Give Aeon Destroyers more AOE

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Give Aeon Destroyers more AOE

Postby SC-Account » 16 Jul 2013, 23:09

I thought of an AOE of 2-3, that might be worth a try in order to balance aeon navy and it also would be faction diversity friendly and would even add immersion since the animation suggest a much bigger blast radius.
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Re: Give Aeon Destroyers more AOE

Postby Swkoll » 17 Jul 2013, 01:18

This would make aeon t2 navy worthwhile :O
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Re: Give Aeon Destroyers more AOE

Postby Mycen » 18 Jul 2013, 02:52

I've always thought it weird that the Aeon T2 PD and destroyer have the same weapon, but the more powerful version (destroyer) somehow has a smaller blast radius.
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Re: Give Aeon Destroyers more AOE

Postby Golol » 30 Jul 2013, 21:25

but aeon is so easy to dodge compared to other destroyers.
and sera isnt even dodgeable
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Re: Give Aeon Destroyers more AOE

Postby Mycen » 30 Jul 2013, 21:28

Given the immense number of weapons in this game that cannot be dodged, why do I so often see people claiming that the reason for simulated projectiles is so that you can dodge shots? It's just obviously not true...
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Re: Give Aeon Destroyers more AOE

Postby CopyyyCattt » 04 Aug 2013, 00:24

Of course it is true.
If you make an engine that simulates projectiles You do it to make projectiles that can be dodged i.e. projectiles that do not hit all the time and specifically because of the opponent maneuvering away his units.
If you dont care about that you can make a weapon that simply misses a certian % of the time, dont need to go through the difficult taks of simulating the projectiles properly.
It is obvious that was the reason.
Just GPG partially ignored the beauty of their own engine's capabilities. They put a stick in their own wheels. Doesnt mean the community can't correct it now.
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Re: Give Aeon Destroyers more AOE

Postby BRNKoINSANITY » 04 Aug 2013, 00:29

Actually copyyy, they did it purely for the epicness and to add to the scale. If every projectile was not simulated, you could not hit gunships with arty, block a nuke with an ASF, TML a moving target, or group shots so that they take down shields effectively. There would be no tracking ASF shots for Cybran, and no splitting TML. So much stuff would be gone.... the game would be boring as hell. It was done correctly the first time, and I don't think any of the projectiles need to be changed that are currently in place.
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Re: Give Aeon Destroyers more AOE

Postby CopyyyCattt » 04 Aug 2013, 19:01

Done for the epicness? Oo
I don't find your argument to be compelling.You could make a large scaled game without projectile simulation.don't see how the two are connected.
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Re: Give Aeon Destroyers more AOE

Postby Hawkei » 05 Aug 2013, 06:14

One argument for increased AOE is when attacking engineers or hover units, the Exodus will only kill them 1 at a time. Which is annoying. It would be nice to take out 2 or 3. It would also serve as a balance to shot dodging. Because if you get the right AOE balance, dodging would be effective, but not too effective.
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Re: Give Aeon Destroyers more AOE

Postby prodromos » 05 Aug 2013, 06:56

"One argument for increased AOE is when attacking engineers or hover units, the Exodus will only kill them 1 at a time. Which is annoying. It would be nice to take out 2 or 3. It would also serve as a balance to shot dodging. Because if you get the right AOE balance, dodging would be effective, but not too effective."
ok, can the aeon destroyer dodge fire from other factions' destroyers? If it can't this is a valid point, otherwise..
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