First of all props for the impressive work! The game is a lot of fun, and even though it might not be inmediately apparent to everyone I think you've introduced some brilliant ideas and improvements for Reborn's gameplay.
I'll post my 2 cents concerning some things that stood out to me.
A. GDI Juggernaut / Nod Artillery
Starting off with the biggest issue I see, the artillery units are simply way too good in straight up combat.
I haven't tested all possible lineups extensively, but I'm pretty sure a deployed Juggernaut / Artillery beats any other unit save the Mammoth MKII in straight combat.
Fortunately you managed to give both units just about exactly the same amount of raw combat power (which is impressive considering differences in weaponry), so there is no issue in terms of faction balance. I do believe though that the characteristics of both units should be reconsidered, else they might start dominating gameplay soon.
Changes I would suggest:
- Drastically reduce (splash) damage against infantry. If you have a juggernaut and see a cyborg commando coming you should want to be PACKED as you want to get the hell out of there! Instead as it is right now you'll want to be DEPLOYED as you will give the cyborg commando an ass-whooping.
- Reduce splash damage against vehicles. In TibSun, any enemy vehicle was a threat to a deployed juggernaut. We don't want the juggernaut to be useless against vehicles though. So how about reducing splash damage, but keeping a good damage output for direct hits? Skilled players and players targeting stationary targets should still wreak havoc, but outright dominating enemy vehicles in 1on1 combat should be less common.
- Reduce weapon spread to offset the above mentioned effect and to give players the chance to deal good damage to targets if said targets are immobile or stationary.
- Increase unit HP and / or armour. I remember that a deployed juggernaut was in trouble if enemy vehicles attacked it, but I also remember it being able to tank quite a few hits. That helped it survive until friendly reinforcements could arrive to protect it.
B. GDI Disruptor
I should say the unit is balanced quite well already, but I do think that damage output is a tad bit too low as I think I saw a friendly Titan do about the same DPS to the Nod PP today. The Disruptor is more expensive and has to move into close range for it weapon to be effective - considering these characteristics I would expect the sonic emitter to really wreak havoc once it does get into firing position. The same DPS as a Titan is a bit underwhelming though.
C. GDI Orca
As other people have mentioned, having only 1 load of 8 missiles feels...strange. I must say that the way the orca can hit and run feels very good, and it does just about the right amount of DPS too. It's just that I keep waiting for more missiles to load every single time im back at the helipad, lol.
D. GDI Ghoststalker / Nod Cyborg Commando
I'm really impressed with how you've managed to balance these units! It feel almost perfect; they are powerful units, but not as dominating as they used to be.
People who know me will already have guessed what I'm about to complain about though. It's about the fact that there can be only one of each, and about the way in which players consistently hug them for the entirety of the game - sometimes for many games in a row (* cough * Silverlight * cough *).
IMO it's too easy to keep hugging the GS / CC once you've acquired one, as the unit's combat power is more than enough to have a steady income of $, and if the enemy manages to kill you you can respawn and re-buy the unit in like..5 seconds? That's the only window of opportunity for other players to try and have a go at using the best infantry class around.
Players using the GS / CC will tend to refrain from participating in aggresive gameplay strats though, and they usually use every lame tactic they can come up with to make sure they stay alive so as to reduce that window of opportunity for other players to run the GS / CC to 0. That bothers me, whether said GS / CC is friend or foe.
Moreover, you might recognize the feeling of friendly competition that sometimes comes with the struggle for the MVP title, or the drive to achieve a K/D on which you can look back with some pride. Yeah, it's all point-whoring and kill-whoring anyway and no one really cares etc. etc. Still, I'm sometimes not sure what to feel about GS / CC users topping the game's lists. That's because if the GS / CC was hugged for the entire game by the same player, there simply was no way to compete with them on fair terms.
I wish I could come up with a solution for this. I do support the build limit on the CC / GS, because having multiple copies of them running around would also be weird. Meh so yeah idk.