Here is the first annouced version of my autobalance mod ! look for aaProtoV04-2.3.8-iluMV01.wz in my folder
This will probably be my personal candidate for the 2.3.9 balance.
What is it ?
It's an automatic script that reevaluate a total of 211 weapons, bodies and defense structures (all those you can get) starting from raw stats files and adjust them so they all fit the exact same strenght/research time rule.
It does not garanty that every weapons will be totally egal all the time. Dont worry, there is still a game

. Design "synergy" between components, weapons modifier (AP vs cyborgs), all the research upgrades, timing and map specificities are unchanged. But that garanty that overall, all weapons will have their good share of opportunities to shine.
What changed
ALL the 211 "components" !! But 50% of them receveived a global change of less then 25%. If we observe that some 1 minute upgrades gives 30% boost, rhat's not that much. Only 70 of them enter the club "50%" lot of them are being the stuff that we dont really use. EMP weapons, command turrets, nexus link, later structures that we never use... are all in that 70 components. I did all i can to make the equation follow both the source code and the actual balance. Lot of testers told me they never saw any change. But here is the major one :
Overpowerful flames : Incendiary mortar, incen. howy, inferno, plasmite and thermite bomb bay all appeared OP and received a serious nerf. That
does not affect : early flamers, thermite borgs, phosphor bay and plasmite bomb bay. I think the next step is to talk about game design... do we want all flamers to be specialised to have huge splash ? Or does we gives flamers players a more generic, bigger range(?), direct weapon ?
Overpowerful heavybodies : My script found that most medium and heavy bodies were slightly overpowerful. Not that much, but enough to convince all players to favor heavybodies all the time. I guess we all knew that... But it stop
here, you'll have to chose depending of your design ! So here's a recall : Heavier bodies have A) better engine. B) Better armor. C) More HP. But now they cost just enough that if you dont need those qualites, you might be better on a lighter body. That will make the armor amount fluctuate with different strategies on the battlefield. This will also improve the consequences of your weapons ROF. Higher ROF mean better vs low armor.
Vtol weapons
I found that, early weapons that are researched before vtols were artificialy boosted for vtols a bit too much. Even if i take into account the research time of the vtols instead of the weapon to make the equations. I believe the guy that made those weapons boosted them (nice) but failed to take into account the higher weapon upgrades. Just to warn : you might be deceived by you minipod or single mg vtol

. On the other hand, standard (non incendiary) bomb bay got a nifty boost. You will get for your research money I guess.
We all know that most AA weapons were deceiving right ? So thinked the autobalance script.
Structure progression
There was a "tradition" in the structure file, to treat all bunkers as the same body (same HP, same armor, same price). while at the first glance it might look like a reasonable idea. It actualy suck... that make the first bunkers you get super efficient and the one that you get later (say AG bunkers) totally useless. The turtling strategies was super inconsistant during the game. Now if you research a new structure, you'll know you'll get for your money. (which might be not that much in some cases...)
Banana shaped progression
I found something very consistant in the game : A sort of banana shaped progression. You start low... then you increase fast, you get a lot stronger you get that heavy cannon and then... then nothing

. You fall into a staled game where you progress extra slow and where, if both side still alive, none will really get the advantage till a long time. This mod have normalized that progression. T1 weapons are around 20% stronger, then end T2 weapon fall around 10% weaker. but if they have not giving you the victory, the end T3 weapons with a serious boost, will probably do in those situations. Heavy lasers, nexus link, archangels and the railguns branch will get stronger now.
Testers and feedback
I'll be happy to have feedback of all genre. If you feel something is too much powerful/weak feel free to tell it here. I'll be happy to fine tune everything.
Heretic 2.3 improver and proud of it.