Played about 8 hours of MP last night with DRB. Played lots of rush scenarios and did some extended testing on a number of things.
Made a lot of balancing changes, besides stuff that's been announced here previously.
1. Decreased buildtime for Pillbox. Increased costs, dropped buildtime for Machinegun Nest. Note that these two units may get cut, or change their roles, in the fairly near future. We didn't get to test the new World Builder cities last night, but we'll get to that next week, and I suspect that it's going to change things. When you can just plop down bunkers, and put infantry in them... it's going to be a very different game.
2. Increased hitpoints on Heavy Shell, Heavy Mech, Soldier Shell, Laser Tank, and several others.
The Laser Tank and Soldier Shell are the biggest changes here- they're both fricking viable again, after being totally useless cannon-fodder for some time

You still can't charge multiple Resistance infantry who are prone, and expect good things to happen, though
3. Used Slopemod in MoveTypes to reduce the amount of slowdown on steep hills. Really helps, on maps where Engineering Teams need to hot-foot to a number of Ancient Facilities, and the terrain's nasty.
4. Increased movement speed of Engineering Teams and MegaConstructors.
5. Made various economic changes, including faster build speeds for LandFactories, Advance Bases, and Air Bases. You can and will expect to see fairly large swarms of units, especially from Overmind, once they get rolling.
6. Increased decloak radius of Resistance infantry up to 350, decreased their initial range. Big change for them, they're a little easier to spot, and can't completely destroy a rush on flat terrain now. They were taking out heavy rushes by Tanks and even Artillery Shells being micro'd weren't all that effective. Only way to remove them was to use a MortarTank or one of the two bigger Cannons, which we didn't think worked very well at all.
7. Increased capture rate of Engineering Teams, to better-balance for rush strats.
Overall... it started out with lots of big problems, and ended feeling a lot more balanced and nuanced. Early game on small maps is really hardcore now, too- you can expect combat in the first minute, and if anybody seriously screws up their build order, they're out in three or so. I like that. Newbies can play big maps with lots of chokepoints, like they always do, and I'll provide a couple of those.
That said, I think that the ideal small map is just a wee bit bigger- a 10X10. Going to use that as the standard, and rebuild Mesa City (that earlier World Builder demo).
Lastly, I'm going to go ahead and implement a tiered system, where each Factory can be upgraded to tiers 2 and 3, so that certain units may not be built immediately during a rush, which will prevent certain nasty things from happening. Price points / time points TBD, I haven't written the code yet. For AIs, I'll probably have "easy" and "hard" mini-mods, where they either get the upgrades very, very slowly, or get most of them immediately, for greater challenge.
The flat system, where you can build everything at the start, simply isn't workable without disturbing some of the long-term dynamics.
RAI was playing Overmind quite well, with the new map system, and was very aggressive about taking and holding terrain. I will try and see if I can get anything (probably NTAI, if it doesn't have crippling performance problems any more) to really play Resistance decently, I can't get RAI to play it well, even if I give it practically unlimited resources. It's either that, or a simplistic cheating Lua AI.
The only major issues that are somewhat philosophical is that, after very extensive and lengthy testing, it appears that Resistance assault forces performed very poorly in their assigned roles, if Overmind can get to the point where it can stream large numbers of tier 1 things. Resistance has no effective answer to Overmind's static artillery, either, until players can build Ion Lasers (which should, imo at least, be a game-ender). So, both things will need some creative solutions- I think that the Resistance MBT's role will change to something different, so that it handles swarms better while advancing, and a new unit, the T.R.O.L.L., is being built, to also help things out a bit.