by SeraphimLeftNut » 11 Jul 2012, 01:04
I have to agree with regabond.
DilliDalli:
If you rushed t3, neglecting t1 and t2 then you deserve to be scouted and raped all over the map by t1.
If you got t3 and the other player is still at t1 and the game is still close you have a huge advantage. Scout the other player's ACU.(You really should know where the enemy ACU is at all times) Pick a target that doesn't have the ACU in it(the ACU doesn't take up the whole map). Demolish that target with your titans, there is nothing the enemy could do against you except start pulling the acu back, which means you control what he does, or build t2 point defenses. If he starts turtling up with t2 points defenses all over the map, you can get out a couple t3 arty and take that out, or you can take them out with some air or cruise missiles or mmls. Not to mention what t2 and t3 engies can do for you.
If on the other hand you don't scout and just throw your titans blindly at the ACU, hoping that they can pull it off just because they are t3 then you will get punished by a player who is paying attention.
A general note: An acu safely sitting under a shield with its oc, is not out taking over the map with t1 assistance. If one player uses the acu to fight, while the other doesn't, the player that does will have more success, however the player that uses his acu in the field to fight is taking a bigger risk than the player sitting back at base.
I also think that you give the ACU a little too much credit against t3 land. Bricks can easily kite the acu, killing it as it is trying to crach up(doesn't work against aeon with range upgrade) Fighting percies with an acu is a very dangerous game, especially if there are some t2 shields present. T3 aeon and sera have mobile shields to protect their harbies and othuums from the oc, they also have the sniper bots that can eaily kite an acu. The only real situation where the ACU is good against t3 is when the t3 bots rush the ACU, so it is very much a last piece of defense for the ACU.
Why do you think the ACU needs to be nerfed? So far I have no seen a single good reason for this, however I have given reasons why an acu nerf would create less aggressive game play. It would give an indirect boost to mobile shields. (one of the problems listed in this threads)
One thing I am getting from this thread is that there is a general agreement that t3 doesn't get enough play time and it seems that we all agree that t4 stage has a big role in this.
I think the idea to make all t4 experimentals more expensive in power is a good idea. Someone said that this should not be done because T4 is balanced in terms of dps/cost. This is misleading, however. You should say, t4 is balanced in terms of dps/mass. Power and build capacity are fundamentally different resources relatively to mass. Power and build capacity reflect the infrastructure that the player has been able to establish, while mass reflects how much of the map the player has been able to control as well as how much was invested into mass extractors. Increasing the build capacity cost of experimentals would not make much of a difference based on today's gameplay since in most cases, while the experimental is being built mass in storage is at 0. Increasing the power cost of the experimental would force the player to invest more in to power generators before an experimental can be produced. This is similar to what has happened with t3 air. In 3599 it was not uncommon to see players go to t3 air with only t1 pgens, or a single t2 pgen. Today if you want to have t3 air production, you want either a whole bunch of t2 power or t3. This has pushed tt3 air back away from the initial stages of the game, allowing both air t2 and land t2/t3 more chance to play.
Think about what you can do when you scout a base and see that an experimental has just been started. Today you can try bombing the engies, but it won't make much difference since build capacity is not the limiting factor. You can bomb power, but that won't make much difference since power is also not the limiting factor. If power cost was increased, it would lead to a number of new strategic effects. The player making the experimental would have to sacrifice at least some of their air production, allowing the other team to take over air. The player making the experimental can be put into a big hole if their t3/t2 power generators are sniped by cruise missiles, drops, bombers, gunships, or a desperation t3 land assault, making a half finished chicken a huge liability, since completing this chicken would require the reconstruction of power generators. These two factors make going t4 a much more risky decision and allows our beloved t2 and t3 a chance to shine in the face of an imminent threat.
With regard to other maps without choke points, I haven't seen many spread out ones like painted desert, but some maps played today are better than others in this regard. I am sure there are many undiscovered ones, since people like to have allies close by for protection. I personally love wonder, it is a map where point defense creeps and forward bases are easily countered by t3 artillery and it often happens that t3 land is able to sneak through the defenses to get behind bases. The biggest problem for t3 here is not the acu oc, it is the quick t4. Another great map like this is rivers where on a regular basis t3 is able to sneak around the sides, as well as dropped behind people's bases, once again here t4 usually ends the fun. There is also that map with a pyramid in the middle that seems to have a lot of space. I would ask the brazilians, they generally play many more different maps than others.
PS
I don't think it is useful to compare the TA commander to the supcom ACU. Like was said, in TA the ACU was much more fragile, but could d-gun like crazy, so it was a very different unit.