AEON NAVAL. Balance suggestion.

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AEON NAVAL. Balance suggestion.

Postby Destructor » 12 Mar 2014, 01:03

Hi folks... Brazilian english, sorry by my mistakes!
I wanna make a entire naval balance, but today i will focus on a AEON NAVAL F**** SHIPS

I was watching some replays on naval maps and i can see a huge problems on AEONS.
Tech 1 is the same for all factions, soo the problem is not here!!

T2 Destroyers

1º Aeon have very Low firerate than other factions... Cybran High, UEF high, Seraph Med (and usualy dont miss gunfires)
2º Low projectile velocity... and with a low firerate, is very very easy to kill 2 / 3 Aeon Destroyers using a single t2 destroyer of another faction, if they mix with a couple of t1 boats u can have 4 ships and can't destroy that single t2 ship.
3º Aeon have a lot of missing fires, even other factions come to close aeons still miss a lot of hits.
If u move your t2 Destroyer at same time that cannon will shoot wrong, he miss very very far from your main target. u know that.
4º Low turret movement and angle to a low firerate unit

T2 Cruisers.

1º Probably the worst cruiser of the game. Uef = Tatical missile laucher can hit a huge área. Seraphin too. Cybran have a direct cannon, med range, who assist Destroyers sooo much to kill another Destroyers and also have a high firerate too.
2º That aeon cannon is a piece of shit, because he have a low range, low damage and a low firerate.

T2 Subs = Nothing wrong.

-------------------------------------------------------------
My balance suggestions to aeon naval.

T1 = AABoat should have a little more HP, and precision, velocity, no ones use that F***** boat!

T2 Destroyers =
Half firerate (2.5 seconds than 5s) of course half damage too, to difficult the easy way to avoid their shots, muzzle velocity should be 35-38 (today 30) to balance his low firerate, and area damage is the same like PDT2 or more, should be 2.5 (today 1) because he is a naval unit and have more damage than a PDT2, he have "1" of area damage, it's an heresy to oblivon cannons.

OBSERVATION: It's ALWAYS more dificult to avoid units with a HIGH FIRERATE with a Low/med DPS than a unit with a LOW FIRERATE but with VERY HIGH damage. TEMPEST SHOW US WHY (obsolete experimental)!!!

Look!!

Cybrans = High firerate 230dps and 80 range (should be less range, maybe 70, considering his stealth too) (~OK)
UEF = Med firerate and most powerfull gun 275dps 60 range, but have huge naval shields (OK)
Seraphin = low firerate, but dont miss a shoot 171dps, 60 range, can come very close because his naval hability (OK)
Aeon = Very low firerate, have 212 DPS, 80 range but miss the most of shoots. (f***)


CRUISERS BALANCE.

AEON dont have a good direct fire, dont have a long range gun like seraphin or UEF sooo, let's make him a good defensife unit...
Improve his Anti Tatical Defense area or less reload time for anti-taticals bubles...
Improve to 80 (today 60) his direct fire to make them to move at same distance against other naval units... if he is weak, it's no reason to have a low range and go to front of battle when u click with an ATTACK movement, he need to move side by side destroyers
Make an ANTI TORPEDO SYSTEM on him, to make this unit into a defense unit, to balance his low powerfull damage force against other naval units and no long range gun.


Now let's to observe other factions...
Cybran have a cruiser with 80 range and 184 DPS (WTF)
Very good AA, anti taticals, and 80 range with direct fire???? ITS noo reason to this strong cannon and range of a support unit.
Weaken his cannon, change his range to 50, less muzle velocity, and low his firerate to a shoot every 3 seconds (at least)
It's the only cruiser than kill a lot of t1 and t2 hover units and some t1 frigates lonely

UEF Cruisers are OK.
SERAPHIN Cruisers are almost OK. Just AA Artillery Cannon firing randomness and firing tolerance should be improvement.

THX GUYS.... WHAT DO U THINK ABOUT THAT?????
I really waiting for logical arguments to nerf ACUs.
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Re: AEON NAVAL. Balance suggestion.

Postby Leo » 12 Mar 2014, 01:09

i agree
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Re: AEON NAVAL. Balance suggestion.

Postby Lame » 12 Mar 2014, 02:52

aeon has BY FAR the best hoverunits and air to naval units

their destroyer has strong anti torpedos and even stronger torps

you can counter dodge micro in small numbers with groundfire and in big numbers it doesnt matter so much

the only faction where i would see aeon destroyers struggle is against seraphim but even then you have a lot more earlier game options (scouts,aurora,t2 subs)
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Re: AEON NAVAL. Balance suggestion.

Postby BRNKoINSANITY » 12 Mar 2014, 02:59

This is not a balance period guys..... No balance topics please! There are several months in between us and the next patch :)
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