Overall, I like this patch so far. Because of its complexity I will only comment on the things I think are the most interesting.
Notha: It now also shows the bomb radius on the reticle when using groundfire.
This seems like a sensible change, though sadly it doesn’t work for me. I cannot see the bomb radius even when I make a new .pref etc.
Regen Aura: Restoration Field has a larger range and grants additional max hp. Thaams in the field's range will be bumped to 308 hp, requiring an extra shot from enemy ACUs to be killed.
I love the changes to the regen aura, I definitely seems like a useful tool now. Sadly, I only got to test it once because I never get sera in beta games, and I can confirm that it is really good when you have to defend against naval pushes.
I have a problem with the new visual, however. Don’t get me wrong including some form of animation to show you the upgrade’s effects are applied is a good change, but I feel the colour seems a bit misplaced. Green isn’t the colour of the faction and it generally looks weird, especially with how fast the mist is moving around. I think a more delicate glow in another colour would fit better.
Scathis: The Scathis is a gameender once again. It shoots a volley of 20 shells with a huge AoE every 20 seconds.
As I already mentioned, I really like the idea of it returning to its game ender role.
Even in its nerfed state I still have heard people say that it is very strong now, while others think it is quite bad after the changes. Overall, I think it is fine now. The damage nerf affected its effectiveness significantly, it now cannot 2 shot antis, nukes or nuke subs anymore for instance. Generally, the damage nerf results in it needing one more shot to connect in order to kill more fragile units, which is a good thing.
Ofc it still needs a lot of testing, and sadly I only had one real-game scenario where it was used, so I might be completely wrong about this.
T2 Engineer Speed: 1.7 → 1.9; T3 Engineer Speed: 1.5 → 1.9
This is a very good change. I never understood why higher tier engies had to be this slow, and it is fixed now. I tried it out in numerous games now, and it is a very nice quality of life change.
Torpedo Bombers: Mass cost: 240 → 300; Energy cost: 4800 → 6000
This was needed, they used to be throwaway units before which basically already payed for themselves if they hit one destroyer. This seems to be fixed now, without them turning into useless units. I also like how this is an indirect sub buff, because subs were and to an extent still are countered insanely easily by torps.
The swiftwind is getting a cost increase. The barrier to entry is low for this fast and powerful fighter.
Mass cost: 200 → 245; Energy cost: 6000 → 6750; Buildtime: 1600 → 1800
This doesn’t seem like a good change to me. The mentioned barrier of entry was increased by the t2 air HQ nerf and I fear with this additional nerf we will see much fewer swiftwinds now. I personally didn’t believe they were a problem to begin with.
Yes, they are strong because of their speed and beat inties because of their better micro abilities, but I didn’t think their strength actually caused problems. Or at least I couldn’t find any ladder replays where this is the case. Generally, aeon t2 air isn’t so great to begin with. Their gunship is statistically the weakest and they have no t2 bomber because they already have the swiftwind. The mercy is an extremely situational tool and even their transport is the second worst.
In any case even when it is concluded that the unit is too strong, you should wait this change out in my opinion and maybe introduce it later. The HQ nerf already indirectly nerfs the swiftwind.
Beacon: The torpedo defense of the aeon frigate works more effectively
I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig, and I think this needs to be changed. After all it is the most used naval unit and it being so much worse than the other options is bad imo. I would suggest a cost and build time decrease, and maybe even a muzzle velocity increase so it can use its range advantage more effectively against moving targets. I noticed that at the edge of its range most of its shots simply miss even if my opponent doesn’t micro his frigs much, effectively removing some of the advantage.
Siren: The cybran cruiser now shoots its anti-air missiles in a faster and more effective way
This is a good change imo. The siren has always been a pain to use against air units, its projectiles were very slow and when they finally reached and killed the target all of the remaining shots would explode, giving it an insane dps nerf.
Exodus: AoE: 1 → 2
I like this change as well. It is not a simple “the muzzle velocity sucks let’s make it better” change, the change directly punishes bad dodges, while still rewarding good dodges. Like this the micro abilities of the other units are not impacted much, apart from bad dodges resulting in more damage. Very nice.
I mostly agree with the other changes and I can’t wait to see this patch become the standard balance