@ Bethrezen
I want to ask you to test my mod with the new weapon effect ALL ROUNDER for cannons and help me with balancing if you can use it with the latest master that is working for you. The changes in weapons.json are.
Sure I can help you out if you want to attempt to do some balance work, I'll just continue to use the last master that worked for me till the incompatibility issue is sorted out it makes bug testing difficult because I'm not seeing the effect of bug fixes, but balancing is something I can do as that can simply be put in to a mod.
What I would suggest though is perhaps a slight change of method, I know it's tempting to go striate for the problem weapons but I feel like that approach is perhaps a little haphazard.
So it might be an idea to start from the very beginning and deal with 1 weapon at a time so that it is balanced in context with the level, take for example the machine-gun very first weapon you get, now due to the fact that you get 3 damage upgrades for that back to back it very quickly becomes way to strong against scav's yet flamers are never used because they are way to weak, so not only does it require a little rebalancing but since the MGs damage problem is caused by getting 3 damage upgrades back to back that also necessities switching the upgrades round a bit.
To go back to some of the discussions we had with Hironaru about this.
Here is the current order you get tech on alpha 01
At the first enemy held oil well you get:
Hardened MG bullets, APDSB MG bullets, APDSB MG bullets mk2
At the first base and the second oil well you get: Flamer turret
At the Second base you get: The Machinegun guard tower
At the final base you get the following tech: Engineering, Tank trap, Mobile Repair tech
So what is wrong with this picture? Several things actually.
1.) You get the machine-gun guard tower before the engineering upgrade that makes no sense.
2.) You get 3 damage upgrades for the machine-gun back to back that is way too much and makes the machine-gun to powerful to quickly.
3.) Scav's out range guard towers which makes there use completely pointless.
4.) The repair turret is in the wrong place that should be at the second base with the flamer turret.
So here is what I would propose.
1.) At the first enemy held oil well you get:
Artefact 1 = Engineering > MG towers and Tank traps
2.) At the first base and the second oil well you get:
Artefact 2 = Flame turret + Repair turret
3.) Now this is where I would diverge from the original game and instead of giving the player 3 damage upgrades for the machine-gun I would do
MG upgrade 1 - Armour piercing bullets - increases damage
MG upgrade 2 - Improved weapon parts - increase accuracy and range
MG upgrade 3 - Improved cooling - Increases rate of fire
And then I would divide them over the last 2 bases.
I would also apply the changes that Hironaru made to the flamer so that it is roughly equal in power with the machine-gun so that using either is a viable choice, id also adjust flamers damage so that the damage is done by the burn instead of on impact like it is with machine-guns, I'd also apply the changes he made to the MG towers so that scav's no longer out range them.
from there we can then move on to alpha 02, and make any necessary changes.