I made some suggestions in another thread about changes I'd make to bots. I'd like to know what others think about them, so created this thread for better visibility. I'm not a competitive player, but I am heavily into PA, and have thought about this a fair bit. Here is my opinion on all of the bot units and how I think they're useful or what I'd change about them. In red are the actual suggestions, the wall of text around it is context and reasoning. In green are some more major changes that seem reasonable. T1 Fabbers are fine, they should be identical to vehicle fabbers (while we're talking, build power wise I think everything in a tier should be the same, so 10 metal 1000 energy for air fabbers too) Combat fabs are too expensive, too high a value for something made of paper that doesn't do hundreds of DPS. I made a thread some days ago suggesting the cost be divided by 4, and the metal throughput by 4 also (so, cost 180, throughput 15/s). If you actually want to try something like that, go extreme and make combat fabs cost 60 and have 5 metal throughput (or, balls to the wall, cost 60 for 10/s throughput). People are likely to use them when the tactic doesn't rely on an easy to kill unit getting sniped, and it's less a case of 'yes or no', more a case of 'how much, from 0 to ...'. And make the stream blue while you're at it, I would say yellow but it's a little...suggestive Beyond using them offensively, they would also be used more as a general repair bot after attacks. Dox are not useful with their range and sight nerf. I would change dox sight to 140 and see if that helps them. You'd currently use boom bots as scouts despite their terrible sight, because early game you just need to know something is there. With a sight of 140, dox could reasonably be used to scout, possibly without giving away their location, and could move in to attack undefended locations instead of rolling the dice Boom bots are awesome, but suck against structures or groups of T1 units. Currently fabber harass and scouting is the majority of their utility. They seem to be at a sweet spot, if anything I might tweak the sight from 20 to 25 or 30 just because. They are a pretty YOLO tactic, you either destroy a force with some booms remaining, or lose them all and do next-to-no damage. I like it, introduces some nice possibilities used in tandem (but not in the same blob) with normal units Grenadiers seem ok. They're not really artillery, they have to get too close, but that's necessary due to being quicker than tanks. The ideal for me would be giving grenadiers speed 8, range 110, giving them more of an artillery and supporting role to vehicles. They'll get chased down if alone, that's good T2 has a lot of speciality, which is great: Adv combat fabs need the same sort of changes outlined above for combat fabs, and then some. 6000 metal is insane even if the throughput was through the roof Gil-E being a counter to tactical missiles is very interesting. Hornet and Gil-E both costing 1200 with the same reload time isn't good though. I'd make Gil-E reload their anti-tactical missiles once a second, so a single one could handle an assault from 4 hornets. It's reasonable and necessary when you consider the hornets survive and can move onto something less defended Slammers are in a good place Bluehawks seem to be in a reasonable place. In some ways better and worse than sheller, hard countered by gil-e. I'm torn between a cost reduction of bluehawk or cost increase of sheller (*). That is a problem, but I like hornets. Gil-E are a counter of sorts, but with Gil-E costing the same as hornets and having the same rof, it's more of a band-aid until hornets overwhelm. My knee-jerk solution would be to re-introduce stingers, make them as quick as boom bots (aka quicker than hornets), but inferior in DPS per metal, and lower hp than spinners. Bots first would be a little more viable than before. You could defend against light bomber harass with enough stingers, although it would be more cost effective to go with spinners (which you would transition to when you got a vehicle factory if you went bot first) There's now a proper counter to hornets from the ground Optimal AA from the ground is a mix of bot and vehicle We're tumbling down the rabbit hole a little bit here, but I'd go further: Use the current spinner stats as the stinger. Use the stinger stats as suggested above, as the spinner. Use a 'lighter' model for the spinner (it's weak and as fast as a boom bot after all). Use the old spinner model with a new unit, maybe AA and anti-tactical missile combo (or whatever). If another anti-tactical missile unit is introduced, then lower bluehawk cost instead of increase sheller as debated above (starred).