ShadowKnight wrote:Having said that, something does seem off somehow. When I think of their T2 land it just seems to be lacking something. I remember in Vanilla the Obsideon was a total powerhouse, but here it seems the weakest of the T2 Heavies. There are other issues too, I just can't put my finger on them. :/
There are several problems, but the main ones are :
- you cannot counter Hoplites and Mongeese easily with t1+t2 Aeon land, your need T2 PD or the Aeon ACU range upgrade (but the ACU cannot be everywhere)
- Obsididans are not bad but they require a lot of energy, and if you really want to use their strength, you need mobile shields, which also cost a lot of energy. Even then, they are very easily countered by Ilshavoh, Hoplites and Mongeese, that outrange them by a significant margin, and can kite them all day long.
My personal take about improving Aeon t2 land is to:
1)
buff the Blaze speed to 4 so that you can catch up with Hoplites and mongeese and raid better. It will also make a easy to micro combo with mobile shields because they also have 4 speed (so you can really catch up with Hoplites and not die while moving in)
2)
Give some AOE to the Obsidian (like 1.5) so that its powerful canon can hit and kill several t1 units at once, or damage several t2 ones when the battlefield is crowded. AOE doesn't require micro to be used, it has also a good side effect : even if the shot misses a unit, it has a chance to hit another one that passes by. It requires also some micro for the opponent to not suffer from it (needs to be careful not to pack all his mantis for instance). So it's a limited buff, but I think that's one that would make the Obsidian stronger (especially in big armies like in engy mod) without changing much its playstyle.