Starships
Raid Starships : Health from 20000*mk to 50000*mk
Scout starships mkII and III : Some reason to exist
Lightning starship : Double DPS
Raid Starships: No. They are already among the strongest starships. The additional abilities they gain at Mark II and III is reason enough to unlock them, they don't need health too.
Scout Starships: They have a reason: they get more cloak boasting, better tachyon range and better radar dampening. The could be renamed to Escort Starships so they role is more apparent. Also, they do NOT list counter sniper on the abilities list which appears to be a bug. I could see counter missiles coming down from Mark IV to Mark III, but it would probably be too strong for the K cost. It would have to be more limited.
Lightning Starship: I'm not sure the buff here is so simple. Elec shuttles also have issues and the solution might be something more general to the point-blank AOE ship classes.
Econ
Logistics stations : k costs to 2000/3000 for mkII/III
Warp Jammers : eliminate ongoing cost, reduce to k cost to 2000
Logistics: I'd rather see them buffed, if they even need it, than break the K-cost across CS upgrades. But the gravity effect plus high salvage rate makes me think they are fine.
Warp Jammers: These are extremely strong so I don't think they need reduced K cost. I don't like -metal costs though, so I'd be fine with that going.
Support
Hardened force fields : double health
miniforts : add small forcefield
Exo-shield : eliminate energy cost
Spacetime manipulators : reduce energy cost, add cloaking
Hardened: No, just no. They already are 25% stronger than regular FF except against units with AP.
Miniforts: Yes, these need something. There have been a lot of suggestions. Force Field is a good one.
Exo-shield: I'd say get rid of these. They don't really serve much purpose. They protect income by (indirectly) costing income? It isn't like it is very costly to rebuild harvesters.
Spacetime Manipulators: I've never actually used these. Same bug as Scout Starships, their speed boost ability isn't listed. The energy cost seems too high, but I don't know that they need cloaking.
Turrets
Lightning Turret : remove forcefield penalty, double dps
Flak Turret : remove forcefield penalty, double dps
I don't think either of these need the FF change. They already have an advantage under FFs. Flak DPS is fine. Lightning turrets have the point blank AOE issue, same as Lightning Starships and EShuttles.
Other
Experimental translocators : Health to 20000, anti-focus fire logic
Experimental microparasites : Health to 20000
Warbird Starship : Health to 600,000, Base attack from 160 to 250
Beam Starship : Health to 500,000, base attack from 880 to 2000
It is very possible these need work. I've used them so rarely. The translocators I remember being really bad.
Fleet ships
Armor booster : should give a flat armor boost of ~25 or 50, rather than multiplying. Yes, although not sure exactly what numbers
Armor ship : double armor Yes
Armor rotter: double multipliers I'd rather it allowed armor to go negative, making it add to damage
Attractor drone : double ship cap No (see high ship cap)
Autocannon minipod : double ship cap No (see high ship cap)
Cutlass : double ship cap, add gravity immunity No (see ammo immunities)
Electric shuttle : double DPS No (see point-blank AOE)
Etherjets : double health, increase ship cap to double normal cap ships No (see high ship cap)
Eye bots : remove speed boost immunity, add Medium multiplier Speed boost immunity is to protect humans. I suggest +1 reload, keep DPS for better alpha from cloak
Gravity ripper : triple DPS A little boring. Have it add target's Speed to damage and add Gravity Effect immunity.
Infiltrator : triple ship cap No (see high ship cap)
Laser gatling : double ship cap No (see high ship cap)
Tachyon microfighter : increase ship cap to double normal cap ships No (see high ship cap)
Mirror : double health and armor Health is fine. Armor might stand an increase. Interaction with x10 damage taken seems odd.
MLRS : double dps No, very solid DPS already
Paralyzer : triple health No, way too strong already
Raider : speed to 296, cloaking Solid speed already and cloaking is for Raptors. Give these 1000 or so engine health.
Teleporting leech : double health Call it 2k health. I'd also like to see their multipliers rounded up to 4 instead of 3.2
Vampire claw : double health and DPS No (see ammo immunities)
Viral shredder : double health and DPS No (see ammo immunities)
I've inlined my responses in green above.
High Ship Cap: Something does need to be done for these ships. Just increasing their ship cap probably isn't it. Some, like Laser Gatlings, might be just really bad hull multipliers (x1.
. I think base DPS needs to come up for these ships. Laser Gatlings deal 227% of Fighter DPS. But when you consider how quickly they die (and their x1.8 multiplier) I suspect they actual DPS output is at or below Fighters. I'd try x2 damage to see how that works out. I'd like to see a "multi-hit" ability that makes an attack hit more than once (so armor applies to each hit) but those hits can't be split between targets. I'd consider LGs and Autopods getting multi-hit 3.
Ammo Immunity: Blades and Fusion Cutters have too many immunities that really hurt them. Fusion Cutters exclusively because of the Viral Shredders replicating of high-hp structures.
Point-blank AOE: Often the DPS works out well on paper, but it just doesn't feel good in practice. Many of these units have really high reload which makes it very easy for their damage to get cut short in battle. Do we still have the performance issues that prevented them from having lower reloads?