UEF T2 have also riptide that cost 360m and its not that shit (i mean weak) as was, hoover tanks are much better, non hover is still better but when you want to use strategy where you more likeli movment then hover is better.
In supcome in general, that mean also in this mod are more concentrate power all time better as more units that are more cost efficient. Units with more dps and hp in one piece is stronger as same dps and hp in more units, for simply reason that dont die, and dont lose dps when other units die. That its how it work and is suppost to work. On this mod it work manily about this princie, and dont need add extre efficien on higer tech units, (every higer tech units have +5r, what is maybe too strong, but it is still far better)
View range: i dont change view range on nothing else as NAVY, Purpose of that is make submarine more efficient against navy, and gameplay with submarine that have bigger fun factor as simply make them stronger via units stats. Now you must kite out of navy range, and priorizize units with bigger underwater view.
-For now all submarine have personal sonar stealth not only cybran, but cybran still stay strongest, because have biggest dps, so need less time in attention to destroy important ships.
- how to counter this is make in navy ships that have bigger underwater view (FRIGATE/CRUISER/SUBMARINE/SONAR) or T1 or T3 scout that have omny, take underwater vision on units that have no contact with water is (sadly) technical imposible, so T1 scout have small omny radius, that is 33% of T3 spy plane
UEF SACU:
Of course!
sacu in general are nerfed (less dps[200/250] + weaker upgrade), for 2 reason:
1. T3 is weaker, so sacu must be also weaker
2. actual balance on sacu is terrible.
UEF sacu gun upgrade take 1,75xdmg and 2aoe from 2,5xdmg and 2,5aoe
that mean uef rambo have 350dps from 850dps on smaller area
SERA sacu overchanrge, is cheaper, cost 3000m, but OC take 10 000dmg (from 12000) every 10s insted of (5s) so it is 1000dps with manual attack instead of 2400dps.
CYbran sacu nano get 300hp/s regen
Aeon sacu get sacri as general function, and moved nano on place where was sacri, and loverd nano 300hp/s ->200hp/s
Battleships:
I buff only cybran with more range, (128->140) and sera 128->130 (what its same) and nerf uef where lose 1000hp, and 0,5aoe, what is now for every bs same 2,5
yeager wrote:giving transport a regen factor should be saved for another mod,
thanks for note, would be in next patch, i take pasive (5hp/s) regeneration on military units that dont have weapon and cant get veterancy and regen. Take it also on transport that kill something only when is too late to stay alive, is good point for with i forgot.
and thanks for feedback, if you would have something that can be better take me know,
ps: I'm glad you enjoyed it