Been thinking more about N4, and I am not expecting massive changes to individual units, so I have been thinking about issues with equipment or unit types that could use some looking at. Holoprojector 2 - The Kotail is a fine unit, but Holoecho generally under performs because an opponent can choose to just shoot it or to delay. The problem with this is emphasized when multiple units can ARO and some choose to shoot and others to delay. This is makes Holoecho significantly weaker and more difficult to use than any other marker state, because if the opponent shoots they still have a 1/3 chance to be shooting the real model and if others are delaying the Holoecho unit can find itself forced to either take uncontested shots, or shoot back against multiple AROs. The other issue is that Holoecho only provides Surprise shot when revealing, and looses this small advantage against any link team with Sixth Sense. This is a pretty common problem with all Holo 2 units, and I am not sure what could be done to help mitigate these issues. Heavy Infantry - The Ectross, Neema, and Keil-Saan can be pretty nice, but the problem lies more with how Heavy Infantry generally perform over all in the game due to only providing 1 for their points. Often times it is better to take 2 or 3 lesser armored units just due to overall order efficiency. E/M is also one of the greatest threats to HI due to the IMM-2 that it will inflict in addition to Isolation on a failed half BTS roll, and is now seen on more units than before. Rules like Tactical Awareness and NCO help with the issue of orders, but may be an inelegant solution to add to too many Heavy Infantry. I would like to see the IMM-2 from E/M weapons reduced to IMM-1. That way HI are still more vulnerable, but the attack has to be followed up on to completely remove them as a threat. TAGs - The same issues with HI effect TAGs, and add on top of that being unable to go prone, and dodging at a -6. It would be great to see basic TAGs become more viable in the game. Maybe reduce the -6 to dodge to a -3 instead. Make ECM a more generally useful piece of equipment. Let TAGs, (and Remotes) benefit from Fairy Dust. White Hacking Device - This is supposed to be the counter to Information warfare, but does not do more than a regular hacking device to protect or buff Heavy Infantry, Remotes, or TAGs, and the best defense against enemy hackers is by far the KHD, and a KHD does not cost any SWC. I think it would be cool for White Hacking Devices, (and Defensive Hacking Devices) have active turn programs which could cancel enemy hacker's active supportware, and have the Blackout program so they can shut down enemy hacking devices.