Did a unit balance/matchup testing session with Watser.

Bug: (patch 152) If you have a Devastator under the effects of the Zeppelin's "Fog of War", and then put it into siege mode, the little supports that come down are not cloaked.

Possible Bug: Air mines are still completely visible to enemy players. Is this intentional?

Possible Bug: The Juggernaut seems to have a very long "aggro" range. It kept wanting to wander away from where it had been sitting peacefully, despite being well out of the range any other unit goes hostile. Will need more tests to see if this happens regularly.


Display Bug: The cooldowns and durations for cloaks are listed as the same for all units with those abilities, both in skirmish and campaign, but the actual duration of the ability does not match the cooldown.


Unit matchup results

- Troopers easily beat equal support of Warlocks
- Uncontrolled, Troopers can actually beat equal Support of Armours. Controlled with focus fire, Armours beat Troopers.
- 2 Hunters beat 1 Devastator (without siege), but 4 Hunters are crushed handily by 2 Devastators side-by-side. (No micro was used, and the Devastators did get a shot or two off in siege mode first.
- Hunters beat Imp Fighters in equal supply.
- Warlocks are possibly stronger naval units than Ironclads. Equal recruit costs of Transports are crushed completely under the firepower of Warlocks.
- I did not think to test Warlocks versus Juggernauts.
- Ironclads overwhelmingly beat equal support of Bomber Balloons.

Requests

- If you kill the enemy Dragon, it would be nice to know if you scored a kill - especially for Dragon-Dragon combat. Conversely, it would be helpful to see a little message saying what killed you as a Dragon. Something like "Octaff's Dragon was ventilated by Lorean's Imp Fighter."

- The problem with the water on Falcon’s Rocks is that the water is best used to control the strip of land at the center of the map… but you can only build new naval units if you *already* have control of the map’s center. Thus, you don’t really need to. Tweak the terrain to allow harbours in the four corner bases, and put Recruitment centers in the center and it should make water and naval units more useful.

Would be nice: When you have a unit in motion to somewhere, but have deselected it, it would be nice if you could re-select it and see a line pointing to where it’s going, like Starcraft 2.

Totally unnecessary feature that no one would notice if it was not there: It’d be neat, although not important enough to work on before release, if you could unload Shamans and Warlocks from Transports when over water (on the RTS map only of course).