I have slight different idea about the balance
1- Heavy Infantry:
None.
2- Range Infantry:
Remove the ability to shoot over wall.
3- Tanks:
Fix AI: when rally to a target, it will fire from range 3 instead of approach then withdraw
4- Healing Vehicle:
None
5- Siege:
None
6- Raiders:
None
7- Mortars:
Set preferred target to the furthest item, and stop hitting wall
Reduce training time to 6min
8- Attack Helicopters:
Triple DPS
Reduce training time to 6min
9- Engineer:
Can’t be targeted by Anti Tank Gun
Factory troops
1- Machine Guns:
Range to 4
2- commandos:
Reduce troop size to 6 (4 after research)
Reduce training time to 4min
3- Heavy Tanks:
Fix AI: when rally to a target, it will fire from range 3 instead of approach then withdraw
4- APCs:
range to 5, slow down its speed
5- tactical helios:
heal generals and tanks x3 as supply trucks,
6-bazookas:
Range to 4
generals (make them more unique)
Reduce recovery time to 1 hours (after research)