I started testing this mod a while ago, and after a lot of tinkering with it, I decided it's time to do a mini review.
At first, I felt this not-starcraft 2 Vek would be overpowered. I removed the armor, I reduced speed, I reduced damage, just to pump everything back to their original values, because the Roach, just feels right. I don't know whether you just combined stuff into one unit to make a reasonably fast (between scorpion 3 speed and hornet 5 speed), reasonably resistant (between scarab / scorpion but armored), supportive assault troop that's capable of dealing damage but also, indirectly enhancing the other Vek's damage.
I love it. It's balanced. Easily one of my favorite enemy types.
An other extremely well designed unit. I love it how the vines take a turn to be active, making them less of a threat, but quite problematic if left untouched for too long. Especially when the garden psion spawns at the beginning or in the second turn of the match. An extremely original idea. Again, I like it a lot.
The mini-variant of the Pinnacle Robotics Boss (that is one boss that seldom shows up). A nuisance, especially for squads that like to stick together. More so the alpha variant. I like it overall. However, I didn't encounter it all that often and you can delay it's attack by hitting it.
An other very fun opponent that spices things up, especially when you like to bunch up your mechs. With sufficient support from surrounding Veks, this pesky little bot, especially the alpha variant can prove quite bothersome. Also missing the custom artwork.
The only Vek I have mixed feelings about. I played around with it a bit. I upped the suicide damage, then damage that it does when you kill it. Tried playing around with the two death variants (suicide vs killed), upped suicide damage (x2 of standard dmg, so 2 on normal and 6 on alpha), so you were forced to kill it unless you wanted it to inflict massive suicide damage. Turned out, I was happy whenever these guys showed up, because I could push them into other alpha vek killing them when they exploded. I ended up upping suicidal damage to 2 for normal and to 4 for alpha variant, with an on killed damage of 1 and 3. I guess the main problem is that they explode once and then they are gone. Some times you can just block them, and let them explode, moving away. I am also missing your amazing artwork for these guys.
Suggestion: Maaaaaaybe.... making them web would make them more fearsome? Maybe also give them 1 armor? A combination between the Blobs and the cocooned spiderlings.
Other than the Blobberling, this is just an other solid and very nicely balanced mod. And I love it. Works well with the slightly nerfed More Bosses mod