Forged Alliance Forever Forged Alliance Forever Forums 2013-05-20T07:39:49+02:00 /feed.php?f=2&t=3885 2013-05-20T07:39:49+02:00 2013-05-20T07:39:49+02:00 /viewtopic.php?t=3885&p=42664#p42664 <![CDATA[Re: Are Aeon slipping behind?]]> Statistics: Posted by Golol — 20 May 2013, 07:39


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2013-05-20T05:27:03+02:00 2013-05-20T05:27:03+02:00 /viewtopic.php?t=3885&p=42662#p42662 <![CDATA[Re: Are Aeon slipping behind?]]>
Golol wrote:
asfs are weaker. in my tests aeon ass lost vs all factions, but im not sure about this
t3 arty is bad because of the high fire rate.- Huh? its got the highest dps, its for turtle breaking, not vs units
and even the aurora is not that good. theoretically it owns but many maps dont have big flat areas and you cant kite right into your base.- Its amazing
snipers suck, theyll propably get buffed though.- yeah
but the t2 floating flak and t2 floating shield is not bad. - yeah
t1 arty sucks, only useful against buildings. - thats why its good. Its just used for different things
but still, somehow they are not THAT bad like that list makes it look like. but they definetly need to be buffed

Statistics: Posted by Nombringer — 20 May 2013, 05:27


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2013-05-18T17:02:26+02:00 2013-05-18T17:02:26+02:00 /viewtopic.php?t=3885&p=42522#p42522 <![CDATA[Re: Are Aeon slipping behind?]]> t3 arty is bad because of the high fire rate.
and even the aurora is not that good. theoretically it owns but many maps dont have big flat areas and you cant kite right into your base.
snipers suck, theyll propably get buffed though.
but the t2 floating flak and t2 floating shield is not bad.
t1 arty sucks, only useful against buildings.
but still, somehow they are not THAT bad like that list makes it look like. but they definetly need to be buffed

Statistics: Posted by Golol — 18 May 2013, 17:02


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2013-05-18T15:14:06+02:00 2013-05-18T15:14:06+02:00 /viewtopic.php?t=3885&p=42511#p42511 <![CDATA[Re: Are Aeon slipping behind?]]>
depth charge bomber are suck, T2 eversongs are suck, blaze is suck as hell, Obsidian is goon but not for that pirce, T1 bomber miss half bombs, Czar is slow and has low HP like cybran T4 gunship when is many time bigger and cost more (why?) harbringer is good but vs perci/brick is suck. 2 from 3 most usefull units need shild -> bonus mass and big problems whitotu energy + dont has normal veterancy bonus, veterancy ignor shild (why?), T2 static flak is suck on all fraction but in aeon its 2time more suck, it has half dmg like all others static (WTF?)

Aeons has most specifick gameplay what can be ridiculus op but only in some situation what in most game dont ocur, then they are insine hard to play and weaker, what make them chalange fraction but in hight rating unplaeble, beacase against good player theyr in 80%+ situation defeat.

Statistics: Posted by Ithilis_Quo — 18 May 2013, 15:14


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2013-05-16T21:15:58+02:00 2013-05-16T21:15:58+02:00 /viewtopic.php?t=3885&p=42226#p42226 <![CDATA[Re: Are Aeon slipping behind?]]>
SeraphimLeftNut wrote:
Aeon Torpedoes are worthless on current maps in ladder, because of water depth.
http://www.mediafire.com/?bzj53m7mmbmpsmk
also this one: http://faforever.com/faf/vault/replay_v ... ?id=908062

The only strength Aeon have on water are Auroras and that is gone after the T1 stage.


Don't forget seraphim has the same problem.

Statistics: Posted by FunkOff — 16 May 2013, 21:15


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2013-05-16T19:00:14+02:00 2013-05-16T19:00:14+02:00 /viewtopic.php?t=3885&p=42217#p42217 <![CDATA[Re: Are Aeon slipping behind?]]> http://www.mediafire.com/?bzj53m7mmbmpsmk
also this one: http://faforever.com/faf/vault/replay_v ... ?id=908062

The only strength Aeon have on water are Auroras and that is gone after the T1 stage.

Statistics: Posted by SeraphimLeftNut — 16 May 2013, 19:00


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2013-05-16T16:33:47+02:00 2013-05-16T16:33:47+02:00 /viewtopic.php?t=3885&p=42190#p42190 <![CDATA[Re: Are Aeon slipping behind?]]> Statistics: Posted by Taffy — 16 May 2013, 16:33


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2013-05-16T15:54:20+02:00 2013-05-16T15:54:20+02:00 /viewtopic.php?t=3885&p=42184#p42184 <![CDATA[Re: Are Aeon slipping behind?]]> http://www.mediafire.com/?685yq9s0cah7l6f
what happens when Aeon tries to go up against another faction's T3

Statistics: Posted by SeraphimLeftNut — 16 May 2013, 15:54


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2013-05-16T09:40:42+02:00 2013-05-16T09:40:42+02:00 /viewtopic.php?t=3885&p=42141#p42141 <![CDATA[Re: Are Aeon slipping behind?]]>
An elegant solution gets you a proud feeling, a quick and practical solution gets you a raise ;)

Statistics: Posted by Valki — 16 May 2013, 09:40


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2013-05-15T21:28:49+02:00 2013-05-15T21:28:49+02:00 /viewtopic.php?t=3885&p=42089#p42089 <![CDATA[Re: Are Aeon slipping behind?]]> It's just not a very elegant solution. Engineers would shake their heads at us.

Statistics: Posted by Gorton — 15 May 2013, 21:28


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2013-05-15T21:09:20+02:00 2013-05-15T21:09:20+02:00 /viewtopic.php?t=3885&p=42088#p42088 <![CDATA[Re: Are Aeon slipping behind?]]>
I would try it with varying formations.

Statistics: Posted by Valki — 15 May 2013, 21:09


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2013-05-15T19:40:02+02:00 2013-05-15T19:40:02+02:00 /viewtopic.php?t=3885&p=42084#p42084 <![CDATA[Re: Are Aeon slipping behind?]]> Regardless, there is still no reason to make it better against t1.

Statistics: Posted by Gorton — 15 May 2013, 19:40


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2013-05-15T19:05:07+02:00 2013-05-15T19:05:07+02:00 /viewtopic.php?t=3885&p=42082#p42082 <![CDATA[Re: Are Aeon slipping behind?]]>
HP should be 900.
Shield should be 1800.
ROF 4 - 5 s
Now with lower health (and higher shield) the speed should increase to 3.1 to be the same as light tank speed.
You can do some experiments what would happen with longer range of gun. T1 PD range can work too to some extend.

PsychoBoB wrote:
Increase Rate of Fire to 3 secs 360 damage (from 4 secs 480 damage)

This would kill the viability against experimentals and ACUs.


Increase Shield regeneration rate to 3 (From 2)

I already calculated the shield regeneration rate shouldn't be more than 9, and 4 is completely fine value.

Gorton wrote:
Again, there IS NO REASON TO MAKE IT BETTER VS T1. I CANNOT STRESS THIS ENOUGH, HENCE THE CAPS.
It can ALREADY kill 8 strikers. Try it.


Triangle number 7 is 28 thus with ROF 1 shot per 4 seconds it can survive long enough to kill 7 strikers. One additional because it shots first.

Statistics: Posted by Raghar — 15 May 2013, 19:05


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2013-05-15T17:51:50+02:00 2013-05-15T17:51:50+02:00 /viewtopic.php?t=3885&p=42076#p42076 <![CDATA[Re: Are Aeon slipping behind?]]> You can set it to 0 and make the speed of the projectile very fast, and it would work (also making reload time 4.4 secs) but still it only works if the tanks are offset from targets.

Statistics: Posted by Gorton — 15 May 2013, 17:51


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2013-05-15T16:27:28+02:00 2013-05-15T16:27:28+02:00 /viewtopic.php?t=3885&p=42072#p42072 <![CDATA[Re: Are Aeon slipping behind?]]>
EDIT: which parameter is the initial load time?

Statistics: Posted by PsychoBoB — 15 May 2013, 16:27


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