So after playing some games with the Titans balance I've got some feedback about the balance. I've heard @jables saying numerous times that the balance guys were pretty happy with the current balance. I however think it still could use some tweaking here and there and I hope that I can pursuade them to take a look at a few balance choices. If you don't agree with some parts of the post then please feel free to post your own thoughts about it. Air The air games needs some changes. I don’t know if its OP but I do think it can be very tiresome and intensive to play along with the airgame. The bigger the map the worse it gets. It has been discussed intensively in this topic and I think it has some good ideas to try out. https://forums.uberent.com/threads/air.69994/ The air games gives you so much advantages or choices. It has the quick expansion of air fabricators, You can raid undefended spots very easily very quick, they can kill of incoming raiding party’s of dox,they can defend off hover tanks, you can drop an army everywhere, you can kill of most titans with it. T1 Land ( bots and vehicles) The T1 land feels pretty solid. Dox still have there role as raiding units though midgame and lategame its kinda done (depends on the map though). Sparks are nice too and it all balances nice with the tanks in my opinion. T1 hover tank and grenadier aren’t that useful at the moment though. The hover tank can’t be used that much because its vulnerable to air. You can’t send em safely over lava on forge because they will die to air. Same goes for water. That means you need to invest into a naval factory and narwhals to protect your hover tanks but if you go that far then why would you still build hover tanks? Also why can’t you build the hover tanks with t1 naval factory’s? It gives you a quick possibility to get out of the water and start some raiding on the land. Its not a big issue though. Would be fun to try out. Another thing is that hover units in general can’t hover over mines. They get killed which is a bit of an awkward choice. Even casters were like ‘oooh but hover units can hover over mine….. oh they can’t… never mind’. The grenadier is too shitty to use. I understand that they removed their kiting abilities to give em that specific ‘I kill turrets role’ but its a too big of a nerf. Mot has made a topic about the grenadiers right here https://forums.uberent.com/threads/grenadiers.70776/ . Has some good ideas. T2 balance bots vs vehicles The t2 balance is whack. While the switch between t1 and t2 feels good the difference between t2 bots and vehicle bots is insane. T2 vehicles are in my opinion way too tanky. Where you can early on counter t2 bots with t1 spam you can’t with t2 vehicles. Levelers shred and tank a lot of damage and don’t forget the shellers with that range and AOE. Besides that t2 vehicles also have the storm which can counter the air reasonable good! What do t2 bots have? Slammers are nice and I like the balance between slammers and t1 units. The locusts can be very fun to use but are in a straight disadvantage because of how air is balanced out. Bluehawks are only useful for countering orbital which is a very niche market. The subcomm is pretty cool but it doesn’t stand a chance against t2 vehicles. Ofcourse we’ve also got my favorite unit the GIL-E GIL-E sniper bot What have you done to my precious GIL-E uber: it reminds me of someone at uber talking about balance. ‘Balancing is like pulling levers, if you pull one lever two others change of position’. So why on earth was there an uber guy pulling three levers at the same time when rebalancing the GIL-E and said SURPRISE. In vanilla the dynamics between a sheller and a sniper bot were very interesting. While GIL –E weren’t as good as shellers in army vs army situations they were better when you started annihilating a base. This was because Shellers autotargeted the buildings and sniper bots would just kill the closest unit. That means you could counter shellers attacking your base in tricky but doable fun ways and you couldn’t with GIL-E however the GIL-E could get killed by shellers army vs army situations. In Titans the GIL-E shooting through everything got fixed which is a fair thing to do. That however in itself already was a massive nerf for the GIL-E. Why did it got a range decrease? Why did it got a DPS decrease? Why did it got a HP decrease? And to make it even more awkward. Why on earth can GIL-E shoot airplanes? Its true they are a bit cheaper but it just doesn’t balance out against t2 tanks. My recommendation. Keep the projectile thats in it now but give it more DPS. Those shots need to be lethal. They don’t even scratch the surface at the moment. Give it back its hp and range (maybe even increase range slightly a bit) and make it expensive again. Remove that awkward airplane targeting. Actually why not give the second gun the ability to shoot airplanes? It can already target rockets in the sky so it would make more sense to give that gun also the ability to shoot airplanes out of the sky. By doing that you don’t create awkward situations where precious sniper bot bullets gets used to kill of some cheap fighters but actually keep targeting more valuable land targets. That way t2 bots also has a different but cool counter against air. T2 balance general T2 is unlike t1 a huge investment. You can’t simply say ‘oh well I’ll just build my t2 bots and after that I’ll go t2 vehicles’ As soon as you choose for a t2 factory you’ll probably stick with it for a while. I think they should be equal army vs army wise. Right now t2 bots contain units with more of a specialty role (a supporting role) but lack the firepower to actually finish the opponent off. Commander vs T2 Also in relation to the T2: I think the commanders ubercannon should still be useful when defending against t2 units. I think it should be able to kill of t2 units with one shot to buy yourself more time to get your own switch to t2 or to overrun the enemy with t1 on a different front. Right now the commander will never ever stand a chance against T2 units. Make that ubercannon lethal! Naval Balance Naval balance is pretty fun and good ship wise. Torpedo launchers with walls are however really really good. It pushes the gameplay to rush out t2 since you can easily defend against t1 naval and because t2 levi’s have insane range. That means you can kill of torpedo launchers easily and are able to do a lot of damage very quickly after that. Also the nerf to the typhoon was too much. There is also a nice thread out for typhoon balance https://forums.uberent.com/threads/typhoon-feels-overnerfed.70357/ . Still I like naval in general Orbital I do like the orbital balance btw. The only thing that can get awkward is gas giant gameplay. If you leave the enemy alone with the gas giant it can get really hard to kill off at some point. Artemis ftw I guess Zeus Titan And I’ve got a final issue with the Zeus. The Zeus is among all the titans one of the strongest ones and guess what yep its again in the air layer. While all the other titans have a flaw (which is air) the Zeus hasn’t got a proper ground or orbital counter. AA gets shot down by Zeuses easily. That means players need to counter Zeuses with there own air which is a big flaw in my opinion. People don’t always choose to go full on air which already is GG when the opponent has its Zeus out. I mean the guy going Zeuses has a bigger chance of getting air dominance because he needs to invest in air to get that Zeus out. A player who doesn’t add that into consideration is done and will get killed by a zeus sooner or later. Also when stacked there is just no stopping to them. A recent thread also has been made about the zeus https://forums.uberent.com/threads/zeus.70831/#post-1117500.