I have my reasons why:
Firstly, for 1), if the Nuke does only 2 Splash Damage, it is no different from an attacker destroying an enemy and triggering a Splash Damage. In both cases, 2 casualties are suffered or inflicted.
It is also obvious as to why Nuke should inflict Collateral Damage, and be able to strike Cloaked units. All of this makes the Nuke worthwhile, for its exorbitant cost.
For 2), Ocular Implants, this new Tech Card allows the Ghost to become a veritable sniper. For Nuke, it is able to choose which 3 enemy units do the Splash Damages destroy. This Technology allows the Ghost to be useful as a Frontline Combat unit, so that the Ghost isn't all about delivering the Nuke, and have some use as a Combat unit.
For 3), Arbiter's Recall as it currently stands is the most useless Technology Card, with very little use, except to transport units from across the game board. By allowing the transportation of as many units as possible, for that area's unit limit, it at least mitigates the lack of practical uses of Recall.
For 4), this one is interesting, for not only is the Arbiter an Assist unit, it provides a +1 Support value as a Supporting unit in a skirmish. Of course, there are no Arbiter Combat Cards, so the Arbiter can only ever provide +1 Support as a Supporting unit.
For 5), Infested Terrans should do Ground Splash Damage, it makes them worth the effort of getting, since it is troublesome enough to get them already. I feel Burrow should be usable with Infested Terran, perhaps to keep them alive, until the appropriate Combat Card is available.
For 6), Cloaking, I am not sure what I have proposed is a good idea.
For 7), I think this adds some flavour to the game, and it is far from being overpowered.
For 8), I know and understand that Archons have been nerfed, but their costs have increased, and +1 Support isn't really that significant a change, since you will be wanting your Archons in the Frontlines, to better exploit their Splash.
For 9), the new Overlord Technology Card, Antennae, allows the Overlord to become a Detector for one skirmish in the battle. This makes sense, since the Zerg is very much in need of Detectors, and having an easily accessible way at a price, solves this problem.
For 10), this gives even greater reason to get Firebats, which is very good for making a relatively useless unit, worth getting. Furthermore, it makes sense that when stimmed, the Firebat will be able to do more damage.
Edited by Calixtus, 24 August 2014 - 03:32 AM.