Fast-W:
What I say with my demanding opinion, uhh Freaker/Zippers are fine, freaker may have lower damage rate for the moment, but nothing too serious. I'm sorry but if Freakers and Zippers were any more weaker, they wouldn't be fast attack(Rush take out single artillery and run), they would just be harassers, you could make a level 1 zipper, and level 2 zipper at two different levels of strength, but that would seem strange? Fleas in Xta were meant to be a high damage unit, with high speed, and good climbing. Hence the Arms fasted and most dangerous unit in swarms, against no flak bases. Why do fleas not get built then? The build time is terrible, which is why the Flea is not seen unless used to spot for snipers!
Scouts:
Air scouts as far as in Ota Strategy, was great for, just spotting where he was, or flying over an unprotected anti air base to never get hit. It also was high flying compared to other Ta Units, which would suggest that it shouldn't be shot down by llts. I thought that the air scout was killed in 2 shots, and had a very good chance of just flying over. So what should we do with the scout, buff its hp to survive another missile, and make it fly higher then bombers. Making it high flying once again demands flak cannon because the speed of which missiles fly are rather slow to the speedy flak. I think Weasels and Jeffys should outrange their instigator/flash allies by a range of 230, that would make them used abit more, I guarantee it, or make them lamely cheaper, so they can just spot the enemy and then die.
Radar:
Just Don't care, i memorize must of where everything is without its need any. :p
Bombers:
I like level 1 bombers, they do excellent against Porcers, in fact, i didn't go level 2, because i didn't need it. I think bombers weapons still need a 33% increase in damage area effect to make them have an actual bang effect when they hit the ground, making them anti cluster too. Level 1 bombers do their job, level 2 may do it better and shoot planes down as well, but as for cost, nay. I never seen a problem with level 2 gunship swarms, why do they keep getting nerfed, Do not nerf them anymore, and make level 1 gunships not target air targets, so fighters must be used as meant to be.
I would say yes, lets do the color thing, i want my pink nano frames, although it may break Xta's tradition? It is fun right? Does it do anything to game play? Does it change the feeling? I then would say no, only approving i am confused. Maybe For Xtaids, because thats where fun starts.
The Pyro is great vs. level 1 units, godly if they just sit, but they are actually very weak against heavier level 2 units, if Arm just could build some just send in planes, or build two hlts, it could solve the problem. But lower their hp by 100 is fine by me, they get that easily in experience.
Cann:
I will EXPERIMENT with a slight beef to the dps of the cann.
The Can, *breathes* my favorite unit, *breathes* is a strange unit indeed. Its cost for Hp is great, but its range is average, and its damage could be almost too weak. But the Leveler, Fire tank for core, has more hp, 3 times higher dmg rate, and moves faster! As for Cans, cant even climb very well anyway. maybe making these two units meet halfway, could fix the problem.
Progress: Exclamation
Good for the Raven, im glad this happened. I was tired of team killing Ravens.
This was a big problem for me when i used to play as arm, hopefully this will bring them back into the game more with out player shredding up there keyboards lmao.
You mean Hammer and Thud, better increase range of stumpy and raider saswell, or kbots will dominate too much over level 1 tanks. Wait Level 1 artillery, i never remembered this.
Vtol:
Hurray! Now I can not do my cheap god strategy of doom.
Flak:
I used to have them both black, but you made the smoke Grey, and i thought it looked funny, maybe bigger smoke will help.
As allways post ur ideas n thoughts of ballance issues below. Sorrey for the big read lol
Glad i can Help, and sorry for the big read.