*WORK IN PROGRESS*
Consider this thread the dumping grounds for changelogs and any feedback related to the Community Balance Patch. These changes are not 100% set in stone, and are liable to change in future releases. Release 1 is largely a test bed for the current modifications.
What is the Community Balance Patch?
A completely fair and warranted question, my fellow. In essence, it's an attempt at rounding out some of the game's rougher edges, and giving some of the more undertuned units a bigger chance to shine. This has mostly been achieved by dialing back a couple of keys units, while padding out some of the more commonly neglected units, be it due to their stats, or just high tech requirements. Ultimately, our goal is to improve over-all unit and strategy variety, while keeping the gameplay in line with the original as much as possible.
Can I still play with the original balance?
Yes, yes, and yes. The Community Balance Patch is an entirely optional setting that can be enabled (or disabled) at one's own leisure, whenever hosting a game on CnCNet.
Release 2 (25th August 2019)
(These changes are listed relative to the original balance, click HERE to see the full changelogs and what has been changed between individual versions/releases.)
We've decided to streamline the changes somewhat for this update, for the sake of reducing the amount of variables at play, and to make room for more targetted testing. Some of the previous changes have been benched for the time being, but might make a return in a later release (possibly in a modified form.)
Cost has been reduced from 900 to 700. This is essentially just an overall increase to cost efficiency, giving them a damage output advantage over Recon Bikes for one, meaning that their entire selling point isn't just their stealth functionality anymore. I don't think this change requires much explanation; Stealth Tanks are largely just worse Recon Bikes, but with a stealth gimmick. This buff is an attempt at making them a more worthwhile investment, while still keeping them inferior at unit skirmishes, when compared to Recon Bikes.
Turn rate has been increased from 2 to 5 (Same as SSM Launchers, the MLRS, and the majority of the tanks). This makes it easier to target fire with, and react to flanks.
MLRS (Rocket Launcher)
It's now a GDI-only unit, has had its health increased from 100 to 120, and only requires a Communications Center (radar) to access now. We're gunning for this unit to function as a respectable support unit against light vehicles, and an outright counter to infantry and air units (through scaling/critical mass, if not by default). GDI's analogue of the Artillery, but superior in most ways, except for their minimum range, inferior damage output and lower health (relative to their cost).
Mobile Construction Vehicle (MCV)
Its sight radius has been increased from 2 to 4. The sight radius increase is intended as a quality of life change to make it easier to orientate oneself at the start of a game, and help out people with lesser map knowledge.
Tech prerequisite has been changed to Communications Center (radar) to improve accessibility, and give them a chance to find a place/role in the metagame. I'm expecting/hoping it to function as something along the lines of a bootleg Grenadier, but time will tell!
Health has been increased from 25 to 50, to match that of Minigunners and Grenadiers. Even though they're the best anti-armour and only anti-air infantry in the game, gutting their survivability this badly isn't justified -- especially when you consider their cost, and the fact that they basically have no favourable matchups, except against Orcas and Apaches (More or less all anti-air in the game is cost-efficient vs air units). Broadly speaking, this remains the case with the buff -- notable changes being that 2 Rocket Soldiers will usually bring an Apache down to a sliver or so of health, and 3 Rocket Soldiers will confidently beat it. Light and Medium Tanks are also going to have a notably harder time using their superior speed (and range, in case of the Medium Tank) to kite them to death.
Health increased from 400 to 480. (3 Apaches/4 Orcas to snipe, but slight damage output variance CAN cause the Weapons Factory to survive with a tiny bit of health left. Supporting with as little as 1 Minigunner should be enough to guarantee a kill.) The cardboard box has been reinforced with a double-folded sheet of toilet paper, making it slightly more resistant against all damage. Considering the massive difference in resilience between the Weapons Factory and Airstrip, I would colour this a justifiable buff. It needs to be vulnerable, but not to the point that brainlessly diving it will be almost effortlessly rewarded. Last, but not least, a Nuclear Strike CANNOT kill it anymore, but will leave it smoldering with a sliver of health. I believe the burn damage will usually kill it, unless it's repaired in time.
Sight radius increased from 3 to 6. This is intended as a quality of life change to make it easier to orientate oneself at the start of a game, and help out people with lesser map knowledge.
Health has been lowered from 150 to 1, it has been fully disarmed, had its ability to crush infantry removed, and in turn, been made crushable itself. This is really just to keep them from ruining the odd game now and then. Ideally, they would be removed completely.