Hello everyone, I've seen a lot of discussions on balance of this game and today I would like to give my view for the balance team so today I will talk about: Air gameplay balance T2 bots balance 1. Air gameplay balanceThere are a few things I want to put attention on before I start talking about air gameplay and how I see it fit for our game. When reading a lot of your problems with it I see that you mostly take examples from Nik's or Nimzo's games. My problem is that most of those games situation is that Ubers like those two players who are the best at air game at the moment, they will always pull more value out of their units with their micro and they play 98% of their time against players who are gold and platinum who aren't bad just they haven't mastered game and countering that good players on their main strategy is really difficult. For example, I've rarely heard or seen that somebody in the gold league has air problems in their games. Air game early is just tool of controlling map and punishing the opponent for making a mass expansion at the start without any defenses or fabber defenses, at the mid-game it becomes a tool of defending and raiding weak points and expansions. From mid to late part of a game it becomes a tool that punishes bad unit compositions which don't have enough AA OR air support. You can never play the game efficiently with negating air at 100%, it's a key component of gameplay (same as naval gameplay). Air is strong and extremely risky but it isn't the supreme way of playing this game or only way of doing it! Heavy air is countered easily with multiprone attacks, combat stitches with spinners or just some of your own air producing only Hummingbirds compared to enemies where they need to spend the time to build Bumblebees (you don't have to kill all his air just bombers). Just process of doing is some sort slow and tricky to pull off. On maps, I will say that bigger maps should have more air for control but again you don't have to finish with air only, that's why we have transitions. After we have cleared that I'll talk about the reasons why air is so strong and others "feel weak". The reason is simple. SPEED. Air moves faster compared to other units and with that in mind it kinda "builds faster", "does damage faster". I'm pretty sure if you take the same amount (metal value) of Spinners and Bumblebee toe to toe and micro them both well, spinners will win most engagements if you add up combat fabbers you will win 100% of trades. But spinners need a lot of time to travel to another place and you can't add them from reinforcement once your blob goes that's all you have, while air has time to build more units which can easily travel to bombing spot and bomb with numbers advantage and then bleed slowly all other units that can't shoot up in that situation value of bombers goes up exponentially. On top of that value, they can't be really out of position if there aren't multi prone attacks compared to your spinners which can't cover more than one expansions cause of their speed. The process of getting spinners in your army mix is risky because you could get overrun with doxes if not careful with timings but in general, spinners are a good counter to air just they can't catch them if they aren't in a good place or they aren't putting pressure at key points. If you plan to get Galata turret it takes good planning (with time) to get them up on time, because of speed even if you have 3 fabbers Bumblebees can snipe fabbers down before they finish it. But when they are done Galata turrets are a good counter to air. From that story, I would recommend the next changes: Hummingbird, Bumblebee, Kestrel and Phoenix speed decreased. (But they still have to be valid at their job) When talking about T2 Air counters, spinners with combat fabbers will get the job done BUT getting those combat fabbers will decrease the amount of cannon fodder/DPS units in the group so there should be a valid, more efficient counter from other T2 factories, so let's open talk on Storm. Storm by itself does a good job vs Bumblebee's but Kestrel can kill them easily with their kiting ability. So my recommendation is: Rework of Storm. (So it can turn its cannons?) Next on the line are Pelican, manly pelican drops. There isn't anything special to talk about them or how they work. I'm a fan of pelican T2 tanks drops strat killing Commander when you are slowly losing your game but if you can do that on top of Flak Cannon it just doesn't feel right. I'm ok if you can drop 5 tanks little around of Flak Cannon and kill commander if he isn't defended just not instant lose even if you have prepared for that kind of play. Putting Pelican speed slower or faster depending on which cargo they have it would change power of drop but not negate it completely. So one recommendation: Pelican speed decreased compared to which cargo it has. 2. T2 Bots BalanceJust after latest patch(s) that allowed Gil-E ability to Intercepts missiles, they became a good tool for pushing into big catapult defenses but aswell full counter to Bluehawks main attacks. Nowadays players don't build Bluehaws cause Gil-E does the same thing as they and counter rockets. Gil-E became an aggressive approach to a game while Bluehawks became more defensive vs Kaijus or orbital gameplay. I think that Gil-E shouldn't have better accuracy vs air. But still after all that I would like to see more Bluehawks in gameplay. So my recommended changes would be: Give Bluehawks more range OR make Gil-E rotate their gun slower (not sure if they have to rotate gun to counter rockets from Bluehawks). The idea is putting Bluehawks on another side than the main fire would pull a gun from Gil-E and negate their sniping ability to some extent. Next on the line is Locust. I like how you nerfed them in the last patch but they still need something more as seen from last tourney game (somebody vs Clopse), they should be in my opinion comeback unit, not try to kill the enemy if I'm not lazy units. I would like to make them more metal-eating oriented units. If you are behind from some good push and you lost some T2 metal spots they would work by every point of damage they do to the enemy they multiply that damage with 1.5x and give that amount back to your metal deposit, forcing you to build some metal storage and fill your storage massive in short amount of time. My recommendation would be: Locust rework. (Less damage but add a modifier that refills your metal storage | or if they eat power they fill power storage?) P.S. I don't know how these changes would impact team games. This is only from my 1vs1 ranked view. I'm open for changes if you prove your valid point.