I know some of the stuff I am going to talk about could be placed in some other threads but I wanted to put everything together. I give my opinion based on my experience on this game, especially 10x10 maps like Canis, Wonder, Hilly plateau where I tryharded my way to 1900 rating. I am 1500-1600 ladder player aswell.
1)T1 bomber nerf
I can understand that hoverbombing was removed, I really loved microing bombers but a bomber shouldnt be able to behave like that. I cant understand all the other changes to the bombers though.
50% increased mass cost, and almost doubled build time (Seriously, what were you thinking?)
Removing its radar. Now I just dont have to spend resources, build time and attencion in my bomber, but also with an scout. In the current status if you dont know where your target is before hand, it will be a wasted bomber (unless you micro it a lot), especially after the increased cost.
On top of that, t1 movile anti air has been buffed (I really like that), which is also a nerf to the bomber.
Some will say it has also being buffed, I call bs on that. You are really lucky (or your opponent is mentally challenged) if your bomber manages to drop more than 1 bomb.
As far as I know, the main reason for these changes is the first bomber tactic. I find it really funny how its mainly the people who dont know or arent good at hoverbombing who complained the most about it. It was a very risky tactic, tearing apart your initial eco, leaving your base unmicroed (idle engies because being too busy microing the bomber), and leaving you extreamly vulnerable to land raids. And basically, all that was needed to counter it was to make a land scout after your 2nd engineeing and placing it between your base and the enemy.
Changes like this only promotes having 1 standart way of playing the game, reducing the strategic depth of the game, and its exactly this (the strategic depth) what we should promote, because it is what makes this game different.
2)ACU T2 suit nerf
"The regen on t2 and t3 made nano, regen field and shield upgrades often redundant and made t2 too strong in combination with gun and in teamgames (or both)."
Was it Zock who wrote this? If he did I am dissapointed, I thought he knew more about the game.
The reason why shield and nano are redundant is because RAS is the most f***ing OP thing in this game. It doesnt have anything to do with the T2/T3 suits. T3/Shield/RAS is a very common and useful set up for UEF ACUs. If it doesnt happen with other faction is due to the fact that they have to choose between RAS and nano/shield.
"The hp gets reduced from t2 to prevent it making it significantly harder to snipe or attack ACUs, and together with the removal of regen, it can make it more possible ot attack a low health ACU again after a failed attack."
So making ACUs easier to be sniped is a good thing now?
"In general, this change should promote more agressive play in teamgames and reduce the drawn out ACU-Standoffs a little."
WTF?? In teamgames if you want to play offensive with land units YOU HAVE TO MAKE USE OF YOUR ACU, and as soon as you advance a little with your ACU everyone starts building mercies, corsairs, gunships and beetles. If you nerf HP and regen you are discouraging offensive plays, and encouraging playing defensive and ecowhoring (which its already OP af, in addition to being boring and one of the worst thing about this game IMO). Also, less hp and regen mean more mutal knock outs, which already happen too often.
This change is completely garbage, I cant find anything good about it, and it leads the game in the opposite direction where it should be going. At least, I guess I wont have to worry about being sniped by t1 bombers.
3)Scathis and Aeon sensors I dont really care much about these, but I still dont like them.
I agree on nerfing the scathis, the new mass cost seems fine.
Its the range change what bothers me. I think scathis previous range was perfect (for 10x10 maps), you usually had to move it outside your base to make a proper use of it, without placing it in the open. With this range nerf I fear it will become very vulnerable to nukes, because you will have to leave the SMD cover behind, so now in addition to the usual shield and SAMs spam to protect it, we will need a foward SMD to protect it. Thats too much work and resources to make the scathis worth it in most situations.
I think it would be more addecuate to reduce its DPS by adding a reloading time (so the one being target can rebuild some shields and buy some time), or just a damage decrease.
Aeon sensor upgrade was good enough. It was a very cheap way to counter cybran stealth units like MLs. Where other factions have to make an omni (very expensive) or spam t1 air scouts (not cheap and it gives free vet points to the ML) Aeon players only have to get this cheap upgrade to effectively fight a ML, or any other stealthed unit. I dont think it needed any buff.
4)T2 land HQ
I dont know if I agree with the t1 stage being too short, it differs a lot on the map. With the increased cost I wonder if it will be possible to get T2 in maps like Theta Passage, especially when fighting auroras, which their main counters are found in the other races T2 units (also t1 bombers nerf + maa buff, aurora OP?). Thats for ladder.
In teamgames, the mass difference between the ACU T2 suit and the T2 land HQ promotes going for a T2 ACU and adopting a defensive play (not only because producing T2 units will be more expensive, but also becuase of the HP and regen nerf). Again, we shouldnt encourage defensive play, game mechanics like reclaim and walls already makes defending and ecowhoring very powerful.
5)New engineers balance
I am all in for reducing the amount of t1 engies in the game (for lag and pathfinding issues mainly), but, "too easy base defending with the ability to spam the required defence in no time." is a very big downside, which makes this change not worth it. And again, it favors defenders over attackers. I suggest making a new engineer unit, "T2/T3 support engineer", with same mass/build power ratio as t1 engies and low build time, but unable to access T2/T3 structures (or just unable to build anything?). And making the regular T2 and T3 engies not cost effective for assisting stuff.
6)This patch not addressing the actual balance problems
-RAS being stupidly OP (this also goes for the sacus RAS spam).
-T3 air OPness. A nerf for this should consist on a small nerf to ASF stats and a RAS nerf, delaying the T3 air stage.
-Land balance bertween T2 and T3. T3 stage very easy to reach leaving T2 units useless. And of course the loyalist nerf (I would increased their mass cost to 640).
(I have heard rumors about Zock intending the change the balance between T3 and T4 units I am completely against that. I think its in the perfect spot right now, at least for teamgames)
-Seraphim being a very map dependable faction, very powerful in some maps, useless in others. Seraphim needs a T3 land buff, and the T4 bot is currently crap against any microed force (UEF Shield Gun ACU vs T4 Bot is a win for the UEF without losing all its shield, even with range advantage to the T4). I also think they should have the best t2 gunship.
My overall opinion about this patch is bad, altough it contains some good things. I expect some fixes, and better patches in the future.
Enjoy the wall of text.