I’ve released a second extension mod with some more experimental suggestions, named 5.0.11 BalanceTest with Experimental Changes - this one has stuff for all three races. I don’t want to think any of them are grossly unbalanced, but I hope I have some sound logic.
- Mag-Field Accelerator bonus increased from +10 to +12.
- No longer has the Light attribute (is Mechanical only).
- Base armour reduced from 1 to 0.
- Corvid Reactor returned, but now costs 200m 200g
- Auto-Turret lasts 10 seconds again, but now fires a projectile instead of hitscan (increases the chance of overkill); renamed from 12mm Gauss Cannon to 70mm Howitzer.
- Anti-Armor Missile now costs 50 energy (since it only removes 2 armour, not 3)
- Interference Matrix now also reduces target’s sight range to 1.
- Yamato Cannon damage increased from 240 to 240 (+60 vs. Structures)
- Centrifugal Hooks upgrade split into 2:
- Calloused Pustules (50m 50g, 50 seconds) - Banelings gain +5 life (does NOT require Lair).
- Centrifugal Hooks (100m 100g, 79 seconds) - increases Baneling movement speed.
- New upgrade at Roach Warren: Potent Bile (200m 200g, 85 seconds) - increases damage of Corrosive Bile by 40% (to 84) - requires Hive.
- New upgrade at Cybernetics Core: Khaydarin Matrix (150m 150g, 85 seconds) - increases the starting energy of Sentries by 25.
- Bonus from Tectonic Destabilizers reduced from +40 vs. Structures to +25 vs. Structures.
- New upgrade at Templar Archives: Twilight Focus (100m 100g, 56 seconds) - doubles the damage of Feedback (to 1 HP / energy)
To explain my logic somewhat… the small buff to the Cyclone upgrade aims to improve the unit against what it traditionally used to counter in Battlemech compositions, like Infestors (it will 3-shot them again) and Stalkers (will 5-shot them).
Traditionally, Yamato Cannon would 1-shot terran and protoss static defence, and the +60 vs. Structures bonus will ensure that, while making sure it doesn’t 1-shot soft-counters like Void Rays (the reason why it was reduced from 300 to 240 in the first place).
Originally, Banelings were planned to have a +5 HP buff from the off, but this caused major problems in ZvZ. I suggested locking it behind a new upgrade back then but instead it was wrapped into Centrifugal Hooks. Now it has been split into two separate upgrades (with an equal combined cost), but the fact that Calloused Pustules (+5 HP) doesn’t require the Lair might open up some new Hatchery-tech strategies, since a Baneling will be able to survive 2 Roach attacks with it (it costs the equivalent gas cost of 2 Banelings though). The timing is 7 seconds shorter than the Lair morph time, so you should be able to morph and research the two near-simultaneously without changing standard strategies too much.
The Ravager upgrade is probably the shakiest of my suggestions, since there’s no real strong reason for it, and would be more of a low-league upgrade since professional players have the skill to dodge the shots better. I did plan 90 damage originally, but I felt this would be overpowered given it would 2-shot Siege Tanks, Liberators and Warp Prisms and 1-shot Widow Mines. At 84, the bile numbers will remain the same. It would, however, be good for breaking fortified positions in the endgame, and can snipe enemy High Templars in one hit.
The Sentry energy upgrade competes with Warp Gate and costs a lot of gas, but it will allow new Sentries to cast Guardian Shield the moment they warp in and get a second Force Field faster, possibly reintroducing some Sentry-based all-ins. However, the fact that the Cybernetics Core will be researching without any Stargate tech is a big tell.
Tempests with Tectonic Destabilizers is one of the reasons why mech still doesn’t work that well against protoss, since it’s just a little bit too good at destroying fortified positions and distant expansions, given the Tempest already counters most mech units and are fairly even, cost-for-cost, against Thors. Of course, Vikings are the answer, but overproducing these comes with its own problems. This tunes back the damage slightly so there’s more counterplay. To make sure that Spire forests don’t make a return though…
The Twilight Focus upgrade returns Feedback to its original strength, allowing High Templars to kill late-game spellcasters like Vipers and Ravens. Well-placed High Templars will once again be able to kill a badly-placed Viper. Care still has to be taken though since the unit is very fragile and will die in one hit to an upgraded Corrosive Bile. This is normally a late-game upgrade since you’ll want to research Psionic Storm first, although I can possibly see Twilight Focus being researched first in PvP games if the opponent has gone for a large number of Phoenixes, say.
Of course I’m not expecting these to be accepted en masse, but if even one or two of these gain attention and consideration, I would be beyond grateful.
ADDENDUM: This was posted at exactly the same time as 5.0.11 went live.