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Main points of interest:
Cyborgs do more damage than their tank variants. New Cannon, Rocket, and Flamer cyborgs added in Beta campaign. Heavy Gunner cyborg is based off Medium Cannon instead of Light Cannon to be of better use.
All Nexus units spawned or manufactured use the internal sensor "NavGunSensor".
Gamma 9 hack event tweaks and fixes. Mega VTOL anti-cheese abilities added to the HQ, VTOLs not initially blown up anymore upon seeing the final base.
Various improvements to some VTOL weapons from previous balance update. Enemy VTOL wave spawn amounts tweaked to be more forgiving where necessary.
New Depleted Uranium Mk3 upgrade unlocked during Gamma 4 artifact tech so Assault Gun can be not too shabby up to Pulse Laser (which obsoletes AG and Inferno at the same time).
First Scavenger factory on Alpha 8 rotated to face North rather than South, preventing units sometimes getting trapped behind the Cannon Tower next to the factory.
Cyborgs are fairly exciting now. I even used them on Gamma 9 (both Normal and Insane difficulty) now that they are on par with Rail Gun, Scourge Missile, and Pulse Laser. Also the new Sniper, Tank Killer, and Thermite cyborgs in Beta are very useful and I can attest I used them to great success throughout Beta and Gamma (the game truly missed the boat on their usefulness by only giving an AG cyborg upgrade mid-Beta, leaving the player with Alpha cyborgs until the end of Gamma). Alpha cyborgs are also stronger, the best upgrade was done to Heavy Gunner cyborg so it at least functions by Mid-Beta.
Probably my last campaign balance update, at least for a long time. I am quite comfy with it, along with the structure update--which pastdue thinks is the greatest thing of all time 😄. So alfred007 can chase whatever minutia of the 1% is left when he gets the time.