A few notes.. if Spider's RoF was increased but energy cost was increased with it, it would just mean super (which vets can easily afford) would just be even more cheap. I'm not sure what the setting is for inactive shrap damage, but it seems to be really high. If you get a direct hit (or very close hit) with a shrap-filled bomb, and the inactive shrap damage setting is too high, then it can deal enormous amounts of damage. In my opinion, something to try would just be to decrease the amount of shrapnel all of the ships have by about 50%, and possible lower the shrap life time (I think this is the same as bullet's life time, not sure) so that bases can't be overwhelmed with shrap without an effort from several people. Right now, one lancaster or weasel can do more than enough damage to enough team in certain bases.