2.0 AEONS
. . . . . . . . . . . . . . . .. . . .. . . .. . .
2.1 T1 submarine resource price change 360 ->320mass , 2880->2560 energy, same build time.
http://faforever.com/faf/unitsDB/unit.p ... 03,UAS0203 it is only submarine what has no direct fire canon, which means it's unfairly weaker than the others.
2.2 Czar
2.2.1 - deep charge dps change 75 -> 300 (It is totally useless)
2.2.2 - flak muzzle velocity increase 20->25 (already it never hit ASF and flak is 70% of czar AA) and decrese AOE 3->2
2.3 deep charge get small AOE effect 0->1 same as destroyer shot. [small armyboo rant from zeroAPM: depth charges explode when reaching a certain depth (duh) and torpedoes have magnetic fuzes that trigger just underneath the target but not on contact (apparently this cause more damage than a direct hit, and damage more units near as direct torpedo]
2.4 Galactic colossus buff
HP increase from 99999->100000
2.5 SACU aeons sacu is bad comparing it to the others. The other have special uses and the aeon one can use only 2/3 of it's attack upgrades.
2.5.1 Remove nano repair upgrade. Replace with chrono dampener.
price 5 000mass, 500 000e, 12 000build time -2500e drain/sec
provide +10 000HP and stun 1 sec every 5 sec on 15 area around SACU
2.5.2 Remove sacrifice system upgrade, make it default with the sacu like it is with engineers.
2.5.2.1 instead of Sacrifice get gun upgrade "Quantum accelerator"
price : 1250 mass, 36000e, 5040build time
provide: 1,75x rate of fire
2.5.0 sacu price 1950->2100 (for sacri system on sacu from start)
2.6 ACU/sacu chrono dampener
2.6.1 get price on 1750->2250 but provide +3000 HP and +20 regeneration (as T2 whiteout T2)
2.6.2 Make the chrono dampener not stun allied units. If it is not a bug but intentional, then rework this mechanism. Easy solution: wave allow only on time divisible 5
2.7 Torrent Ship buff
price 8000->7000 (like battlecruiser)
aoe 2->3 (same as T2 cruiser missile, original it was 5aoe and +25%dmg)
HP 15 000->20 000 (more like T3 navy)
2.7.1 allow build TML, max 4 missile in silo, 2HP on missile, 3 AOE
Why: The Torrent is a strong ship with a single role, to defeat base when navy is won, against everything else the torrent is useless, but for this the battleship and uef cruisers are better. Torrent is T3 navy, it is reasonable that would be superior as T2 units especially for the role the torrent has. -> better argue =look a replay with bombard base test
2.8 battleship torpedo defense
get battleship average torpedo defense, same as have T2 destroyer 2A-T every 3,8sec (other battleship have range and AA, aeons is more battle-cruiser is contact and are more often operate on range where torpedo occur)
2.9 kamikaze units (mercy) friendly fire -off
Remove friendly fire for mercy and firebeetle. Other units do not damage your units, so they shouldn't either.
. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
3.0 UEF
3.1 Mavor buff
It needs a buff
3.2 Novax
satellite air crash dmg change 3000 -> 500 dmg (So can't kill paragon with 2 novax crash anymore)
3.3 ACU
The Nano upgrade is almost useless, compared to it's only choice (t2 upgrade) where build T2(+3000hp +35 regen +T2 -price) is mutch more better option as nano (+65regen) rework it for something comparable with T2 engy upgrade
3.4 fatboy torpedo buff
75dps->150
range 40->45
3.5 Destroyer buff
torpedo dps 30->60
torpedo range 42/45->60 (same as main canon)
AA 14,3dps ->50
3.6 battleship AA buff
4x AA 14,1dps ->50 = 200 AA dps in total (for not be like bad joke)
3.7 battlecruiser torpedo buff
20dps->80
3.8 T3 transport continental
price 1400 mass, 52500->75 000 energy, buildtime - 5250->6000
AA 4x 66->4x 24 (So it will be less effective than the AA gunship restorer)
shield dome energy 400->200 (too expensive for only 3000hp)
(changed by colonelShepard and E8400-CV notes)
. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
4.0 NOMADS
4.1 ACU
4.1.1 remove different OC get them standard numbers
4.1.2 remove capacitor function on ACU
4.1.3 rework bombard mode to need build and pay for missiles
4.1.3.1 remove bombard mode as firing from mothership, but add rocket upgrade on acu arm, same as the rocket upgrade on sacu arm. Fire 5 missile in one salvo, with same aoe as it is now but with the need to build and pay for the missiles, like the acu tml.
4.2 field engineer recategorize for military units
4.3 Make sacu voice off by default.
4.4 T3 mobile artillery
Hp boost 800->1600
(With no mobile shield or stealth they need a better hp to survive arty battles.
4.5 T3 Leviathan submarine
Allow it to build TML like a tml launcher. Max 4 missile in silo, 2HP on missile, 3 AOE, and possibility to fire them all in one time. This makes up for the lack of a nuke sub.
4.6 scout/spy plane artilery suport
give artilery suport ability on this units too. (more versatile, and logical as on gunships only)
. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
5.0 Seraphim
5.1 T4 bomber
Fix the non dropping of bombs.
5.1.1 get him 2 flare every 4sec as has nomads T4 transport, and as was on aeons T3 bomber in past.
5.2 4th experimental
Seraphim have only 3 experimentals, in the campaign they have a jamming crystal, what was pretty annoying for opponents. Use this for a Seraphim defensive experimental structure.
Price: 10 000mass, and plenty of energy (-3000/sec energy)
Effects: massive jamming as like the campaign jamming and +20% of hp allied units on range (Unsure of range of jamming)
(Use sera acu regeneration field as a base so that cannot stack this hp boost)
(Seraphim would have 4th experimental, and some good defensive structure as they do not have total nothing special on T3)
5.3 T3 tank torpedo
remove torpedo and replace with anti-torpedo 1anti torp every 10sec
5.4 T3 subs AA nerf
AA 200->100 (subs is primary counter from air, they can not have excellent AA)
5.5 batleship AA buff
2x14,55AA->2x50AA
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6.0 CYBRAN
6.1.0 Wagner torpedo
remove and replace with anti-torpedo defense 1 anti torpedo every 20sec
6.1.1 Brick torpedo
remove and replace with anti-torpedo in sumar 2 anti-torpedos every 15sec
6.1.2 monkylord torpedo
remove and replace with solid anti-torpedo 4 A-T every 3,8second
6.2 battleship AA/torpedo buff
AA 60->180
torpedo remove (To remove bug when dont fire when fire torpedoes) and replace with medium 2A-T every 4 sec
6.3 kamikaze units (fire beetle) friendly fire -off
Remove friendly fire for mercy and firebeetle. Other units do not damage your units, so they shouldn't either.