It's not a nerf, more like a rework and I think it would be nice for every faction. Axis could roam more freely with LV's and Brits would have a unit that fill the gap for a light TD which is useful on it's own late game, not only the ablilities. Currenty it can only serve as a snare and mobile smoke dispenser (+ designate CV but it's doctrinal so I'm not emphasizing much on it) |
I personally feel like AEC is a bit too strong early game, but it’s value decreases with the length of the game. The only thing which saves it’s lategame is treadshot and a fact it is the best unit to be designated as a command one (doctrinal only), because it is weak enough to not regret making this decision. Early game it completely shuts a vehicle play from OST and it’s not threatened until P4 hits the field. OKW has a Puma, but it comes later as well as Puma is not much needed when there is no enemy vehicle on the field.
Let’s begin with the timing of the vehicle. Rushed AEC requires 560/105. Meanwhile, OST rushing 222 is 450/90 and 530/100 with T1, which is needed against UKF. OKW Puma costs 590/130, but it’s fine as Puma performs better. What bothers me the most is a fact that OST light game is nonexistent when an AEC hits the field.
Second one is it’s performance. Both have 120 damage, but a Puma has 160 pen vs AEC’s 120, and the most important, Puma has 50 range while AEC has only 40, so it can’t be used as a poking vehicle against meds. On vet 3 both Pumas get +40 damage, making them an effective platform against more advanced vehicles. On the other side, AEC cannot be used this way as any medium is able to return fire. While both AEC and Puma have the same speed, Puma is more mobile and micro friendly due to better acceleration and rotation. While at vet 2 favors the AEC in terms of mobility, Puma gets better gunhandling stats and they become equal at vet 3, as well as Puma gets a standarized damage pattern, which is 160. By softstats they are both 18 size (AEC gets a 20% reduction vet 2), AEC has slightly better moving penalty (0.6 vs 0.5), In terms of accuracy, an AEC is slightly better at long range. AEC has more armor (45 vs 25). While it doesn’t mean much late game, it is almost invulnerable to small arms and AP rounds, making OST a hard time dealing with it. Also it’s high armor make AEC an effective coax MG platform, as it cannot be bothered by small arms. My point is to make AEC less threatening early game, while keeping it’s value in late game.
So my proposal is to:
Reduce damage to 80 and armor to 20, making it more vulnerable to small arms/API rounds/222’s
Moving treadshot to vet 1
Vet 2 gives +20% pen (remove -20% target size)
Vet 3 now grants +40 dmg and 10 range
Unlocking Command post now gives a buff +40 dmg
Cost from 280/60 to 300/70
It may provide a safer game for OST light vehicles, while making AEC an investment into late game rather than nobrainer move to buy safety from vehicles until 15 min mark.
TL;DR: nerf AEC early to emphasize LV plays from OST, but buff it’s late by making it a rudimentary TD capable of threatening mediums, because UKF lacks medium TD (except doctrinal M10)
My first post here so sorry if I did something wrong.
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