SAKO, thanks a lot for your feedback. It's globally similar with many players new to the Nomads. the GAZUI that is integrated in FAF should work with Nomads. It's not normal not to have templates etc, it works for me with just FAF.
As Brute51 wrote, I guess some userfriendly improvements can be made here and there, but overall, it's the kind of things that can only be learnt over time, when familiarity with the faction is reached. I remember having a very hard time playing with Seraphim at the release of FA, because I couldn't tell which unit was which, looking so weird. Now it's fine, because we are all used to them, it's similar with Nomads abilities. Once you used them in a couple of games, they will feel more natural.
Question : which one of the heavy T3 tank do you dislike like ? There are two. It's very important for us to know what you feel about them because one is old style nomads (from previous team) and one is current style nomads, and that style is planned to be applied on other units.
T3 arty model looks good in my opinion, it's rather that the texture is ugly, same as many other units, so hopefully, when Brute51 really tackles the texture overhaul that he has in mind, the "feeling of ugliness" that you are not the only one to feel, should be reduced. Don't hesitate to point out other units you don't like.
(PS: I actually like, if not love the Nomad ACU model, despite its flaws, so as Brute51 says, it's indeed difficult to please everyone with such subjective matters as scifi video game unit design
Speed upgrade goal is precisely to make ACU harder to kill without more HP. It's a bit like Stealth upgrade for Cybran, but more expensive because stronger. You can still kill it with fast t2 land units, t2 air units. In fact, ACU speed is only 2.55, same as Ilshavoh/Obsidians, so you can also kill it with pretty much every t2 unit that is faster than Ilshavoh and Obsidians, and also slow it down with t1 units. But your micro sucks. Of course you should not manually target the ACU with the t2 units, or t3, because they will stop to shoot and ACU can retreat, so they will only shoot at him once. You have to use move order, that's super basic knowledge of the game... Besides, if you use overcharge to kill the t2 units, you stop moving, this allows t2 units to close in significantly.
It's probably harder to do with Aeon when you have gun upgrade, because auroras are slow, and Obsidians have low range, but Blazes spam / Gunsip / Mercies ACU with range upgrade should work fine. Only when you have both gun upgrade + speed then, it's really strong at t2, but you have to invest 1500 mass for this, and a significant amount of energy, and lot of attention to micro your ACU. It's certainly not as easy to abuse as you make it look like in your replay. Check mine where I used move order instead of manual target, and you'll see t2 units have no issue catching up with the Nomad ACU, especially if he uses overcharge, which is the only way he can deal with t2 efficiently.
But post game replays where it's used, it's possible to tune down the speed buff to 140% instead of 150% if it's really too strong.
Also, it seems to affect not only speed, but other parameters like turn rate, which is very important for ACU. I have to talk with Brute about this, because I'm not sure that's intended, and that's maybe why it feels OP.
Capacitor is not complicated, it's just that people don't know what the button does because they don't read tooltips. It's not more complicated than overcharge : for new players, they have no idea how overcharge works, will not even know how you can have it because you need 5000 energy storage and there is no tooltip explaining this on the overcharge Icon, but once they know, it's straightforward. Capacitor just makes ACU stronger with its weapon, buildpower and regen for a limited time, and fills up with excess energy. That's it. How can it be hard to understand if it can be explained in one sentence? There is a tooltip for it, that people don't take the time to read when they are playing against an opponent (that's very normal), but if they take the time to launch a couple test games where they read Nomads tooltips, they can read : "Capacitor Toggle : Boost unit temporarily (firepower, buildpower, regeneration)".
Crawler Experimental Stun : please post replays that show that it's OP. Keep in mind that the stunning missiles do half damages to Experimentals (= 240 DPS, it's less DPS than Monkeylord long range weapon = 428 DPS), so you need lot of other units to kill the experimental coming your way. So yes, that's a great support unit, but it's not good at killing experimentals on its own, except maybe monkeylord because of low HP and low range, but it is normal since Monkeylord costs 19 K mass and Crawler 24 K. The more expensive unit is stronger than cheaper ones, like Megalith is stronger than GC. You can also use Loyalist to stun Experimentals and counter and it costs way less than a Crawler.
As for Range of Crawler : it's 175 only for the non homing missiles that can be countered by a couple TMDs and is completely useless against moving targets, except UEF battleship, and it's precisely the reason why it outranges UEF battleship. It needs to have such long range for its naval role (Torrent ships have 200 range). When you use the homing EMP missiles, range is only 110. When you use bombard mode, EMP missiles range is 150, but Crawler cannot move at all and is sitting duck, and very vulnerable by TMD snipe. And all Crawler missiles can be countered by TMD.
There was a game by Apofenas in which he had a lot of Crawlers, total map control, and it took him a very long time to crack a UEF base covered with TMD (UEF TMD are the worst). I'll post replay here so you can learn how to counter a 24k mass unit with lot of 280 mass defenses.
So please post replays showing Crawler being OP against people who actually build TMD, because most of the time, they just don't know TMD counter it.
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