I am going to put some stuff that might be relevant to make the units not trash tier in the first place and maybe shift the meta to a more dynamic state.
I. Intel->Decrease sonar's hp with 80%, it's quite bad that omni has to be shielded, samed, pded, etc while having a pool of hp to get sniped by a t1 bomber.
i am not saying it's bad that it's the way it is but it's surely strange that sonars have 1.5-3k hp and while this is explained by only uef having mobile shields to protect it, making it more critical to snipe will make you pay more attention while being aggresive and punish low apm/low attention spam considering navy isn't much of a contestable kiting show (with a very few exceptions)
II. Atlantis->yeah, i saw the changes on git but really? that is literally the worst exp in exitance from 2013, unless it's some memy setons, this unit is omega trash for it's cost.
the problem isn't the fact that it literally is better to make a bs instead with the mass but the fact that it dies to 2 zthuee drops or any sort of gf.
my options are of changing it are as it follows:
a. double the depth so nothing with gf can hit and increase it's cost with 50% mass wise, but i don't think this is possible since it requires some layer changes as well.
b. classic approach, give it fatties shield, increase damage output with 20%, and increase the mass and e cost by 30%, maybe now someone will actually try building it in an actual game.
c. steal the change from eq and give the possiblity to build while being on the move.
III. Air grids->those are op. my approach would be decreasing t3 pgen adjacency with like 25-30% so people couldn't really spam ten million asfs to begin with. If considered that would require also any offensive air nerf with 15% in buildtime to prevent omega aggresivness and force players to take fights on some better defended locations.
IV. t1 subs-> those are omega bad if not probably one of the worst units in the whole game, their problem is that they cost too much while being irrelevant starting from min 5 and min 0 if the map doesn't have underwater mexes.
the idea of their rework is to either increase their hp with 2x and take away their direct vision range, followed by 20% damage decrease or make the crystal guns with the same amount of hp and damage but with the condition that those can't seen/detected by anything on the water/in the water with the exceptions of subs, sonars, omni, however they have to be dected by spy planes.
you don't need any replay ids, those issue are there for last 10+ years and everyone knows about them directly or indirectly, any replay is a good replay to see how beyond bad those issues are