pip wrote:Gunseng, you forgot something important that nullifies your whole analysis of Yenzine versus aurora.
Aurora range = 26, Aeon has has hovering scout.
Yenzine range = 18, Seraphim has no hovering scout, which means their firing range is rather 15 (vision radius) in many situations.
You can kill maybe one or two auroras if your opponent doesn't pay attention and doesn't micro much, but a good Aeon player can kill your Yenzine before it can kill any of the 4 auroras you are taking as an example.
When a unit cannot even fire at another one, it doesn't matter how much DPS or HP it has.
When you are Seraphim, you'd better not try to counter Aurora with Yenzine but with Frigates, bombers and gunships. Yenzines are in no way comparable to Riptides.
I didn't forget I just thought it would be common sense to have radar or vision since there is a range difference and Aeon have hover scout. Zenyne will win due to speed: 3.1 (Aurora) 3.7 (Yenzyne). If you don't have radar or vision then back away, or look for a bottleneck, or force them to fight somewhere else. Yenzyne would lose if compared with DPS. You have to remember they 1 shot kill Auroras every 4 seconds, if they didn't then they'd be useless against Auroras. It works try it, just don't leave them without proper support or take out their hover scout.
Batmansrueckkehr wrote:i see it as funk and i think his 2. option is best. reduce speed and turn speed. so mantis etc. can catch up and have even a little more advantage in close combat cause of less turn speed of the auroas.
t2 sera hover vs auroas - you have to consider that going for t2 land also takes time and mass compared to the auroa spam. i think frigates and t1 hover arty do a better job.
So it's a good option to make a unit superior, inferior to everything else? Why aren't you using jesters (or T1 air) or T2 tanks? Sure it takes a little more time and mass to make a T2 factory but it also takes more time to increase your production to spam T1. Many T2 tanks can kill more than enough T1 spam to make them very cost effective too.
I would use Sera T2 hover vs Auroras because T1 frigates can't go on land, T1 hover arty can miss. You just need to support them with bombers (their radar helps a lot) and T2 hover flak (or interceptors). It isn't a bad idea to mix T2 hover tank with T1 hover arty though. That can hit hard, just remember T1 hover arty is slower.
Pavese wrote:Not to mention that every T2 rush can be nearly hard countered with cheap as hell aeon-range upgrade and OC (just finaly delete OC pls) and bombers, espically UEF bombers, are pretty shit against moivng Units.
Auroras were always a pain. :erfing them now, i dunno. We could see how the lesser range more HP thing turns out. But keep in mind that Aeon has rather crappy T2 land with his overkill tank.
Dont touch PDs! This game becomes a fucking towerfest to easy (by that i mean every fucking game with T2 PDs in it) with T2 already, no need to make T1 PDs a more viable option other then holding chockes or as retreating option.
I hate that range upgrade. Even though it doesn't increase damage, if you get gun upgrade it's their 100 DPS vs your 0 DPS due to the insane range on it. You can't even catch up to them since you both move at the same speed. I love UEF bombers, makes killing a row of pgens easy.
Exactly, Auroras have crappy T2 land so they need an advantage at T1 or it'll be a constant beat-down on them the whole game.
The "towerfest" problem isn't from the PDs it's from the shields. T2 shields are cheap compared to what they can do and very hard to counter once they're up (cost effectively). Even Cybran shields (placed properly to cycle) can become a huge pain to counter.