Let's think of some solutions
- Aurora are insane weak on certain maps where you have to defend raids on multiple fronts
- Aurora cant raid
- Aurora vs bombers
- Aurora vs mongoose/hoplites
The main problem here is that Aurora are very unreliable compared to other basic units. They are very strong in some situations and extremely weak in others. So you are kinda on the tender mercies of the map pool. Not really sure what to do about this one tbh. Maybe increase hp so they no longer get one shot by bombers and hoplites, but reduce damage.
- Aeon has no way to kill t1 units efficiently in t2
Remove garbage pathing from blaze (give it a rotating turret like a normal unit etc.) if possible, if not, at least try to play with the numbers to get it to behave a little bit more like aurora. Pathing is really the only problem with this unit. I don't even care if you have to completely clone aurora to fix it. It's totally unusable in this state.
If blaze would be usable Aeon would have a reliable way to transition to t2 land. If there's absolutely no way to make the blaze behave, then remove it from the game. Luckily aeon can stay on t1 a little bit longer than the other factions because of aurora strength in high numbers (high range means more units are shooting at once).
The obsidian problem:
They are slow units with low range = useless. Just follow this rule: the more range something has, the slower it should move. Btw fucking up this design is the main problem with t2 vs t3 as well. This problem is especially big with the obsidians since it takes a long time to build up an useful number of them and when you do your opponent already has gone t3 and they become completely worthless since they are kited forever.
- Make obsidians cheaper (reduce dps hp etc to compensate for buffs ofc) so that the transition to t2 is smoother
- Make obsidians significantly faster than higher range t2 units (all of them)
- Reduce mongoose, hoplite speed (wtf they are fast units with high range)
- You probably also want to touch up the fast t3 units that can kite t2 forever (percies and bricks are fine, harby not so much. Also maybe othuum is too slow)
- Aeon has no fighterbomber so no real way to use air control if u get it (gunship are comparatively garbage since they get countered hard by ground to air unlike corsair)
You have a few options here:
- make t1 bombers useful (recommended anyway, but not sure how you'd do this)
- make mercies useful (I think EQ had this thing where mercies did some damage over time in an AoE, that sounds like an interesting idea. Could be used a bit like psionic storm in sc2)
- make aeon gunship op
High alpha damage on the gunship is not a bad idea, because this helps it avoid flak if a group can burst down targets quickly. Another thing that might help is increasing its speed so that it can avoid ground to air defenses more easily. This would also help give it an unique identity as a hybrid gunship/bomber.
- I absolutely love restorer but sadly they kinda suck so no decent t3 gunship also no strat aoe so t3 air is worthless against land
Give the restorer some AoE so it misses targets less.
- Frigates are bad
Yea buff the frigate im sure senton bois have something to say about this. Also I personally dont mind having to build a shard every now and then, but you have to make up for this by having a stronger frigate.
- Tmd is ultra garbage on some maps and god tier on others. Its super annoying to use
Wish we could just remove this unit. It completely disables mmls, missile ships, tmls, etc. but its horrible having to build one for every mex. One thing that could help at least slightly is lowering the build time so that you can build them as a response even with solo t2 engis.
- GC vs Mega
Reduce both mega range and cost slightly, this unit is totally ridiculous.