I'd like to hear how others feel about the nerf regarding Penetrators.
Personally I dislike it, for mainly 2 reasons.
-Where I am still able to use them, raiding nearby planets, am I more succesfull (and not waste minerals) using raid-starships (which are usefull again in the role they have)
-I am still able to neuter AI homeplanets using only mk1s of them, it just takes a little micro. (Havent actually done so, but did the same on an 'long time alerted' mk4 planet without even losing a single mk1 Penetrator.)
Their normal cloaking means you have to sit on them whenever you use them, even sending them in a nextdoor planet might mean their death. They get decloaked the instance they hit the planet and just sit there amongst the build-up unless you move them, 10M health is shot to pieces in seconds when you concentrate fire
Getting them several jumps out is a big "no-go" as you cant load them onto transports and why bother using an expensive unit, build from a limited resource, when you have an equivelent that is build from unlimited resources and has much higher speed so it can actually outrun the foes (raid-starships). Neutering a planet just so I can get a Penetrator to the next seems a bit too much of requirement for them to be practical.
On the other side, when you pre-nuke a load of tachion-guardians, they are as OP as they where before, just a bit harder to get to with the requirement of Xampite.
Which brings me to the next thing, minor compared to the actual balance of the unit though. I never find any Xampite on planets surrounding me, saying that I cant use the Penetrator unless I am willing to pay a bit extra for it (taking more ground than/when I wish, or fighting a battle I otherwise wouldnt have to), again giving me some indication they should be worth that effort.
Currently my use has gone from "casual-use unit that helps out getting out of stalemate-like situation" to "have a cap next to a frontline CC just incase exo-waves send golems, so they can do an early 100+M damage to it", which doesnt say "Penetrator!" to me
I agree they where a bit OP before, but that was still your choice, now they are UP(is that actually used?).
Not sure where limitations are but I'd say rebalance them as followed:
-perma-cloaking back on (off during cooldown, as normal)
-health ok as it is now (it was way OP, perhaps UP now, but good for now)
-back to the original mineral-requirement (possibly even a step down, see last 'nerf' why so)
-(high)attrition on worlds above (and) their own level (sending a lone mk1 to nuke a planets CC a couple of jumps out will cost you a Penetrator .. period)
-Cant hit targets above their own (+1) level (just try to get a cap of mk5 penetrators(just 1 iirc), and even than, wait 6 hours before you have nuked an entire AI homeplanet?)