I have been thinking for quite a while about how to make the other T3 gunships useful.
My personal opinion on the current state of the Aeon Restorer gunship is that it is over powered in comparison to the other gunships, and ASF as well. With that said... I still believe that faction diversity is what makes this game so interesting and fun to play. The Restorer should have some decent AA ability.
Cybran T3 "Wailer" gunship:
Old || New
Mass: 1,680 -> 1,500
Energy: 52,500-> 50,000
Build Rate: 8,400 -> ??? (unsure yet)
HP: 5,900 -> 5,000
Intel: 32 -> 30
Speed: 8 -> 10 (maybe 12?)
Wreckage: 1,512 -> 1,250 (mass)
AtG Dmg: 300 -> 300 |Disintegrator Pulse Laser
Range: 25 -> 30
Fire cycle: 5 projectiles every second. (60 damage/projectile)
AtA Dmg: 18 -> 50 |Nanite Missile system
Range: 38 -> 40
Fire cycle: 2 missiles every second. (25 damage/missile)
Velocity: 13 -> 30
Lifetime: 2 -> 4
Air crash: 100 -> 100
Ability: Radar Jamming -> Stealth (100 Energy to run)
Why these changes?
As Cybrans, we are the cloak and dagger faction utilizing stealth (while sacrificing HP) to bring high damage units to bear quickly. Lower HP & build cost coupled with a relatively quick build rate is our specialty. The missile system on the Wailer was lacking. Why have it if we can barely take on t2 fighters effectively? Velocity & lifetime increased to make more it useful against t3 fighters / other gunships.
UEF T3 "Broadsword" Gunship:
Old || New
Mass: 1,680 -> 1,750
Energy: 52,500-> 53,000
Build Rate: 8,000 -> ??? (unsure yet)
HP: 6,000 -> 5,000 (maybe lower *if* with shield as shields overlap and could cause problems)
+Bubble Shield: (100 Energy to run)
HP xxxx -> 1,000 (15Hp/s regen + [30 second recharge time after disabled])*
Intel: 32 -> 35
Speed: 8 -> 8
Wreckage: 1,512 -> 1,750 (mass)
AtG Dmg: 300 -> 400 |Heavy Plasma Cannon
Range: 25 -> 30
Fire cycle: 1 projectile every second. (400 damage/projectile)
AtA Dmg: 2 -> Removed |Linked Railgun
Range: 44 -> Removed
Fire cycle: Removed
Velocity: 13 -> Removed
Lifetime: 2 -> Removed
Air crash: 100 -> 100
Ability: Not applicable -> Shield
Why these changes?
UEF combat engineers decided to make an aerial tank that would pack a punch. SO in true UEF fashion, they created one. This gunship, much like it's ground counterparts, is prone to heavy overkill, but when attacking heavier T3 & T4 units its damage is unmatched. Shields are a UEF specialty, and this lovely gunship can use it negate some damage while not in attack range. With so much front loaded firepower, those Chipheads and Loyalists wont stand a chance!
Aeon T3 "Restorer" Anti-Air Gunship:
Old || New
Mass: 1,200 -> 1,200
Energy: 52,500-> 50,000
Build Rate: 8,000 -> ??? (unsure yet)
HP: 6,500 -> 5,500
Intel: 32 -> 35
Speed: 8 -> 6 (Possibly 7)
Wreckage: 1,080 -> 1,080 (mass)
AtG Dmg: 120 -> 100 |Quad Light Laser
Range: 25 -> 25
Fire cycle: 4 projectiles every second. (25 damage/projectile)
AtA Dmg: 71 -> 75 |Zealot Anti Air Missile system X 2
Range: 60 -> 65
Fire cycle: 1 projectile every 1 second. (75 damage/projectile)
Velocity: 35 -> 40
Lifetime: 4 -> 4
Air crash: 100 -> 100
Ability: Not applicable
Why these changes?
At the heart of Aeon strategy there lies one main ideal: to bring cost-effective specialized air units to the front as quickly as possible. While the Cybrans have the ability to move quietly throughout the battlefield, and the UEF gunships certainly pack one hell of a punch, the Aeon gunship fills its role: Aerial area denial. With an insane amount of anti air range exceeding that of a SAM launcher, and a hard hitting missile to boot, this gunship will instill fear of those who do not follow the "Way".
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What I was going for:
Inside of normal radar range:
Cybran (Kiting) > UEF > Aeon
Inside of Omni:
Aeon (Kiting) > UEF > Cybran
Inside of visual ranges:
Aeon (Kiting) > UEF > Cybran
I would LOVE constructive criticism, and will change stats if a valid point is raised a few times. These values are in no way perfect, and were just written down to give an idea as to what I was proposing.
-Hex(Spook)