Cielo ('heaven') used to do a + damage received on marked target, 40%. (lv 6,9 Kortul skill is now similar), another buff active skill was shield regen, like +1-2.5 per second and something more. (passive hp/shield regen in combat isnt present in sins2)
Subverter used to reduce % of mitigation, like 8%. Now, you have a damage or dps debuff on the diplomatic ship instead. The rest I dont remember. Mitigation was applied even on hull hp in sins1. Sins 2 has mitigation only for shield, that cuts damage to shield by mitigation number.
The other ship overseer I think used to need to point itself at target ship to heal it. (extra impractical)
Garda 1, 2 tiers are now military tier I I think, so transition from Mk.I to II, if research was moved to tier IV-V, then perhaps the downgrade Mk.I to an actual appropriate mk.II would change ? Or an Mk.III where it gains another turret below or one from Harcka.
Like Cobalt could gain a third turret. (those 2 turrets are 1 weapon currently) Or some special EMP weapon that slows down production of cruiser carriers, or use of their skills. Like Hochiko would either get skill cooldown slowed down, or antimatter removed. But as of now, jumping does not cost antimatter, so trying to replicate counters from old game to new 1:1 is imo impractical.
There is an option for ships to have a perma upgrade on the basis Either Or, but that would most likely have to be a perma change. Or having to wait until that other batch got erased, so that all the machinery to produce the thing does not need changing (machine tools etc) But such a possibility would require most other ships have a variety as well.
Someone I know suggested if giving Gauss rounds to a ship would actually add a Gauss turret. Like Akkan getting one so that it can do something other than play propaganda for fire rate increase, while it appears to be shooting at enemies without much success.
There were also suggestions which I liked, for ships getting some sort of upgrade that could be called veterancy, based on how those minor ships perform. In CoH 2 veterancy for units used to be 75% for damage, 25% for damage received. Units used to get vet right before getting wiped. More exp was from hitting more expensive unit. (still, 3x for doing damage, 1x for taking it) If you received dmg and your unit was expensive then exp went up too.
I think this is a good approach. Meaning that even your 'cannon fodder' units, or defenses for doing their appropriate actions receive exp. So end result when maxing their own exp (not shared with and between capships) the veterans receive some upgrade on their ship, if it is significant enough, it could increase its pop cost, like say Garda going from 4 pop cost to 5. However, only applicable if its combat effectiveness rose by 25% to justify said jump. At the same time, you have cap ships that cost 50 per piece whether it is lv1 weakling with 0 equipment attached vs lv 10 with all the best equipment maximizing its impact, also being 50 pop, something I dont see some people suddenly freaking out.
Vulrak penetrator is the new ship as mr. Blair Fraser mentioned, is a sort of new ship, with role equivalent to Ogrov, but going close range, with 40 second attack cooldown (600 base damage, over 20s) Ogrov fires once per 35s, 500 base damage, missile can be shot down though. Ogrov is made of paper, penetrator is a melee range battering ram with very heavy armor.
SoaSE:R had Rankulas ship, (which 10000 years chasers apparently got to and are no more ) which had Assault Nanites skill, that acted as antistructure unit, something that was not found elsewhere in the faction. Now that Ogrov and this new Penetrator can target units with 1200 penetration, there is no armor currently that can have enough armor to reduce their damage (except Vas. Titan lv 10 with 1022 armor and having carrier add Nanite armor - also former Rankulas support nanite function) that it should be possible to go over 1200 armor temporarily. As TEC, Ogrov can be mitigated via 'Missile armor' (IRL, Explosive Reactive Armor, ERA, great for mitigating shaped charge HEAT effect, there is also non-exploside, but tooo much detail)
Anyway, I hope the post was interesting enough to be read )
So, new unit, sort of, Ogrov can hit ultra heavily armored targets with much effect. SoaSE:R it could only shoot at buildings and in case there were too many of the cruise missiles, then they disappeared without doing damage. Quite an epic fail Or success if you were on the receiving end.