Here is a list of data in terms of DPS, health and range and the same per mass cost for a selection of units:
Cybran: Worst arty and worst shields
DPS/Cost for Select Cybran Units:
-T1 heavy assault bot: 0.513
-T1 mobile arty: 0.812
-T2 MML: 0.303
-T2 stationary Arty: 0.052
-T3 mobile arty: 0.084
-T3 stationary arty: 0.005
Regen/cost for Select Cybran shields:
-ED1: 0.281 to 1.3875
-ED5: 0.078 to 0.378
Aeon: Best arty and second-best shields:
DPS/Cost for Select Aeon Units:
-T1 light tank: 0.512
-T1 mobile arty: 2.78
-T2 MML: 0.3
-T2 stationary arty: 0.069
-T3 mobile arty: 0.089
-T3 stationary arty: 0.0066
Regen/cost for select Aeon shields:
-T2 shield: 0.2875 to 1.431
-T3 shield: 0.0625 to 0.3125
As you can see from these numbers, T1 mobile artillery is rediculously effective per cost, exceeding 5x the DPS/cost of tech 1
tanks for aeon and even still being 50% better for Cybran, which has the worst artillery.
Further, MMLs are substancialls worse than tanks, with a little over half the dps/mass.
T2 and T3 arty of all kinds are simply awful and the DPS of each of them should be greatly improved, particularly in regards to shields.
Tech 2 shields, which are supposed to, in a way, "counter" arty, do so perhaps too effectively, with the regen/mass cost
efficiency being currently 3x t2/t3 arty dps/mass cost at a minimum and up 4x as effective as MMLs.
I think a few good changes would be, therefore, as follows:
-Increase all mass costs, energy costs and build times for T1 mobile arty to equal their factions' basic tank costs.
-Increase all MML damage by 200%, to 3x what it is now.
-Increase all T2 Arty rates of fire by 100%, to 2x what it is now.
-Increase all T3 mobile arty damage by 50%, to 1.5x what it is now.
-Reduce the cost of T3 stationary arty by about 30%.
The first change will help increase the usefulness of T1 PD at the T1 stage: Instead of being nearly free, T1 mobile arty
will be as expensive as tanks, and bringing them along will necessarily reduce total anti-tank efficiency
of your attack group but still allow you to beat PDs.
The second change is needed to make MMLs worthwhile. In Supcom 2, MMLs have double the DPS as tanks. This
is balanced because, due to other firing characteristics, they cannot hit moving units and are ONLY effective
against structures. However, they are much more effective against structures than tanks, rather than less effective,
and this is what we need.
The other changes are needed to improve T2/T3 arty effectiveness. The increases are smaller than with mmls for a couple of reasons:
First, arty leads its target and has a wide AOE upon impact, so it does a great deal more damage than MMLs do. MMLs
will not damage anything if they miss, whereas arty generally will, so the increase is still necessary, but should be less.