For consideration. Have been testing it, feels decent. Will go by changes in order of ones I most believe in to least.
Constable
Remove slowbeam.
Grant 70 damage beam in its place.
Reasoning: JJ is very bad at defending its cons. Pyros are high weight, and not that fast. Against Fleas especially expanding can become a nightmare. A 35 dps weapon does not really let it bully anything, but it allows the unit to fight off one glaive, bandit, dart, or flea that wanders to harass it. I feel this is actually important for a fac that has no cheap raider - HT has an armed con for similar reasons, but has a much better set of units for defense.
Jack
Increase Jump speed from 4 to 6.
Reasoning: Jacks biggest problem is that it cannot engage. Even if it needs its health nerfed back down a bit, I think a jack that can engage turrets or other slow units with less bombardment time, is a healthier Jack
Puppy
Increase speed from 3.5 to 4.
Decrease range from 170 to 160.
Decrease gray goo cost to 30.
Decrease gray goo rate to 2.
Increase gray goo area to 150.
Reasoning: Puppies are a suicidal unit, with very uninteresting raider matchups.
What this seeks to do primarily is make the puppy a unit defined by
wanting to consume wrecks to generate them. Their effective BP is down towards what a con might have, but they are actually quite efficient to make. This, combined with a higher speed (and lower range so they don't dominate raiders) is so they actually feel like a self-replicating support unit. The metal prices are such that they will actually suffer markedly less attrition raiding, if they clean up after themselves. Killing a mex will now just about pay for the puppy that killed it.
Pyro
Increase cost from 220 to 250.
Increase health from 620 to 830
Reasoning: Pyros benefit from higher weight for a few reasons. They are harder to rush, their relative friendly fire is less, and they are more likely to be able to kill a single LLT on their own. This pushes them to the level where they should be able to consistently take out 1 LLT, and have enough health to expect to get home. With no natural repair, they
will need to get home too, preventing their raiding from being out of control.
Moderator
Currently experimenting with a 120 cost moderator, that has a beam duration of 0.5-.66 seconds, 375 damage, and 15 reload time.
This feels more consistent with wanting a placeholder, and radically reduces their effectiveness against raiders promoting better counters. With improvements to all other units listed against raiders (if just by making them more usable), I felt like this guy could finally use a nerf there. As it stands, it is probably too difficult a unit for players to deal with at lower skills, because they attempt to use the counter and a real chunk of them get instagibbed at the offset, so when they try to dip their toes in and get a feel for the counter they get punished.