harbriner/titan - energy drain is unfair unbalace, its basicly 40m cost more for regeneration after battle that most of units didnt survivive. Titan same
Percival - such a uggly numbers are using it, balancewise it should work, but the hack why 1670dmg, 38muzzle (and not 40), where is feeling for beauty?
fateboy - will be too strong, while t3 units have owerall -25%hp, fateboy will be oweral 25% stronger against them. probablly even more.
yotha - why the hack 610dmg (and not 600), also will be probably too strong against T3
T2 transport - should not be visible on radar as specific transport bliss then it deserve nerf, but whiteout nerf nearly never used units? lats patch where units inside crete wreack was huge nerf of transport, this nerf it even more, and also 14,3speed? why not 14, damn
Ravenger - will be too strong, t3 units are much less powerfull, what great, but ravenger need be adjusted for it. EQ nerf T3 units less and this adjusting ravenger is forking good on it, UEF Ravager: 1800m 18000e 1500bt 7500HP 353dps → 1950m 19500e 1625bt 6500HP 253dps
T3 artilery - having 2 diferent range have same problem as have 4 diferent range only :2, Its same problem that ocur on half of factions. damn why not get same range for all
veterancy/overcharge - was geting from multiple time test version that work great and then every patch its more and more complicate, where will bett that none even from creator know how veterancy now work, only because refuse get it all at once. Dont make same mistake with overcharge, in eq it work, work it great, and what i read is exaktli same intention as its in eq. You dont need reinvent wheel, especialiy when will be as whell after 5 patch.
but overal it looks like very good and good damn needed patch.