Master_Vallex wrote:well there is no doubt along the pro ranges that aurora is bit too strong on raiding options along water maps since the new handleing
I don't really see what's the relation between raiding and being able to retreat faster.
The main change with aeon is that they are played now. Aurora are not a lot (just a little) better than before, but people are re-discovering that they are in the game.
I remember a time in GPG where people were able to kill aurora with bombers, and that was before they were made cheaper and more accurate.
Now, I barely see anyone trying to use the right counter for them. Is there actually any replay of someone trying to counter aurora properly and failed?
Without even talking of countering properly, how many players are actually mixing scouts with their tanks to have radar coverage except aeon players?
For seraphim arty, I still don't agree with the "attention required" to counter them, or people are even more lazy than I though.
You just need to queue a dozen of random move order in the general direction of the arties, done.
Sure it's more than the single move order necessary for the seraphim player, but on the other hand, he loses hundred of mass + his army while you lose barely anything...
There are two maps were fobo are really annoying for me in 1v1 : Eye of the storm and haven reef. Because they can hit any mass point from water.
In the case of Eye of the storm, it requires way more micro for the seraphim player (dropping arties all over the place), and in the case of haven, it's close to the base so you can quite easily counter it.
its mostly about the early raiding where there sure as hell wont be PDs or t2
Then maybe it's time to make the labs back in the game instead of trying to change things that works?
If 2 labs beat one tank (whatever the faction is), the problem is solved.
It was the case before, it's not anymore. That's probably where the problem is.
I almost never see the classic "2 labs 1 scout" early raid play anymore.