After being put into a 1v2 situation as Coronia, I kinda realize that some of the stuff may need nerfs, as late game Coronia actually has answers to almost if not everything, especially when they keep getting money from a Reprocessor. Here's what happened and some examples from the match I had, PC and Haihead against my Coronia.
-Various groups of Mass Foehn infantry and PC infantry (including Libras and Viruses)
Small group of Zorbfloaters defeated em all with little to no casualties, the only casualty being caused by Fin himself. Viruses do not kill Zorbs in 1 hit, and thus quickly heal if not killed quickly. Granted, I still had a Hospital, but I feel the result would be identical.
-Some vehicles (like Irritators and Cyclops) next to the infantry
Either the Zorbs clear the infantry first or the Pternodons try to wound the vehicles first, then the others do their thing. Irritators do delay the Zorb problem, but again, the flyers... Even if the Pters are not present, they can at least shred the infantry (including the AA ones) to help said flyers clear the vehicle threats.
Though there were no flyer attacks besides the Gehennas, Alanqa escorts make short work of their interceptors, making easy pickings for... you guessed it, Pternodons.
And what about buildings? What better way than Quetzals, as well as the shield ability to help em take more hits for a bit?
Throughout the game, constantly killing the enemy troops even got me to 33k cash at one point due to the econ building, even though I did have a SW to help too, but that's besides the point. The general point is that some Foehn things may need a few nerfs, especially late-game Coronia at this time. With units that greatly shatter groups of a specific unit type, and their counts are easily countered by another unit, I can imagine a group of Pternodons, Zorbfloaters, Alanqas, and Quetzals (clair and sodar escorts if worried about stealth) together can break through anything. So we feel some stuff need nerfs, and here's some ideas:
-Zorbfloaters: Nerf their rapid heal speed. Even Viruses pale compared to these guys with their AoE, better speed (especially via Spinblade). Honorable mention to Jackals carrying Zorbs/Clairvoyants for fast-moving infantry/hero hunting. These guys even in small groups are just so powerful, and so as long as they got that super fast healing, there's little to no way to kill em without heavy firepower. Even Seigfried and Morales has problems with them.
The only one I know has some capability against them is Rahn 1-shotting them, but even he can't stand up to a small group of them.
-Pternodons: Too much HP. I would think that GGIs/Archers at least would have a chance since they're fit for fighting heavy armor classes. Soviets and their AA infantry, however... not so much, and even though Foehn infantry are not as great for that, they are definitely more durable. Long story short, a group of them flying around carefully is hard to beat, but harder when Zorbs are with them.
If a slight speed nerf is possible, I wouldn't mind that either.
-Reprocessor: We spoke about nerfing its bounty percentage already, and I still stand by those words. After the match I had, just defending and doing a bit of attacking without losing much (well, mostly because of the Zorbs) netted me with enough money to keep funding my troops and make a comeback, but even I feel it's a bit too high of percentage. I'd recommend 15% and 35% for normal stuff and heroes respectively, unless there's a better percentage suggestion.
So what do you think so far? Agreements? Disagreements? I'm open to testing scenarios to see what subfactions have answers to these things too.