Hey man, you had a good stab at explaining the regen aura but for anyone wondering, the first level gets you. HP * 1.1 and additive regen of an amount between the minimum and maximum that scales dependent on the units base HP. Example. no vet Thaam, 280 hp + 0 hp/s; no vet thaam in field, 308hp +5hp/s 5 vet Thaam, 420 hp + 5hp/s; 5 vet Thaam in field, 462 + 10hp/s The minimum and maximum per tech level is kind of overcomplicated, because the amount of additional regen is proportional to the units health, having the maximum at 5 means that when a thaam vets it doesn't get anymore than 5hp/s from the regen aura, along the same lines having the minimum means a selen has 3 hp/s in the aura even though its measly 78 hp isn't enough for it to have 3hp/s via the hp formula. Oh and it is on 35 range, aka the range of the aeon sniper com, they really need to add an aura ring on the UI.
TML backpack is extremely good because it gives you ACU vet from whatever the missiles kill. It's a very easy way to power level your ACU to vet 5, at which point you can switch it out for nano once a lot of TMD come up. It also has the added benefits of allowing you to avoid forward TMD by moving your ACU to a better firing position, or even launching TMLs from under water. With some practice, you can use it offensively to pressure an enemy gun ACU, or clumped up units like MMLs. (Seraphim SCUs have this upgrade as well) Fun trivia: Restoration aura had some pretty crazy bugs in the past. It works as intended now, but was hilariously OP at times in the GPG days because: 1. Units kept the HP boost when they left the regen aura's radius. People used to park it next to air factories and spit out tankier ASF. This was before support factories and air grids were a thing, so you had one t3 air fac and 50+ hives around it in team games. 2. The HP boost kept happening, making it repeatedly spike heal units in addition to the normal regen. Anything around the ACU was nearly invincible if it wasn't being one shotted when this bug occurred. Resto aura historically saw little use because it used to be on the right arm competing with gun. It was a somewhat recent FAF patch that moved it over to the left arm.
On the Regen Aura, the Regen is 2% of the unit's HP, subject to the maximums and minimums. A T2 Ilshavoh Assault Bot would be 2500 * 0.02 = 50, but that exceeds the maximum for T2 of 15/s, so you get 15/s instead. Advanced Regen Aura uses a lower multiplier (1.1%) but with higher maximums. A T2 Ilshavoh Assault Bot would be 2500 * 0.011 = 27, the maximum for T2 is 50, so you will get 27/s. Advanced Regen also boosts HP by 20% (vs 10%), so your T2 Bot is 3000hp + 27hp/s. Veterancy bonus adds on top, so it is possible to have an Ilshavoh with 4250hp + 42hp/s. (+1250hp & 15/s from Level 5 veterancy) I verified this in a Sandbox test. Now I just need to remember to actually use this in a game!
I have never won a ladder match as Seraphim lol. Mystifies me to this day because the faction is super strong :D. It probably just doesn't work with the way I like to play.
@@trazyntheinfinite9895 That was something Se7en was actually coaching me on as well and it has really helped. Easy to fall into the trap of building every single unit so you're never unprepared :D
Hey man, you had a good stab at explaining the regen aura but for anyone wondering, the first level gets you.
HP * 1.1 and additive regen of an amount between the minimum and maximum that scales dependent on the units base HP.
Example.
no vet Thaam, 280 hp + 0 hp/s; no vet thaam in field, 308hp +5hp/s
5 vet Thaam, 420 hp + 5hp/s; 5 vet Thaam in field, 462 + 10hp/s
The minimum and maximum per tech level is kind of overcomplicated, because the amount of additional regen is proportional to the units health, having the maximum at 5 means that when a thaam vets it doesn't get anymore than 5hp/s from the regen aura, along the same lines having the minimum means a selen has 3 hp/s in the aura even though its measly 78 hp isn't enough for it to have 3hp/s via the hp formula.
Oh and it is on 35 range, aka the range of the aeon sniper com, they really need to add an aura ring on the UI.
Thanks for the clarification! I pinned it so hopefully other people will see this as well.
TML backpack is extremely good because it gives you ACU vet from whatever the missiles kill. It's a very easy way to power level your ACU to vet 5, at which point you can switch it out for nano once a lot of TMD come up. It also has the added benefits of allowing you to avoid forward TMD by moving your ACU to a better firing position, or even launching TMLs from under water. With some practice, you can use it offensively to pressure an enemy gun ACU, or clumped up units like MMLs. (Seraphim SCUs have this upgrade as well)
Fun trivia: Restoration aura had some pretty crazy bugs in the past. It works as intended now, but was hilariously OP at times in the GPG days because:
1. Units kept the HP boost when they left the regen aura's radius. People used to park it next to air factories and spit out tankier ASF. This was before support factories and air grids were a thing, so you had one t3 air fac and 50+ hives around it in team games.
2. The HP boost kept happening, making it repeatedly spike heal units in addition to the normal regen. Anything around the ACU was nearly invincible if it wasn't being one shotted when this bug occurred.
Resto aura historically saw little use because it used to be on the right arm competing with gun. It was a somewhat recent FAF patch that moved it over to the left arm.
Yeah I can imagine Seraphim was quite the air choice back in the olden days lol.
1800 rate, wow. I remember videos with 600+ rate. Nice progress.
On the Regen Aura, the Regen is 2% of the unit's HP, subject to the maximums and minimums.
A T2 Ilshavoh Assault Bot would be 2500 * 0.02 = 50, but that exceeds the maximum for T2 of 15/s, so you get 15/s instead.
Advanced Regen Aura uses a lower multiplier (1.1%) but with higher maximums.
A T2 Ilshavoh Assault Bot would be 2500 * 0.011 = 27, the maximum for T2 is 50, so you will get 27/s.
Advanced Regen also boosts HP by 20% (vs 10%), so your T2 Bot is 3000hp + 27hp/s.
Veterancy bonus adds on top, so it is possible to have an Ilshavoh with 4250hp + 42hp/s.
(+1250hp & 15/s from Level 5 veterancy)
I verified this in a Sandbox test.
Now I just need to remember to actually use this in a game!
Correction - Veterancy gets you all the way to 4500 hp. The HP bonuses multiply rather than add (1.2 * 1.5)
I didn't watch the uef one but i still liked it cuz im a fan of the other 3 factioms but mostly cybran, then aeon, seraphim
I have already used the Seraphim and i like it.
I think everyone should use it!
I have never won a ladder match as Seraphim lol. Mystifies me to this day because the faction is super strong :D. It probably just doesn't work with the way I like to play.
@@TheDuelist perhaps to many artys in your spam. Often see that mistake. Dont neglect your better striker in favor of the better lobo.
@@trazyntheinfinite9895 That was something Se7en was actually coaching me on as well and it has really helped. Easy to fall into the trap of building every single unit so you're never unprepared :D
@@trazyntheinfinite9895 And it's helped a lot since I started using that.
Level 5 ACU with L2 regen.. thats 66k hp or even more, it kills monkeys easyily and perhaps even yotha if you dodge the balls a bit.
Your intro build order is mine now >:)
Nice
I saw the repair eao is use on seton on the navy
You can kill the monkey lord and have 10k hp left if you're full vet and if you com is that fancy he most likely have those tasty vets
@@nicolash2103 Yeah full vet has something stupid like 60k hp. Insane lol
@@TheDuelist just the right amount to not get sniped :p
@@nicolash2103 uef, use personal shield, send a shield scu with dome shield to body guard.
Laugh at snipes.
Nomads ACU breakdown ?