Forged Alliance Forever Forged Alliance Forever Forums 2016-10-20T22:38:13+02:00 /feed.php?f=62&t=13322 2016-10-20T22:38:13+02:00 2016-10-20T22:38:13+02:00 /viewtopic.php?t=13322&p=137533#p137533 <![CDATA[Re: Aeon vs turtling]]>
Darth_Google wrote:
i'd really appreciate a more solid advice than a 'micro more go t3'.


I think aeon t2 is underrated but 'micro more go t3' is really the gist of the race.

The races are supposed to play differently. If you play aeon like you play cybran, you will lose. If you don't want to micro, that's fine -- don't play aeon. But you will need to micro if you want to win aeon. Any time you have a unit that's built for range over health, you'll need to micro it. And most of aeon is built for range over health.

Statistics: Posted by codepants — 20 Oct 2016, 22:38


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2016-10-18T04:26:23+02:00 2016-10-18T04:26:23+02:00 /viewtopic.php?t=13322&p=137380#p137380 <![CDATA[Re: Aeon vs turtling]]>
T1 pd are delaying tools and unmicroed raid deniers
1 arty -> ded
If they try to stop your arty then your tanks will murder theirs at t1 as they try

Radar is very important as aeon. Have them far up , also consider more air presence (and therefore, air scouts ), as you don't need as much land due to aurora, put mass into air
If you don't see a raid coming, more intel with radars, land scouts, air scouts. If you do and can't stop it, better positioning of your army, or maybe just put up t1 pd to cover areas. Like said before, they're delaying tools.
Also, walls.

Raiding can mean a few different things, e.g a couple of units or a large number, in the first case if you're not able to pay attention to those units for a bit then yes it's harder with aurora, in the second large numbers of aurora should wipe out any other t1 force as long as you're not too heavily outnumbered, and if you have a larger force you should def pay more attention to it

Against t2 pd, there is mml in the game, and later t3 arty

skip t2 as much as possible with your t1 advantage and bring harbs to kill all

Statistics: Posted by Gorton — 18 Oct 2016, 04:26


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2016-10-18T04:35:27+02:00 2016-10-18T04:19:39+02:00 /viewtopic.php?t=13322&p=137379#p137379 <![CDATA[Re: Aeon vs turtling]]>
biass wrote:
typically new players over think themselves
biass wrote:typically new players overthink themselves


Gorton wrote:
I like everything

Statistics: Posted by TheKoopa — 18 Oct 2016, 04:19


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2016-10-18T04:14:07+02:00 2016-10-18T04:14:07+02:00 /viewtopic.php?t=13322&p=137377#p137377 <![CDATA[Re: Aeon vs turtling]]>
biass wrote:
typically new players overthink themselves

Statistics: Posted by biass — 18 Oct 2016, 04:14


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2016-10-18T03:24:20+02:00 2016-10-18T03:24:20+02:00 /viewtopic.php?t=13322&p=137376#p137376 <![CDATA[Re: Aeon vs turtling]]> 1) The (g)aeon Ob(OP)sidian excels at tanking and dealing damage. Slow but deadly. 6 of them almost took out my 2nd vet UEF ACU (~60 HP left).
2) (G)Aeon have Swiftwinds, ideal for air domination until T3 (and they can take out early ASF as well, in ratio of 5 swifts to 1 ASF).
3) Auroras are NOT supposed to push forward and tank damage. Take UEF or Seraphim for tanking damage (if you do, I'm looking forward to seeing you on my UEF side :twisted:). Auroras are to be microed to move back while attacking, which you already know.
4) (G)aeon are known to be micro intensive and rewarding when microed properly (something I cannot/don't want to learn to do). They are also often regarded as the hardest faction to master. AKA "git gud" with microing many things efficiently.

On raiding:
1) (G)aeon's Aurora fires slowly, it's ill-suited for raiding. Flare, on the other hand...
2) For countering any raids, you need radars. Several radars, preferably with overlapping ranges so if one is destroyed, the other is still online. If you see a raid coming, you can counter it.
3) The tanks sent after your raids are the tanks that your foe is not attacking you with.
4) Bomber runs can take out strategical objects, such as radars, PD (if you have spare bombers, air supremacy or just too lazy to sent arty), T2/T3 pgens, mexes and mass fabs. SMD and SML included, of course, but by the time those come online bomber runs are far from easy to do.

On the topic of strategies vs. turtling:
Y'all know what I'll say, right?
Spoiler: show
Follow "The Art of War"

1) Since your opponent is turtling, he is investing heavily into defense. He chooses to have a formidable defense around his firebase/initial base, hence leaving his other areas undefended or lightly defended. Strike at those. Then, because you have greater map control, you will out-eco him quite quickly.

2) Don't forget that "to besiege an enemy citadel is the worst expedient".

3) If your enemy manages to build defenses everywhere... then you've done something terrible - you have not scouted or you have not spammed units efficiently.

4) Raid to a degree: if your raid costs you more than the damage you inflict - it must not be conducted. Neither should you fight any kind of battle if you are not certain of victory because if you do so - you donate mass to your foe.

5) Remember that intel one of the keys to winning battles. Scout early and often to know what your opponent is doing. If he is teching a fac or a mex - he chooses a setback now to overrun you later, so either swarm his expansions to cut off mass supply or rush your own T2. If he is upgrading ACU - get him out of his upgrade, if possible, but avoid donating mass.

Statistics: Posted by Lieutenant Lich — 18 Oct 2016, 03:24


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2016-10-18T01:42:38+02:00 2016-10-18T01:42:38+02:00 /viewtopic.php?t=13322&p=137374#p137374 <![CDATA[Re: Aeon vs turtling]]>
Darth_Google wrote:
In short you go on a 'gitgud' attitude w/o a specifics. I dont even argue with that but i'd really appreciate a more solid advice than a 'micro more go t3'.

"micro more go t3" is quite literally the most correct aeon gameplay phrase i can think of, besides maybe "make planes or die"

Darth_Google wrote:
If i go after t1 PD with arty.. it outranges the PD but there is not really enough space to put your tanks so they wont get murdered by PD in question until Fervors kill it.

what? you're going to need to link a replay now, and not a ffa on gentlemans reef, a 1v1 please ^.^

Darth_Google wrote:
And maybe i dont need to go for t3 to counter shields but not sure.

You need to go t3, refer back to our little phrase, harbs early are so powerful they make your T2 phase not worth it

Darth_Google wrote:
Also how do i counter the Mantis raids then? Shimmer comes to mind but thats about it.

You stand in range and you shoot them, you're overthinking it imo, if they get past you maybe think about building more radar

typically new players overthink themselves until having 2apm, try not to do overly complex strategies if you cannot handle it,

Statistics: Posted by biass — 18 Oct 2016, 01:42


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2016-10-18T00:52:46+02:00 2016-10-18T00:52:46+02:00 /viewtopic.php?t=13322&p=137373#p137373 <![CDATA[Re: Aeon vs turtling]]>
If i go after t1 PD with arty.. it outranges the PD but there is not really enoough space to put your tanks so they wont get murdered by PD in question untill Fervors kill it. Maybe i just need to amass a critical amount of them and seek to kill a PD in one volley and then pull arty back but for now i find more success with OCing the PD. I mean.. you are super vulnerable when you try to kill PD even if you move your tanks in front and time it right because its a good moment to charge Auroras and those tend to die when enemies get close. So in a short its a very sensitive thing i cant get right and i have no idea on where to look.

Maybe the same 'do the volley, pull back' applies to Evensongs but i really dont know. And usually when i get Evensongs enemy gets shields.

Thats where i try arty drop but i have like.. one chance or two and then opportunity is closed because flak and whatnot. So this is something i also need to get right and there's not much room for error.

And maybe i dont need to go for t3 to counter shields but not sure. And if i hit t3 enemy hits Percivals and its GG then. But i usually fail to eco on that point since i spend my time being frustrated and bored with throwing MML at shields.

Also how do i counter the Mantis raids then? Shimmer comes to mind but thats about it.

Statistics: Posted by Darth_Google — 18 Oct 2016, 00:52


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2016-10-18T00:41:36+02:00 2016-10-18T00:41:36+02:00 /viewtopic.php?t=13322&p=137372#p137372 <![CDATA[Re: Aeon vs turtling]]>
Darth_Google wrote:
angus000 wrote:You can use rangecom to take out t2 pds. Since aeon has the early range advantage, you're not the one who should be fearing chokepoints.
You can also use your own t2 pd to take out your enemy's, since oblivions have aoe and can shoot to other t2 pds from outside of their range.

If you find yourself unable to break through the enemy lines, you can just rush t3 land and abuse harbies.

You can also use drops if you have air control, or even if you don't have it.

Sorry but what? Seriously?

I always thought the rangecom have about 30-ish something range and t2 pds about 45-ish.

And yeah i have a problem pushing early game, too, since i cant really get past his units like the Mantis can, i just die very quickly.


Rangecom is 35 range and t2 pd 50, yes, but unless your enemy has 3+ pds you can dodge the shoots or just tank them, but you need to be pushing hard.

Please don't try to use auroras as mantis. Auroras shine the most when you reach a critical mass, then no t1 tank can stop them, only t2 or guncom. You can't use them for raiding, you use labs and arty drops for that. Auroras are used to keep the pressure on your enemy, gain territory, deny expansions, and secure the battlefield reclaim.

I see no reason why your arty would die if you are microing properly. If you need any specific advice, you can go to the replay analysis thread.

Statistics: Posted by angus000 — 18 Oct 2016, 00:41


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2016-10-17T23:30:55+02:00 2016-10-17T23:30:55+02:00 /viewtopic.php?t=13322&p=137367#p137367 <![CDATA[Re: Aeon vs turtling]]>
Darth_Google wrote:
Fervors are also weak HP-wise so they die quite fast if opponent cares to go after them and in the same time they feel also quite weak against com so they are not really worth amassing.

That's your fault for not defending your arty, not game balance

Darth_Google wrote:
Also because Aeon t1 is overall more than decent i tend to overrely on it and it ends up with my enemy going for t2 PD

Scout more, t2 is a hardcounter to aurora

Darth_Google wrote:
and after that there's hardly a thing i can do

go T3

Darth_Google wrote:
It just feels like Aeon cant push at all til t3/t4 hits.

This is incorrect, a correct way of phrasing it would be: "You cannot bumrush down the side and get past out of sheer luck"

Darth_Google wrote:
How do i raid as Aeon?

labs

Darth_Google wrote:
You cant just throw 2 tanks and a scout and hope for the best since if 2 Mantis come in your defence party is dead if you dont micro

Welcome to aeon

Darth_Google wrote:
Im actually afraid of the maps with chokepoints now.

If you're trying to shove t1 down a chokepoint like thermo or something stop, and make walls instead

Darth_Google wrote:
OC vs early t1 PD works, kinda, sorta,

make arty

Darth_Google wrote:
but still if enemy have a comparable army size its extremely hard to gain ground.

aurora will be able to beat most if not all t1 armies lategame if' you're paying attention

Darth_Google wrote:
The run-bys tend to get the army killed instead of swarming enemy base.

micro

Darth_Google wrote:
Is this an Aeon-specific weakness that everyone experiences or is it just me not being able to adjust for it?

the latter, sorry bud

Darth_Google wrote:
I mean, you can get in range of the enemy base using Asylums and whatnot but then you need to just sit there and pound him before going further which gives him time to build a new PD or amass new portion of units.

You don't have to win in 10 minutes, you know this right?

Statistics: Posted by biass — 17 Oct 2016, 23:30


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2016-10-17T20:35:28+02:00 2016-10-17T20:35:28+02:00 /viewtopic.php?t=13322&p=137348#p137348 <![CDATA[Re: Aeon vs turtling]]>
angus000 wrote:
You can use rangecom to take out t2 pds. Since aeon has the early range advantage, you're not the one who should be fearing chokepoints.
You can also use your own t2 pd to take out your enemy's, since oblivions have aoe and can shoot to other t2 pds from outside of their range.

If you find yourself unable to break through the enemy lines, you can just rush t3 land and abuse harbies.

You can also use drops if you have air control, or even if you don't have it.

Sorry but what? Seriously?

I always thought the rangecom have about 30-ish something range and t2 pds about 45-ish.

And yeah i have a problem pushing early game, too, since i cant really get past his units like the Mantis can, i just die very quickly.

Statistics: Posted by Darth_Google — 17 Oct 2016, 20:35


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2016-10-17T20:17:42+02:00 2016-10-17T20:17:42+02:00 /viewtopic.php?t=13322&p=137346#p137346 <![CDATA[Re: Aeon vs turtling]]> You can also use your own t2 pd to take out your enemy's, since oblivions have aoe and can shoot to other t2 pds from outside of their range.

If you find yourself unable to break through the enemy lines, you can just rush t3 land and abuse harbies.

You can also use drops if you have air control, or even if you don't have it.

Statistics: Posted by angus000 — 17 Oct 2016, 20:17


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2016-10-17T20:07:27+02:00 2016-10-17T20:07:27+02:00 /viewtopic.php?t=13322&p=137345#p137345 <![CDATA[Aeon vs turtling]]>
Also because Aeon t1 is overall more than decent i tend to overrely on it and it ends up with my enemy going for t2 PD and after that there's hardly a thing i can do. It just feels like Aeon cant push at all til t3/t4 hits. Feels like they are good with punishing enemy aggression with kiting Auroras or Mercy snipes but they lack on the offensive.

How do i raid as Aeon? You cant just throw 2 tanks and a scout and hope for the best since if 2 Mantis come in your defence party is dead if you dont micro and if you do it hurts your frontlines since it requires quite an attention. Im actually afraid of the maps with chokepoints now.

OC vs early t1 PD works, kinda, sorta, but still if enemy have a comparable army size its extremely hard to gain ground. The run-bys tend to get the army killed instead of swarming enemy base.

Is this an Aeon-specific weakness that everyone experiences or is it just me not being able to adjust for it?

I mean, you can get in range of the enemy base using Asylums and whatnot but then you need to just sit there and pound him before going further which gives him time to build a new PD or amass new portion of units.

Statistics: Posted by Darth_Google — 17 Oct 2016, 20:07


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