Can't wait to try the new golems, though I wonder if they're still too fragile. Perhaps they should be be implosion-immune? A couple AI implosion guardians quickly reduce any golem to the red.
From one perspective that makes sense, but from another: what's the point of implosion if some of the highest-hp units in the game are immune to it?
Implosion may simply be OP. It
does shred pretty much anything frighteningly fast. But I don't think selective immunity is the answer. Possibly just nerfing the implosion percents.
Though you still run into situations where the AI has so many implosion guardians that no one ship (regardless of what it is) can survive long against it.
But isn't that just a good indicator that "should not use un-forcefield'd big ships here?"
Also, a quick buff to the spirecraft siege towers and shield bearers? Most spirecraft are fine (and, I think, better balanced) as tissue, but these are main combatants.
siege tower health per mark from 4 million => 15 million
remove transport and speed boost immunity
shield bearer base health from 14 million per mark to 25 million per mark, or allow repairs.
I could see myself actually using those outside of excess-asteroid scenarios with those stats.
The siege tower and ion blaster I'm planning to basically redo soon, but I don't have time to do it before when I'm hoping to get 7.021 out. Can do the siege tower hp buff for now, though, perhaps.
And we can try the shield bearer thing, but my concern (based on the reported exploits that led to its nerfing down to that level) is that it lets you stack up so much HP of stuff covering an offensive fleet that there's pretty much
nothing that can stop that hammer before it smashes whatever you sent it at. Short of a Wrath Lance, at least.
That said, those are one-shot enough that this is probably ok. It's something of a defensive-martyr, although ironically the martyr is generally more useful on defense, and the shieldbearer more useful on offense (though perhaps that's just my perception).