Oops.
Correct that line to read:
Effectively, the Repair Rate of a unit is the multiplier for how much more expensive things are to repair (both absolutely and per second) so the Mark I engineer consumes six time more resources per second to repair and the Mark III engineer consumes twelve times more resources per second to repair now.
The most important thing to realize that is screwing this up, the effective base repair rate of the game is that of the Mark I engineer because that is the basic unit everyone compared their repair rates too.
That means that before this patch, the effective repair of the Mark I engineer was 4% of the build time and 4% of the build cost.
Because of the change in this patch, the effective repair of the Mark I engineer is still 4% of the build time but it is now 25% of the build cost, 6 times more expensive.
So players look at their economy and go "wow, repair in general is now 6 times more expensive" and freak out.
For interests sake, before this change, Mk III engineers were 2% the build time and 2% the build costs, now Mk III's are 2% the build time but also 25% the build costs.
This has seriously wrecked repairing and a change of some sort is needed.
D.
edit: Oh, I need to check out the patch notes it seems.
edit the 2nd: So base repair is now 12.5% of build cost, that will take the Mk I engineer to 4% the build time and 12.5% of the build costs to repair a unit from 0 to 100% health.