Ok I have read all comments
@Lich King,
Janus bomber is fixed in Pre_August_2016_Balance patch, there is no reason why it is not implemented into the normal game instead of the stupid version which drops bombs from the tip of its wings and can drop 2 separate loads if micro'ed...
Some points to consider:So the main point here is that HP changes for eco buildings and factories should not be based solely on faction as they dont generate more resources or have any other abilities, dont cost any different from each other but they have different HP. This is absurd. However I do think that the HP nerf on eco buildings and factories is great as it puts emphasis on more attacking than defending play styles which make games interesting and more dynamic than they were before.
*I am of the opinion that mexes and pgens should die to on average 2 bombers of equal tech level instead of the 2-4 it used to be. HP however should be near identical for all factions though, f.ex.:
500 HP for t1 mex and pgen (aoen 3 t1 bombers due to emp special effect)
2K HP for t2 mex and pgen
6K HP for t3 mex and pgen (3 t3 cybran bombers due to stealth special ability)
*Same point goes for Factory HQs, the reductions are great, it is now possible to kill those turds with bombers, not just tml, that is a great improvement. I actually lost a sera T2 navy HQ to torpedo bombers in a game last night, that was like a first, but great to see
*TML missile damage should be reduced to 5K damage from 6K as this would be in line with the ACU HP nerfs last year and the eco buildings and factory HP nerfs recently. The idea here being that we narrow the damage differential between bombers and TML to make both a viable option of taking out strategic buildings (like mexes, Pgen, HQs).
(Cybran T2 HQ could in this case have 5500 HP and still survive 1 TML hit marginally)
*I also think that T2 Fighter bombers need a mass cost reduction and all T2 units need a slight build time reduction to be relevant enough that skipping to T3 for T3 units is less of a no-brainer.
So when thinking about balancing, dont argue about top level 1v1 players tend to win more often with cybran so cybran must be too strong. Those players have particular play styles, preferences, strengths and weaknesses which is based on their experience of playing the game. Factions have strengths and weaknesses depending on the maps themselves, so faction balance can never be perfect for every map and when we play 1 map all the time or substantially more than others we often overlook this. Besides, faction choice does not decide games as much as more efficient ecoing and superior strategic decision making, these things cannot be measure by the parameters that we can change in lua files.