Aeson, unlike all other commanders, turns in place. This makes his turns annoyingly slow. If he was changed to make wide turns like all other commanders, that'd be appreciated.
The tank_base commander has "navigation":{"turn_in_place":true}. This is unique to tank commanders (although there's only the aeson commander). However I have no idea if that actually has much impact on balance which I am guessing you are after.
It isn't an obvious thing. Newbies think all commanders are the same. It is wierd he has this trait. Here is a better problem and answer: Commander travel distance is way too important to manage and control, if you land too close to a mex point and have to step a few steps to build on it, you gave your opponent his first unit while you are still in-progress with yours. His fighter will come while yours is still rolling off assembly line. Answer: Give commander build distance of 50. That way, their area of influence is large enough without worrying about walking whatsoever. Nobody has a walking time advantage or disadvantage, everyone just uses their commander with no time wasted walking at the most crucial time of the game start.
Not related specifically to the Aeson commander, but I played a game recently where (using the "land anywhere mechanic" I landed directly next to another commander. If I remember right, I used the Theta and he had a Centurion. In the firefight that ensued, I lost pretty quickly, because it seemed that the Centurion was doing more DPS than my Theta (who was, oddly, firing missiles instead of the usual cannon particles). I was also Ubercannoning, and he wasn't - yet he still killed me with about a quarter health bar left. I still thought the commanders were just skins - are there marked differences between all of them now?
They are supposed to be just skins. If they are indeed different that is troublesome. It was confirmed they are supposed to use different weapons based on chasis type. Note that some commander weapons (the missiles in particular I think) have issues with terrain.
I did figure that if one fired missiles and the other the usual cannon, there shouldn't be an actual damage value difference. And with the short space between us on the flat bit of map, I didn't think terrain came into it much. I might be wrong, but I do know I was dumbfounded when I died.
There shouldn't be any difference in damage, it's mostly just aesthetics. I bet the enemy commander was reclaming you.
I keep forgetting that this is an option against them. Mostly because I use the fragile fabbers. But recently I (had to) do that with orbital fabbers to a AI commander (no air, was stuck on island).
well this can be easily fixed w/ this being removed... but this don't affect gameplay, at least in a multi-planet w/ 500M-1000M radius planets... of course in a 250M moon you can be with a bit of problem.