Inquisitorial Operatives
The current cost of the unit is abit underpriced for their value. They'll likely get a small cost increase to reduce some of their effiency, as well as tie their smoke grenade into their fallback plan to give them abit more cost-dump value. Exact numbers are not yet decided. Satchel Charge specifics I believe was already covered by Wise Windu, but they're not going to insta-kill generators.
Rangers supressing
We'll retract this change, but keep their cooldown decrease, as well their improved kinetic shot. No more supressing rangers, at least for now. It was too much of a drastic change, despite the best of interest in the overall concept of the unit and the army as a whole. The concept may return in a future update, but give the players more options to play around the shots, and how the modifiers work against covers.
Seer Council
Seer Council health regeneration will most likely be reverted back from 1.5 back to their old value of 0.5 hp/ (standard). It's a a small step, but they already have their self-inherit defence bonus that should be sufficient enough.
Paladins/retreat
Shockwave was never intended to be a squad-wipe functionality of an ability. It was intended to be more of a distruptive-ability that could be lined up with other units abilities, and to gain skirmish terrotrial advantage, however this is bad on my part for being not clear enough on the ability itself, and leaving out very important specifics on the ability itself. The new function will be that it sends units to the sides, rather than in a straight line. Ending up with having the squads suffer less damage in return. Whilst still on the subject - we'll also reduce the potent effiency of retreating terminators, to make sure that popping retreat is more of a rare action. The Paladin health regeneration will most likely also be reverted, to ensure that you can easier bring them down. It's a small step, but the goal is to elevate some of the frustrating gameplay that people are having.
Setup Teams damage to building_light modifier
Currently, we're setting to reduce the building damage modifier down to 0.05 for starters. This number might still be too high - so we'll have to test abit internally. Setup Teams should still be able to do SOME damage on buildings, just NOT AS profficient as they are now. It's all about finding a sweet-spot for it.
I'm sorry for being abit overambitous with the balance patch as a whole. It was abit too much of a undertaking, and being abit short-manned doesn't help.I'll try to be abit more focused and focus on one more primary thing, rather than try to juggle too many balls then I can handle. In the end, I just want a fun, entertaining and enjoyable game for everyone. I don't want to piss on everyone pudding.










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But gaining retreat changes this, so having both is excessive.