Kol Battleship:
Health/DPS/Armor: Sure, it is supposed to be a tank.
No to SC on this or anything else. I think they finally got it right.
GRG: No. You are sidestepping the problem. Boost its power so you can use it mid-game and still get good results. Make it knock down mitigation or something so you could punch through enemy shields. Honestly, if that doesn't happen in the actual game or GRG doesn't get some super damage boost or a special ability, I'm sticking this on in my mod.
FB: No. Give it a bigger range or reduce it to say 75 AM. Don't make it twice as powerful.
Radiance Battleship:
Health: Maybe a bit..
DPS: Sure.
Animosity: I'm okay with that, though it just doesn't feel right... Maybe something else, but idk... Ani needs something...
Kortul Devastator:
Health/DPS: Sure.
Jam Weapons: That would be interesting, but you would need to change the name to something else... Overload Weapons? I don't know if this would even be good..
Capital Support:
Dunov Battlecruiser:
Agree
Rapture Battlecruiser:
Domination should stay the same.
Antorak Marauder:
No to Health/DPS upgrades.
Yes to DG.
Capital Planet Killer:
Marza Dreadnauth:
Yes to incendiary shells buff.
Revelation Battlecruiser:
No to SC, yes to Guidance.
Vulkoras Desolator:
No.
Capital Carrier:
Sova Carrier:
No.
Halycon Carrier:
No.
Skinatra Carrier:
Redux SB's cooldown and AM cost slightly, but that's it.
Capital Colony Ship:
Akkan Battleruiser:
- Targeting Uplink: Maybe.. Idk... I don't ever use it...
Jarrasul Evacuator:
- Colonize: Sure.. It needs a boost...