197 <![CDATA[Re: Aurora new rotation speed]]>
https://www.dropbox.com/s/st414ohszznko ... .fafreplay

Statistics: Posted by Nombringer — 31 May 2013, 08:03


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2013-05-30T18:44:49+02:00 2013-05-30T18:44:49+02:00 /viewtopic.php?t=4127&p=44078#p44078 <![CDATA[Re: Aurora new rotation speed]]>
Lu_Xun_17 wrote:
...Now the moves looks buggy and unrealistic with such a high rotation speed :
replay id: 966176 ...

:!: Feels out of space, totally weird.

:idea: I suggest TurnRate = 120 or less/what it was before ( Aurora )
TurnRate = 310 is crazy, when Cybran T1 Land Scout Mole, the most agile land unit got TurnRate = 120

Statistics: Posted by qai — 30 May 2013, 18:44


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2013-05-30T17:03:58+02:00 2013-05-30T17:03:58+02:00 /viewtopic.php?t=4127&p=44060#p44060 <![CDATA[Re: Aurora new rotation speed]]> Statistics: Posted by FunkOff — 30 May 2013, 17:03


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2013-05-30T15:00:50+02:00 2013-05-30T15:00:50+02:00 /viewtopic.php?t=4127&p=44054#p44054 <![CDATA[Re: Aurora new rotation speed]]>
Lu_Xun_17 wrote:
I didn't understand why we have this changement. The aurora was already the best T1 tank.

Now the moves looks buggy and unrealistic with such a high rotation speed :
966176-Lu_Xun_17.fafreplay

Actually it's not even buffing effectively the aurora, i think we shouldn't change aurora.
Even if i'm not an aeon player zep ;) here is a good exemple of replay that show aurora as strong as before against T1.
965943-Lu_Xun_17.fafreplay


966176 replay
i tought i was watching replay in +5speed
looks very weird
even tech1 cybran scout(mole) the most agile land unit turns slower(120). this value should max possible for aurora and still too high

965943 replay
very good player Lu_Xun_17 plays his not most played faction and beats very good player BC_Blackheart who does play his most played faction

if aurora would be up/bad/hard we would see top players loose all the time when playing as aeon

Aeon is not for everyone. Changes to average factions to same level, I don't like it.

Statistics: Posted by qai — 30 May 2013, 15:00


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2013-05-30T14:11:58+02:00 2013-05-30T14:11:58+02:00 /viewtopic.php?t=4127&p=44034#p44034 <![CDATA[Aurora new rotation speed]]>
Now the moves looks buggy and unrealistic with such a high rotation speed :
966176-Lu_Xun_17.fafreplay

Actually it's not even buffing effectively the aurora, i think we shouldn't change aurora.
Even if i'm not an aeon player zep ;) here is a good exemple of replay that show aurora as strong as before against T1.
965943-Lu_Xun_17.fafreplay

Statistics: Posted by Lu_Xun_17 — 30 May 2013, 14:11


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