In addition, the Aeon Ascendant has hovering capabilities allowing it to travel on water. They provide ample anti-air coverage, and is a cheaper way of getting anti-air up fast when it is needed. It is particularly effective against scouts, interceptors, bombers, and gunships. The T2 Mobile AA Flak is an excellent unit to use for anti-air support. It is better to intersperse them with other T2 units in order to create a more diverse army. Although strong and shielded, the heavy tank does not do enough damage by itself. It is equipped with a personal shield as well as a quantum cannon. The T2 Obsidian is the basic heavy tank of the Aeon ground forces. It takes a group of three or more to successfully fend off one ghetto gunship. T1 scouts are usually quick enough to outrun the sonic pulse battery. The Aeon Mobile Anti-Air Gun is good at taking out T1 bombers and interceptors. It is good to put them in formation with the T1 light tanks to give them some ground support against attacking units. The Aeon mobile light artillery is used to take out stationary buildings such as point defenses, mass extractors, and factories. In addition, the Aurora also can also hover giving the Aeon a clear advantage over the other factions on maps with water. The Aurora has a slow turn radius so its very important to keep the enemy in front of you in order to take advantage of the Aurora's range. This is because its cannon has a longer range than the other factions' T1 tanks. ![]() The Aurora fights best when it is in formation with other units and accompanied by scouts. ![]() The Aurora is the mainstay of the Aeon T1 strike force. Also, six of these light assault bots can be loaded into a T1 light air transport, creating a ghetto gunship. Using these light assault bots to engage enemy engineers is an excellent way to stifle early economy. They are best used in groups of two or three, accompanied by a land scout. The light assault bot is a cheap, quick unit mostly used for early engineer harassment. The top-mounted gun on the Spirit is only useful for killing other enemy scouts. Aeon land scouts can hover which give the Aeon a slight edge on water maps. Scouts are indispensable at tracking troop movements and providing you with intelligence. ![]() It is a mobile T1 radar that doesn't cost you any power. Land scouts are by far the most useful unit in the game. The ACU must then be warped to a specific location and even then it takes additional time to charge the warp. It also takes about 20min without assistance to obtain. The personal teleporter usually isn't used since it requires an enormous amount of power to upgrade and use. The last upgrade is the personal teleporter. On the building side, there's the T2 and T3 engineering suites as well as the resource allocation system. There's an enhanced sensor system as well, but no one usually builds it since it's easily replaced by stationary radar. This provides extra protection for your ACU, and this upgrade is well advised before sending your ACU into battle. In addition, the Aeon ACU may build a personal shield and then a heavy personal shield. On the attacking side, there's the heat sink upgrade (makes your cannon fire faster) and the Crysalis beam augmentation (increasing the range of your cannon). These abilities pretty much divide into two distinct categories: making your ACU into an attacker or a builder. In addition, the ACU has several unique upgrade abilities. Overcharge is useful against point defenses your opponent has thrown up since your unwelcome arrival. The overcharge ability is most useful during a comrush into an enemy base, destroying enemy factories and engineers. In the early T1 game, when overcharge is most useful, it is nice to know that one factory is enough to increase your maximum power storage to over 3,000. It takes 3,000 power to use one overcharge shot. Overcharge causes 70,000 damage plus some splash damage to every ground unit in the game except an enemy commander. ![]() If either your ACU or the enemy ACU are close to each other, and are both under 4,000HP, you both will receive a draw as long one ACU explodes close enough to the other ACU.Īnother feature of the ACU is the overcharge ability.
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