Further testing info
-- ??exploit found?? combat reclaim is insanely fast, to the point that massing engy's would be better than land units at t1, possibly t2, engineering stations (the hive incredibly so) can easily devour swarms of units if you give the orders
--Uef cruiser dps is something around half the output of the seraphim one, across fewer projectiles, 15 dps for a purely anti-static weapon is really bad if your opponent can get a shield or two up even without anti-missile, seraphiim one is valid at anti-structure still , so more a Uef problem of not being able to actually break things before a shield and a half dozen TMD get put up to stop your missiles
Cybran and UEF have really bad expansion and ability to reach t2, it's really effective to speed an acu teching up with Aeon or Seraphim, but due to linear decline of build-power as you add engineers UEF and Cybran fall really far behind in terms of buildpower on any kind of large project in tier 1, or when they need to build things outside the range of already built engy stations
basicly Aeon and Seraphim get to add 4+4+2+1+0.5 etc.... to build timers, where UEF and Cybran are stuck with 2+2+1+0.5+0.25 etc....., add in some hiccups with extra build time per each individual unit coming off of a factory (about 1-2 seconds average)
one of the most impactful things in this regard is Seraphim and Aeon split-push bases
in about 2-3 minutes a single t2 transport of engineers can get 6+ factories to start producing tier 1 units
it takes about 4 minutes for UEF or Cybran to get an un-upgraded engy station and a further 2-4 minutes to get factories up to match, expansion both eco and military wise suffers due to the discrepancy
it gets worse when factoring that the superior building capability is also backed by double-tiered RAS, a massive boost to early t-2/ late t-1 economy
---our possible fixes if it helps were if possible,
eliminating declining Build power to make the numbers line up so that "swarm" engineers aren't left in the dust as soon as multiple stack on a build,
reducing the build time of engineering stations so that UEF and Cybran can get to building quicker and expand in the mid game, reductions to the BP of build stations might be needed later if this is done, but it would require testing to be sure
or the simplest would be to just make the t1 engineers all use 4 BP as a starting point, Aeon and Seraphim maintain a signifigant edge in the case of starting up bases and small-scale builds such as single or double mass plots, but lose out once engy stations get involved in bigger bases/ triple and quad mass plots
--ishlovoahs using less transport space than other t3's has also been ridiculously dangerous, dropping a single transport with 8 loaded upp ontop of a section of eco is basicly impossible to stop without t3 AA, due to a combination of really high HP on the bots (flak won't deal meaningful AOE damage to them unlike how it shreds most t1 and 2 units in transports) and the transport itself being able to tank t1 AA/flak AA, or interceptors more than long enough to go where it wants and drop off its payload
---final issue is t1 arty in larger numbers can rush past armies without bothering to actually fight them pretty often and just focus on nuking your economy buildings, maybe just lower the HP so that you can be encouraged to use them as artillery instead of using them as swarmy building nukers?
Positive notes
Cruisers no longer wipe whole land armies on their own
and submarines are able to do their job rather well without threat of cruise missiles swatting them
-as always making an effort to say that while we found a bunch of issues the mod is really interesting and we had a ton of fun with it, just kind of hard to make points about positives without basicly repeating your description of the mod back to you