I really like the concept of the new veterancy system, and its goal. But overall, I believe it needs fine tuning to overcome some balance issues that may appear for specific units. I have in mind the ACU, which has been discussed in the thread about OC, that allows him to gain very fast veterancy by killing t2 or t3 units, but also units that already have high HP and that can get really high HP buffs through veterancy faster than before.
For some units, that were underpowered, it may be a boon (Czar), but for some others, like the Soul Ripper, which has been largely buffed costwise, I believe that the way veterancy works now may make them too strong because the total HP of the unit will jump very easily to extreme heights.
I think that the system needs small refinements, and there are two ways for that:
1) either change the xp value of tier kills to something more moderate, like t1 = 1 xp / t2 = 3 xp / t3 = 9 xp.
2) either adapt the veterancy requirements the same way it was done for the land experimentals for all units that may be too strong.
Both solutions are not exclusive. If solution one is chosen for instance, the custom veterancy levels that were changed for spider bot and GC should probably be tweaked a bit.
Units that I think are worth investigating:
- ACU, because of OC and gun upgrade.
- Soul Ripper (especially now that it is more affordable but still has its really high starting HP)
- Brick, Harbinger, Othuum and Percivals but also Ilshavoh because with just 2 t2 units killed, it's one veterancy level (and they have high HP for their tier). I fear that the way veterancy works now reproduces at a smaller level the discrepancy between t2 and t3 that there was between t4 and t1 : too easy for t3 to kill t2 and to gain veterancy, so you absolutely need to stop producing t2 and upgrade to t3.
- Battleships (especially UEF Summit because it can kill t2 units very easily at a very long range)