- Botnet golems (and zombie guardians): Once again, I suggest bringing down their damage to sane, but still high, levels, but letting them get the Mk. based parasite damage bonus so they can still zombie reclaim, but not have to insta-gib to assure it
- Gravity units in general: the mechanic isn't so bad, but the current values are. Especially Mk. I grav units, which slow things WAY too much considering average speeds in this game and how cheap it is to make them. If the mechanic is to change, some percentage of speed reduction with a floor might be considered (reduce to like 30% of the units speed or 20 speed, which ever is greatest for Mk. I grav turrets or something, leaving speed unchanged if that would increase its speed, of course) However, even though Mk. Is are especially bad, the slowing effect of ALL gravity units of ALL marks could use some nerfing, though some less nerfing than others (like high Mk. stuff can get away with only a slight nerf)
- Zenith Paralyzers (and to a lesser extent, paralysis in general): that fact they can win ANY 1 on 1 matchup if they get they get the first shot out and can survive the first shot is too much, and can easily dominate battles with little risk to their supporting fleet, and there are almost no ways to counter it or mitigate it. In this case, I will complain about the mechanic. Paralysis being a boolean, all or nothing, fully disabled or fully enabled type thing isn't balancible as a mechanic for something to give to fleet ships. Either remove Z Paralyzers (or repurpose them to a different mechanic), or modify the paralysis mechanic such that "partial" paralysis can be supported (sort of like engine damage)
- Spirecraft Martyrs: *Dodges rotten fruit* Please hear me out. Basically, the Mk. II versions are so strong there is basically no reason to get the higher Mk. versions. (IIRC, there is no Mk. I verison of these things) Now, they should remain strong, but not so strong that the other Mks aren't needed, and similarly, Mk. IIs should not be so strong that they are can be a solution to basically every wave/threat ball problem in the game, especially not when waves/threat balls get to high marks.
- Spire MiniRams: Basically, if you have these, the other side can forget about using starships for a considerable portion of the game. Especially bad in AI hands. Reduce their ship cap, maybe?
- AI Eyes: A simple change should help out. Change the mark of the stuff they spit out from Max(AI wave level + 1, planet level) to Min(AI wave level + 1, planet level), or possibly remove the planet level altogether, and leave it AI wave level + 1. There can be special versions of the AI Eye that uses the old computation, and that could be used for core planets and AI homeworlds
- SpireShield Guardposts: What is a good ratio for these? 2x the HP of their same Mk. AI FF? 1.5x? IMO, they should remain tougher than their corresponding AI FF, but maybe not to the degree that they are now
- AI Superfortress: The get the buff in HP, but don't receive the nerf to range to compensate for that like the other AI Fortresses do.
http://www.arcengames.com/mantisbt/view.php?id=5121