So Here are my Thoughts on Balance 1. T2 AA range is too short thus making it impossible to take out any type of T2 Aircraft(especially T2 Bomber) 2. Generally i think the commander should get a small Hp and Armor increase 3. The boats don't really have a use cause there's no water planets or the the planets themselves don't have much water to do anything 4. There should be more orbital units to solve the issues with invading planets 5. More metal spots or stop putting them to close too each other 6. shouldn't snipers have a cloaking ability? 7. Hopefully they will release more bots and vehicles cause the list seems rather small 8. Nukes are expensive as hell 9. Force fields Maybe? 10. Maybe some orbital units that can Fire at units/building etc beside the laser platform 11. Don't Want to seem pushy but is there someone who makes custom systems cause i would be interesting to see a variety in planets 12. When playing with AI they stock pile they're base with units and cause lag 13. Does the AI cheats cause i noticed that sometimes they can nuke a spot even when they have no radars or never even see whats there I know some of these are stupid but there are my thoughts and questions
1. T1 air units are the primary counter against all other air units (T1+T2) except themself (that one is best left to another unit). T2 Flak in particular is to prevent Bomber Snipes, as the AoE effect makes it very effective against T1 bombers. 2. There is currently no armor concept in the game, there are only HP. Balancing the Com is tricky business, as he should be killable by just enough T1 while still being able to swat ocassional units. They are at the same time you king and a great T1 asset. 3. Naval needs work. While they have considerable range and firepower vs ground, thier low speed and weak Anti-Air are problematic. Note that Naval was a strechgoal, so it has slightly lower priority. 4. There are as many opinions on orbital balance as there are people on the Forum. Note that Orbital was always just a strechgoal, so priority is not that high. Still a total of about 100 units is planned. And mods can already do some stuff there. Everybody agrees that orbital invasions in particular need work. 5. So do you want more or less metal income? You can modify how much metal and how close together when making a system in teh system editor. Also there are Eco-Modifiers to play with for both Skirmish modes. 6. Cloaking/Invisibility is not yet part of the engine. However the shoots are rather inobvious, making it hard to notice you are under sniper fire at all 7. The first rule is that a new unit should never make a existing unit obsolete. The T2 Interceptor Peregrine fell victim to that maxim. 8. Yes they are. It is part of thier job description. They used to be too cheap early on, resulting in "nuke wars". 9. Regarding Shields, look here: https://forums.uberent.com/threads/about-shields.64527/ 10+11: Duplicates. 12: They should really not do that anymore. Even normal AI should now go to the nuclear race once it realises it is alone on the planet. The previously hardcoded minimum of T1 factoreis before T2 factories are started was also dropped. Plus with the recent pathfinding improovements and offline mode release lagging up the sim has really gotten hard in the first place. 13. They might be guessing based on what is in orbit. How certain are you they do not have vision/past recon? Have you looked at thier point of view in the replay? Maybe the decision was made long ago while the missile was still being built? There is no current vision nessesary to use nukes, they work against areas. And when in doubt, just guessing has a decent chance to hit something.