i will only talk about what i've been handling
nebs wrote:I am looking at the Sera ACU changes, and I while I know it would be a bit unpopular, I really think to be more balanced and also shake up
the game play, it would instead be better to move the T2/T3 upgrade to the right arm, so it is either/or with the gun, same as the other
double gun factions. This preserves the option for T2 and restoration field to make a navy support com more viable. It also means the double RAS factions do need to sacrifice the survivability options the back upgrades give as a trade-off. It actually does make factions more diverse since it differentiates from the UEF com which doesn't get the extra gun, tacpac sera com couldn't take gun so would be a bit more vulnerable.
I do understand your proposal, which would achieve several goal :
1 - stack up tech + regen field when using it to support naval
2 - you don't need to remove tech later on, to vet your exp
3 - can't stack nano + ARAS
Even if i agree that those are good points, i would limit their impact on the game
1 - regen field was found to be really good with naval (thus we are limiting its bonus on naval). On top of that you can't stack the tech. The idea is pretty simple, you keep your ACU in your shipyard, and bring back from front the low hp destro. But you can pay for the nano (timing is later than the tech) and support your units on the front line.
2 - This is annoying, but not dramatic imo. (still worth it to drop tech to regen exp)
3 - This is imo a non-issue. If you reach the state where you want some extra protection on your com while being in your base (so late game where you get the double nano, because why not), then having or not the ARAS isn't important anymore. We are reaching income where the ARAS won't matter much.
What was intended is that, when you want to do a push, you need to choose between getting the regen field or the T2 upgrade. One will support your units and act perfectly in synergy with the gun; while the other one will allow you, on top of getting extra hp, to build radar on front line, AA in emergency, PD to secure the reclaim, or to start a arty fire base in range of your opponent base after taking a good position.
nebs wrote:For a while the sera and aeon T2 and T3 engies had a small build power buff since no hives or kennels. it would be nice as a nod to Sup com history to give the range buff just to them and not the other factions (and yes, faction diversity!)
I think balance team once decided to implement engies station for other faction. It give too much of an advantage in certain situation; while being useless in others. If you start buff T2/T3 engie to compensate, you would just create imbalance in the situation where engies station aren't good. As for your proposal, it doesn't compensate the engie station advantage at all; introduction of engie station for the late T4 stage (mavor & co.) seems the only way to balance these situations.
nebs wrote:Speaking of ASF, the build cost reduction, without cost increase, means more mass and power income for the air player to spend, on more air BP even if they wish, so i think it will have limited effect. They are already pretty cheap mass wise, and the air player soon often ends up with mass to spare so just ecos as air engagements can be easily avoided. so air player=eco player most games it would be good to break this up by increasing T3 air cost (specifically ASF).
For now they are only getting a speed nerf, we will look into more change in the next patches