This topic is about structure balance between each other and structures vs units balance. Post your own thoughts about it here.
Ground firing to increace range of units: This affects t2 point defences and t3 point defences.
Basicly aeon and uef players have an advantage in pd fight over cybran and seraphim, because they can ground fire on edge of maximal range and increace range for 5-7 points depending of terrain and AOE. Beam weapons that already have disadvantage on uneven terrain, can't do this.
Same goes to t3 pds. Aeon sniper bots that are not supposed to outrange pds, can increace range same way on proper terrain. Same with absolver, but this unit actually supposed to target shields themself instead of shield gens, so no problem here. T3 pds themself have AOE and can ground fire seraphim sniper bots and absolvers that are supposed to outrange pds.
Can this problems be solved somehow? Like with projectile life time, or weapon arch?
Cybran shields. It really makes cybran late game harder. It's very annoying to upgrade shields all the way from ed1 to ed5 to get proper shields. This is also very inefficient - you invest 4260 mass to get 15k shield, while uef invests 3k mass for same HP. Can cybrans actually have ED5 as t3 shield and buildable?
There is also a couple bugs connected with cybran shields:
1) After finishing upgrade, hp on cybran shield restores to 100%, which is used to cheat, by pausing on 99% completed upgrade, to restore HP when it will be needed. Can shields have same hp or % of hp, that they had before upgrade?
2) If cybran ED5 dies, when SCU is put to assist to this shield, it uses auto-rebuild function(if you didn't know), SCU reclaims shield first (instead of building on top of wreck) and rebuilds shield in cost of 1800 mass, which is extremely efficient for rebuilding.
HQ factory: Like with ED5, SCU that assist factory, tries to rebuild it if factory dies. Instead of rebuilding HQ, it rebuilds support factory on top of wreck, so you lose mass,that was in HQ and get support factory, that is useless and has far less mass into it.
T3 artilery: The range is extremely imbalanced. 200 range difference between cybran and aeon artileries, 140 dps difference and accuracy difference for 3600 mass cost difference? Combined with low hp for cybran arty, not enough to survive direct hit of aeon arty and bad cybran shields create huge disadvantage. I think all arties need to have same range. Accuracy and dps would still create advantage for aeon arty over others and disadvantage for cybran, but not as big, as it is right now.
Satelite: Basicly this unit has more DPS/mass than seraphim and cybran artilery. But it can't be adjusted by t3 pgens, so satelite ends up in disadvantage in base killing compare to arties. It also has far worse ability to break through shields.
What I would suggest is absolver effect, so it would have 50-75(enter your number here)% more DPS, but only against shields. In that case this unit would compete with other options and we would see novax unit more often.
Addition:
Upgraded units have same % hp as previous had: For exmple if you upgrade t1-t2 mex, you pay full price for it without discount of t1 mex price. If t1 mex was damaged, the t2 one will be damaged as well with same % of hp. Hovewer, insta heal is a bad solution for that. I think, upgrading structure needs to get regen to be able to restore HP while being upgraded: if t1 mex has 600 hp, while being upgraded for 90 secods with its own power, it needs 6.666 regen per second. If structure, t1 mex in this case, only gets half required mass per second, you get only half regen. That's just an idea. I have a feeling that it's going to be very hard to code.