new stuffs r added in this style: 'more power, more penalty/cost'. you can still make balance with this style, but this style will reduce players' chance(and choice) of reaction. low chance of reaction make players mindlessly rely on luck, or make player observe whole area to detect everything. -both ways are far from fun of  2d shooting game.  i liked hs because i like tactical movements. good chance of reaction allow players develop tactical movements.   brain, emp problem is.. he missile. he has shorter delay than stingray. weasels can fire bombs more often. he is also a level 2 bomb. at high population, he often hit more than 1 ship in center with its wider splash radius. 3 times bounce also help making a random hit. emp effect & large splash radius & short delay & small energy cost = evil  allowing he/falcon for weasel also made stingray completely useless.   i have to be a complainer about new 'turret base' item. omg 10 more repels! turret base with close combat give a ship 12~13 repels. turret base have penalty on slots and bursts, but slots r not a real penalty and bursts penalty can be easily negated by this many amount of repels. turret base is being used in bases. in center turreting, this item will make them invincible. well, do you wanna say engine failure can kill em?