Balance Advanced Air, Bot, Vehicle and Naval Factory cost increased by 25% to 4,500 (minor delay to T2 rush) much needed Slammer cost increased to 500 (minor adjustment against Leveler) Solar Array cost decreased to 1,600 (minor adjustment against land-based advanced power) It will be interesting to see how this has an effect on the game. Gil-E vision increased to 220 (vision now matches weapon range) Slightly bugged, at least in my game I could see strategic icons with my gil-e's past their fog of war vision radius. (see image) Bluehawk range increase to 220 (buff as a counter e.g. Kaiju) Pelican health increased to 200 with group (formation) preference set to back (increased survivability) A ridiculous amount of health compared to other air units, why 2x a bomber in health? Instead of dying to 2 galata shots or 4 volleys of galata aoe, its now 8 direct shots or 20 volleys of galata aoe. This makes air defense even more useless. A storm does a solid 30 splash with a variable expanding circle of 60 damage. That means that it takes 3 shots from a storm directly underneath a pelican to kill it, meaning a single pelican can drop an inferno or even a boom bot on top of advanced aa and still potentially survive. as seen here: Stingray vision increased to 250 with new radar and sonar of 350 (new cruiser role as naval radar) I really like this change, it gives this unit a whole new identity without buffing its seldom used but excellent stats Typhoon vision increased to 250 with drone guard radius of 250 and passive health regen reduced to -2 (20 seconds) The Typhoon is the most useless, out of place, waste of resources this game has to offer. Aside from the fact that a game where the air units have unlimited range doesn't need a mobile air factory, typhoons try to fulfill that task by making a significantly expensive unit that not only auto suicides, but can't be controlled and deploys in a way that it gets only one shot of its weapon off before being killed. The leviathan provides greater damage at longer range for a cheaper price, and if anti air is needed, then just another t1 air factory with 25 fighters that also draws the same amount of metal is always a better choice. Making the squalls uncontrollable only makes it more useless. Although with the server/sim changes I can now actually build them without the sim speed crapping out. This use to take 10 or 11 but now I can have more then 80 firing at once and the game is smooth as butter, very impressive. Kaiju rate of fire decreased to 0.5 shots per second (minor nerf) Inconsequential in my opinion.