I am strongly considering implementing some balance changes after watching many games. I can commit the changes pretty much on demand, but am interested in feedback. They come in the form of balance tweaks for JJ and some more significant changes for sea.

Jump Jet:
Pyro:
Health from 700 to 620
Friend Fire removed.
Reasoning: The friendly fire causes pretty major problems with the scaling of the pyro and is often seen as a pain to manage. Likewise, pyros seem a tad to good in general use. This would normalize them a bit.

Moderator: 
Range from 410 to 450
Reasoning: I have watched too many moderators die to their supposed counters because of their lack of range. Their DPS is already incredibly low, and their refire time incredibly high. I suspect they could stand this buff without being made too powerful, especially after pyro nerf. 

Placeholder:
Range from 475 to 465.

Reasoning: Makes them a bit more vulnerable to trapped skirmishers and a bit more risky to use. Currently their effect seems like its in a decent place, but it is very hard to punish them with direct attack.

Jack:
Health buffed from 5000 to 5500.

Reasoning: The Jack has plenty of counters and with the hole caused by decreased Pyro health, and because of the lack of use of the Jack, a buff that helps it kill defenses seems like a good idea.




Sea Changes: These changes are much larger and are about making sea both more interesting and balanced. They largely take the form of modest changes to the units though.

All:
Urchin:
Range: 600->590
Reasoning: This allows a defender to be more reasonably placed to kill the Urchin, thereby increasing the possible responses.

Ships:
Hunter:
Damage 450->45
Rate of Fire->4.5->0.5
AoE 128->140
Range: 360. Range remains, but torpedoes detonate on a timer, when they would hit the edge of it. 

Reasoning: The range change is to make the dynamics of the weapon more interesting and to increase differences in Torpedoes. The other changes exist to increase its ability against light units and decrease its ability against heavier units, where it is currently likely too strong.

Snake:
Metal: 350->250
Health: 875->600
Damage: 420->210
RoF: 4.5->2.5
Range: 360->280
Speed: 3->3.6

Reasoning: Configuring it more towards a lower weight more conventional raider like unit. These things should be more about stealth and speed than combat ability, and allowing boats a submerged unit at less weight leads to more diverse play. Preserving the slow here helps keep things a bit more diverse.

Enforcer:
Cost: 1000->900
Range: 600->660
Damage: 900->810

Reasoning: Range is important for sea, largely for its interactions with units on the shore. This will help the Enforcer see a bit more use, and improve counters above water.


Typoon:
Health: 1750->2400
Speed: 2.8->2.5
Range: 240->280
Area of Effect: 96->40
Projectile Velocity: 500->250
Damage:36->54

Reasoning: Grants boats a high DPS close range ship to take out large targets (like Warlords). Radically decreases ability against kiting from skirmishers and raiders.


Hover:

Claymore:



Experimental Sea Balance Commit:

Changes:
Sonar:
All sonar ranges majorly reduced.

Underwater Units:
In general their DPS has been kept low. Their advantages are largely meant to be stealth amd security related. Torpedoes generally have lower DPS than above-water weapons, 

Sonar 
Metal: 120->50
Sonar Range Radically reduced (1600->500)

Urchin:
Metal: 160->100
Range: 600->590
Damage: 295->180
DPS: 164->56
AoE: 16(0)->64
Reasoning: This allows a defender to be more reasonably placed to kill the Urchin, thereby increasing the possible responses. 
Additionally, it brings it approximately in-line with surface turrets to decrease sea as a porc-fest, while attempting to retain its power against undersea targets.

Ships:
Skeeter:
Damage: 110->45(+180 Disarm).
Health: 200->240
Reasoning: This sort of unit could stand to see more play in boats, a fast reasonably fun unit that is powerfully countered and has a range of tactical uses.

Hunter:
Health: 1700->1850
Damage 450->30
Rate of Fire->4.5->0.4
AoE 128->140
Range: 330. Range reduced, torpedoes detonate on a timer, when they would hit the edge of it. 
Reasoning: The range change is to make the dynamics of the weapon more interesting and to increase differences in Torpedoes. The other changes exist to increase its ability against light units and decrease its ability against heavier units, where it is currently likely too strong.


Snake:
Metal: 350->250
Health: 875->600
Damage: 420->250 (500 slow)
RoF: 4.5->4
Range: 360->280
Speed: 3->3.6
Reasoning: Configuring it more towards a lower weight more conventional raider like unit. These things should be more about stealth and speed than combat ability, and allowing boats a submerged unit at less weight leads to more diverse play. Preserving the slow here helps keep things a bit more diverse.


Enforcer:
Cost: 1000->900
Range: 600->660
Damage: 900->880(220x4)
Large reductions in tracking and projectile speed.

Reasoning: Range is important for sea, largely for its interactions with units on the shore. 
This will help the Enforcer see a bit more use, while improving counters above water.


Typoon:
Health: 1750->2400
Speed: 2.8->2.5
Range: 240->280
Area of Effect: 96->32
Projectile Velocity: 500->250

Reasoning: Grants boats a high DPS close range ship to take out large targets (like Warlords). Radically decreases ability against kiting from skirmishers and raiders.
Generally just a more counterable boat with a clearer role.

Scerpent:
Metal: 1400->1000
Health: 1600->1000
Damage: 1000->900
RoF: 6->8
Range 1040->900

Reasoning: Generally this is to make the Scerpent see more play, and to increase how strongly countered it is by units which find it.