We have enough of bug thread. Let's talk about balance thread. Here's some lists I want to pointed out.
First of all, general balance suggestion. What's so good with new units if we can't use old units properly? I don't want a new half-baked cake. I want old fully-baked cake! So my stomach does not suffer!
1. About carrier too good and light Frigates too weak issues: https://forums.sinsofasolarempire.com/331461/page/3/#1979766
Change flak frigate's attack type to light (get rid of that silly very light anyway)
Buff light type attack against very light: 100% to 150%.
Slightly increase HP and shields of light frigates (or cost reduction)
2. About illums overpowered.
First I thought "just nerf illums more." But I think buff other LRMs are better idea (if we implement the suggestions above)
There are research for LRMs and As for more damages with AOE. Make them available in three military lab, make them a lot cheaper (About 600 credit) and shorter the research time. No one currently uses this research, no one has seen this a lot (even many experienced people have no clue about the visual effects of these ability, since they had no chance to see them. Vasari one is like green beams if you want to know) I tested myself, and I think it is great, making LRMs and As about similar level to illums.
Or maybe further illum nerf is not that bad idea
.
Now Expansion suggestions.
1. Mines : Mines are broken; with enough time, you can virtually mine the whole planet and there's really nothing you can do about it quickly. And they are powerful enough to wipe out a bunch of frigates with ease. The scouts are almost useless ; they die too fast to concentrated fire from other frigates and fighters and revealing area is ridiculously small. Also it is not possible to command attack command to mines since it reveals flickingly. Here are my suggestion.
-Greatly increase senser range of scout frigates (like 7000) so they can be effective.
-Give capital ships ability to spot mines as well. Maybe shorter range than scout frigates. The thing is scouts die fast to concentrate fire, thus this gives less microing requirement.
-Stop this flicking mess! I can't attack order mines and it is tiresome already!
Heard that mines will use tactical slots. Good to hear.
2. Starbases. They are immobile, relatively short range, and not so useful other than sitting there. See related discussion : https://forums.sinsofasolarempire.com/333087
My own thread for Starbases: https://forums.sinsofasolarempire.com/333308
-ALL factions' must be movable, while Vasari one being able to do phase jump. If Vasari one uses more than 4 upgrade slots, the phase jump ability should be disable to prevent imbalance.
-VERY slightly increase the range of Starbase, to.... ah, little bit less than TEC LRM's range. MORE of that will cause imbalances in certain situation (guardians, nuff said)
-The cost of upgrades of starbases should be incremental. The cost is too high to be good in early to mid, and dirt cheap in late game. Start from cheapy 500 credit, 50 metal/crystal for any first upgrade, then increase the cost of ANY second upgrade (so users can't spam cheapy upgrade cost for various abilities) The final upgrade cost should be like 5000 credit with good amount of resources. (see discussion below)
-They need to be built a bit slower (see discussion below)
-What the hell Advent one having planet bombing thingy, get rid of it and put different weapon!
3. Anti- structure cruisers: can you give them some wimpy guns like siege ones have? They act funny due to lack of normal attack weapons. (see discussion via link)