@ Fulcaris - Space Marines are supposed to field the lowest amount of troops, and they are currently the most rigged. only another space marine player can kill a marine player
Alrightey, with a lot of testing here are my suggestions:
Overall
Decrease all infantry's capabilities to do 2-3 hit kills on vehicles. Especially high cost vehcles such as Predators.
Decrease amount of supression recieve at long range
Increase Turret Health (Includes Tech Marine Turret Hp and Mekboy Turret Hp)
Increase Pop Cap of Tyranids by 40ish, Orks 30ish, and Eldar 10ish.
Space Marines
Global: Reduce zeal cost of summonable Terminators from 650 to 500 (Applies to Force Commander's summonable Terminators as well)
Global: As you said, increase amount of time training/upkeep etc. However, i recommend increasing the amount of time training by 1/4, and increasing upkeep marginally, and also setting the max req rate to 325.
Global: For all vehicles, perhaps add the Power of the Machine Spirit ability. During the duration of this ability, the vehicle fires faster, and takes reduced damage, but moves slower. Or perhaps just give the Techmarine something that buffs Vehicles offensively/defensively (other than that Blessing of the Omnissiah)
Terminators: Fix their 130% damage against vehicles. However, keep them moderately effective against vehicles. After all, they DO have Thunder Hammers
Tech Marine: Fix the NORANGE bug on the Powered Shot ability
Scouts: Keep their upkeep lower then Tacs and Devs, fix their Cleansing Flame ability.
Increase power drainage using infiltration WITHOUT a Sergeant. Possibly have a Chainsword/Bolt Pistol melee Scout Squad.
Space Marine Drop Pod: Perhaps decrease the Zeal cost of the Drop Pod to 250.
Scouts Contd.: Decrease the damage of their Sniper Rifles vs Heavy Infantry
Devestators: Decrease suppression capabilities
Assault Marines: Round off power cost to 50. Slightly increase health.
Razorback: Change projectile to be the same as Dev's heavy bolter projectile
Vanguard Marines: Decrease their capabilities to kill vehicles in several seconds, but keep them moderately effective.
Sternguard Marines: Possibly add a weaker version of infilitration?
Predator: Decrease accuracy of it's autocannon, change the sponson heavy bolters projectiles to match those of the Devestator heavy bolter projectile
Note: If the Predator is shooting at close range, the autocannon projectile sort of freezes in mid air, u see it for 1 frame and then it explodes. looks rather bad imo
Orks
Lootas: NERF THEM. Only allow two members of the squad to carry heavy weapons, set a 2 limit on them, something. ATM 4 orks carrying something resembling an automatic lascannon is ripping through space marines
Looted Predator (Yes, its a Pred not a Leman Russ): Suggest making it's autocannon fire faster.
Killa Kan: Possibly increase health a tad?
(Havent really played as Ork against other people enough for a complete review)
Eldar:
Global: Make Eldar less swarmy while dealing more damage
Guardians: Decrease Shuriken Cannon's ability to insta supress
Stormguardians: Theyre listed as melee units but they use their invisible(?) shuriken pistols as their primary weapon
Dire Avengers: Give them more wargear options to counter vehicles or make them dedicated to slaughtering infantry
Banshees: Add more wargear options i.e. executioners (they were in the campaign i believe) Make them slightly more durable.
Far Seer: Fix Psychic Storm's overpowerdness
Rangers: Possibly make Sniper Rifles a wargear. They would start out as a Scout/light melee specialist until you upgrade to Sniper Rifles.
Wraithlord: Increase health?
(Not really a complete review, played Eldar only a few times)
Tyranids
Global: Fix enemies ability to gain Zeal/Waagh/Psychic Powers from stolen Synaptic Generators
'Gaunts (Horma n Terma): Increase squad sizes, decrease cost to 250 req, increase fodder death return to 70%
Warriors: Decrease Price from 500 req to 400 req. Possibly decrease their overall stats as well.
Not sure which Tyranid unit this is (fairly sure its warrior) but a 4 man squad armed with Spore Mine launchers deal insta supression. Reduce this.
Zoanthrope: Either increase the cost or decrease it's damage. ATM it can one shot kill around 2-3 guys. Rarely misses. Can take out one Seer Council member in one hit. Perhaps knockback and deal less damage?
Carnifexs: Change the ucs for all of them. They currently either use Carnifex or Screamer Killer as their name. Are the two melee Carnifex's the same? Does the Carnifex's Regenerate ability increase in power as it levels up?
Increase cost of all the Fex's upgrades slightly.
Lictor: Perhaps move him to Tier 2?




