New version SWLandWarTMRebalance (v44) is available.
The biggest and most significant change during this time is the addition of massive units known as "Destroyers." I’ve named them "Terminus." These are powerful engines of destruction boasting immense damage output, regeneration, and a massive health pool. However, their long-range guns and missile launchers have a slow rate of fire, so sending them blindly into a frontal assault is a bad idea. These units can only be built at Quantum Gates and come at a very high cost. They aren't a "silver bullet" for victory, but they do have the power to turn the tide of battle.
For obvious reasons, it is advantageous to build them using fabricators in Quantum Gates—surrounded by mass—due to the discount.
The next major change involved the cost and construction time of the nuclear missile itself. Both were increased significantly—so much so that using engineers to assist construction is pointless (the silo's own health also increased manifold; nevertheless, the missile takes 11 minutes to build). Furthermore, the missile silo can only be built on a hydrocarbon slot. This presents the player with a choice: invest resources in a nuke for the chance to destroy a large amount of the enemy's mass, or build a mass fabricator on that spot to generate resources.
In my view, these changes have had a positive impact on gameplay. The tactical significance of the Hydrocarbon slot has increased, and new possibilities have been added to the endgame.
Minor changes:
Tier 2 mobile missile launchers have gained greater range and a higher price. They now deal more splash damage, making them quite effective despite the presence of long-range Tier 2 and Tier 3 units.
The UEF's T2 "pseudo-unique" missile station has received increased missile speed, and each missile now has more health. Its cost has been increased. This should make it a more powerful weapon than it was before.
Each faction received one "new" pseudo-experimental unit. These are existing units that have been scaled up in the blueprint to fill missing niches.
The Cybran T2 stealth field was removed from the factory and became a pseudo-experimental T2 unit. It now costs 5,000 mass and provides a large stealth radius. This change was made to prevent the Cybran faction from dominating too heavily through invisibility on large maps, where it is physically impossible to build enough radars to cover every area (after all, we are playing on 20x20 km maps).
Fewer Mongoose units fit inside the transport. Their ability to fire at long range—and from within the transport, no less—turned this "ghetto gunship" into a potent area-control weapon. It’s a cool feature, though it’s been somewhat toned down now.