It may seem over-zealous, but I am in no way trying to replace existing Uber balance. They have it the way it is to test balance for the best possible outcome implemented at a later date. I am just looking for short term balance and multiple strategy usefulness using the pieces of the puzzle we do got. So, let me list out ideas to fix linear gameplay, so people can do multiple things again. Please suggest any changes yourself and what problem in linear usage it would fix. -combat fabbers reduced to bot fabber efficiency at twice the cost and fab-rate and health as well. They will probably still be a better assistant fabber, but not by much. -Grenadiers reduced rate of fire -Dox increased rate of fire -Mild turret buff -t2 factory and unit cost reduction, t2 metal extractor mild cost increase? -Gil-e rate reduction -Sheller damage reduction -Leave stinger, give spinner AOE but 1/3 stinger damage. -Increase missile tower range, decrease damage -Decrease flak range. -air speed -1 except fabber, range reduction on anti air to comphensate -increase leveler damage, decrease leveler rate -decrease vanguard dps to 50% more than inferno -Slammer fast as Dox, 2/3 range, as much health as inferno -Peregrine increased range decreased rate of fire -Hornet increased damage decreased health. -Bumblebee slight increase health. -Kestrel given ant range, ant overall dps, and 3x bumblebee health. Outranges stingers, matches range of spinners, can take a few hits, if microed can be repaired after hit and runs. -Thinking of adding a simple single ant weapon onto the naval scout -Naval fabber efficiency and speed matches bot fabber -Depending on how effective sunfish becomes in light of it's weapon, thinking of adding health to orca. -possibly lower health of stingray -possible increase health and range of leviathan -Increasing damage of boom bot to about a holkins hit -Increase pgen income by 20%. every 5 you make you get 1 for free. I personally don't think t1 units need nerfed, they will probably match up with turret power in their current form.
I'd like to poke around with general game pace and economy balance. Things like halve the build cost of energy plants across the board or lower the yield from metal extractors. Unit balance comes after economy balance in my book But there i'd like to do things in a similar way, double every things hp and see what that does et.c.