I'm hoping that the game will be balanced enough for more diverse gameplay to come out of this. If nothing is particularly OP like compo was last patch or salvo-homing the patch before, then it'll be at the very least two weeks before another balance update, hopefully maybe a month or so, to give some time for players to develop new strategies. All in all, a small update. Starting from the top, I increased e-build rate and allowed e-repair of buildings because Jesus-fucking-Christ that shit's tedious and annoying to do. Also, turns out that minimum damage for vehicle MG's was never actually implemented, even though people've been using it in the scripts, so I fixed that up in the code. Plasma cannon got buffed by cutting damage and cycle time by 33% and heat by 50%. I was actually going to lower heat to 15 last patch and forgot to. Anyway, Plasma cannon made the risk of missing a shot too high due to the heat and cycle time, so I felt an across-the-board cut should rectify that. Some people might ask why to get it over HE now or rails now; indeed, it has a smaller blast radius and only 5 damage more for 40 more weight than HE. The simple answer is that it's a lot more heat efficient for the damage than HE is; it might still be a bit too weak, but it's quite a good weapon. Compared to rails, it's less damage per second but a good bit more damage per heat. Speaking of rails, I lowered the heat back to 7. Increasing the heat was a bit presumptuous of me, so I'll be watching it. Composite got nerfed a good bit. It regens 1.6 hps instead of 2.8 and got the angle modifier cut, which I'm hoping will be enough to offset the increase in health. If it's still OP as fuck, I might shove out a hotfix to nerf it some more at the end of the weekend. 3-phase now cools 1 less when idle than before, and the same as before when moving at max speed. I thought it was wrong for 3-phase to have the second-best idle cooling in the game. I might lower it another point later, depending. I also standardized its stall values. It occurred to me that there's almost no point having an engine vary in values that no one cares about; I believe its fairly low Stall On Heat value was used to justify its relatively high cooling, but no one cares about Stall On Heat anyway. Fission got a massive adjustment. Previously, it was an engine that penalized you for stay still and benefited you for moving, while every other engine just somewhat penalized you for moving. Now it's an engine that more or less just doesn't penalize you for moving. I'm hoping that it'll become a more accessible engine because of this; the idle cooling is on the level of standard but the max-speed cooling is still best in class. I did a similar bit with AC; I figured cutting the idle cooling by 1 would be a fair trade for increasing the max-speed cooling by 2 and make it a bit nicer to players. Finally, reflective got moved to the root of Physics, because every other armor in the game except compo is in the root of their respective trees, and compo is a very special case anyway. P.S. I included the spreadsheet that I use for keeping track of script values in the SVN. It's "ScriptValues.ods" in the scripts folder; each of engines, armors and weapons for vehicles have their own sheet.