The ultimate solution is a new CV model. NF CV suffered a lot from its needlessly large size. You virtually don't have to aim to hit NF CV, that's totally not the case for BE CV. I have seen a lot of successful rushes against NF CV that would've failed if it was against BE CV. Even if I give NF CV 10000 hp, it doesn't matter at all when it comes to sudden death. NF CV is "at least" twice as likely to take any hit. CV is win condition, we can't apply asymmetry here. They should look different, but they shouldn't have different size, even handling. Okay, I explained quite a few times to lamer and others, this will be the last time. First, we did not receive enough votes to begin with. Second, 9 members voted for 85/105 damage(aka lower damage), 9 members voted for 150 damage(aka same damage). So, that vote is NOT decisive in any way. Why lower damage? Here, what's the role of a mine (for infantry) in Empires? What happens when you step on one? You die, instantly, there's no interaction whatsoever. It's not easy to notice a mine unless you invested hundreds of hours, and even after that hundreds of hours, you still step on mines regularly(just not always). This is mostly for new players because can you tell me how Empires would be fun for a new player who died to a mine for 5 times within 2 minutes? In Neutral Selection they have mines, but that's because those creatures can climb walls and easily evade the mines, for creatures that can't climb walls, they don't die to a single mine. Empires has a pretty high "player retention rate" when it comes to vets, but not new players, we have to fix this. My engine change does NOT target sticky stun, it does affect sticky stun. Sticky stun is being used against CV for 80% of the time, if I don't want to actually nerf sticky stun, I should keep that. There's no "not making any sense" in video game, we only need a good description.