I just got done playing through a 30+ minute game on NanoArena, 4 FFA, which ended up in total stalemate between me and Day.
I want to say that this had something to do with my skill and knowledge of my mod vs. Day's no-doubt superlative micomanagement and tactical skill, however, this is not the case.
Instead, it played to a draw largely on the current balance of the mod, which in the end allowed the unit-spam on both sides to more-or-less cancel each other out. Day would've eventually won, I think, but it just didn't have any climactic moments, and frankly, we all got bored.
This is not why I've worked on the mod for 10 months

So, frankly, I need to tear up the game design and make it work- it's a really cool technical experience with awesome FX, but it's a boring game that too-easily leads to nowhere fun. It's obvious to me that it's not just a matter of minor buffs here and there.
I'm open for suggestions, folks. Here are a few options I've thought up:
1. Make static defenses that are powerful enough to eventually spiderweb and take territory with. I'm working on that angle right now, actually- I knew that the game design needed something like that, and I've been looking at it for some time. Holders in the current version are a pretty good defense, backed with just minimal spam, so I figure that what is needed is offensive turrets- the equivalent of a Bert or Tim. Having these available (albeit at a high cost in time) would allow people to eventually take territory.
2. The Demon, or something even heavier than that, might be needed to force assaults. If anybody has specific ideas, I'm open to them.
3. Get rid of chain-death for most units, so that offensives don't stall nearly so often. I've gone back and forth on this, and while people say they like it, I never see anybody playing the mod, so I strongly suspect those same people aren't playing the mod

4. Bombers, for finally bringing back an offensive air capability to aircraft. Wolves have been neutered for quite awhile, because players don't like getting owned in the first few minutes. So, therefore, if I put bombers in, they need to take quite awhile to build- then be worth it.
5. Mobile mortar units, with enough range to crack through static defenses.
6. Some sort of nuke-like weapon for decisively clearing out mindless spam herds, allowing for genuine manuever.
7. Somehow using metal spots and/or geos to force players to play a slippery-slope game of map control. Personally, I'm dubious about this- I'd rather introduce MRPCs and LRPCs, frankly. But I'm open to arguments about this.
8. De-nerf... whatever. A lot of units have been nerfed and de-nerfed over time- are any of these things really decisive? Right now, I think the SpireRook may be fine as an offensive unit, but it's too expensive... the SquareRook is very powerful, but isn't quite doing it for crowd-control... and the Demon feels much weaker than its cost should make it, even though it is still far and away the most powerful unit in the game. And Knights are currently being hurt by chain-explosions very badly, blunting their effectiveness, and may need a boost in some other way, so that they can be decisive again.
In short... I think I balanced the mod too well for spam vs. spam encounters. I didn't leave enough room for tactics or strategy. I'm not happy with the results. Any opinions about how this could be addressed would be useful- I'd like the mod to get played, and I can see that's not going to happen until players have a more clear way to achieve a win than simply grinding their opponent's spam down, an inch at a time. Many things about the mod work pretty well at this point, but it just doesn't have enough decisive stuff that players can pull out've their hats and win with.