DT's definitely don't need less armour, as they're already disadvantage by being one of the only melee units in the map and usually the focus of target.
You've made it more advantageous now to kill workers rather than armies. We'll see how that plays out.
"Cost and rate of fire upgrades halved" - Really not necessary. If anything, stat upgrades should be increased to make the game more variable.
The additional team stat options don't make any sense. "Life" should give more HP, not more armour. The "Range" option you haven't actually given a range increase! And overall, the bonuses should literally ONLY give bonuses to what it says, and not reduce other stats.
I'm not sure whether faster tank undeployment for one team is good. We'll have to see.
Lighting should be bright and cheerful to make it more attractive and not cast a sense of dullness.
Siege breakers stats (by my understanding) are a 50% increase over regular siege tanks, but for double the price of siege tanks. Decreasing weapon damage by 10 makes it unbalanced.
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Changes I think should be made:
In general siege should be more rare, as at the moment, everyone just gets siege when they can. Siege should be more expensive, +50%?
Heavys should be as fast as marines. They lag behind from the army too much for them to really be useful outside the base.
I still believe you should be able to build more workers (maybe in the form of probes). Whilst SCVs regain the ability to use a forcefield.
Pretty good nodgene :) but I have a few concerns.
DT's definitely don't need less armour, as they're already disadvantage by being one of the only melee units in the map and usually the focus of target.
You've made it more advantageous now to kill workers rather than armies. We'll see how that plays out.
"Cost and rate of fire upgrades halved" - Really not necessary. If anything, stat upgrades should be increased to make the game more variable.
The additional team stat options don't make any sense. "Life" should give more HP, not more armour. The "Range" option you haven't actually given a range increase! And overall, the bonuses should literally ONLY give bonuses to what it says, and not reduce other stats.
I'm not sure whether faster tank undeployment for one team is good. We'll have to see.
Lighting should be bright and cheerful to make it more attractive and not cast a sense of dullness.
Siege breakers stats (by my understanding) are a 50% increase over regular siege tanks, but for double the price of siege tanks. Decreasing weapon damage by 10 makes it unbalanced.
-----Changes I think should be made:
In general siege should be more rare, as at the moment, everyone just gets siege when they can. Siege should be more expensive, +50%?
Heavys should be as fast as marines. They lag behind from the army too much for them to really be useful outside the base.
I still believe you should be able to build more workers (maybe in the form of probes). Whilst SCVs regain the ability to use a forcefield.