1) Fire dmg:
If you fix that please don't forget the VTOL's, as I remember they are listed in the weapons.txt and not completely calculated. What I am going to say is when you play a long game, a typically wz-game you come to a point
when you have researched thermit-bombs or higher. When I build just 10 VTOLS every base is THAT devestated, there
doesn't survive anything! Hm I am actually a fan of this so called "napalm"-bomber but they are too strong. But it gives
the game a sense of criticism (I mean if you don't watch its over, very quickly) so what I would suggest to fix that:
-) improve the targetting of the anti aircraft weapons (automated, robot, intelligent, etc... target selection, hmm maybe some-
thing for 3.2??)
For explanation: I send about 30 cheap VTOLS with nothing but a mg or so to lure the AA-fire and within them are
hidden the 10 termit-bomber or even plasmit-bomber, so I guarantee, they reach their target...
-) or just improve the dmg of the AA-weapons
-) or reduce the dramatic, devestating, absolutely hell dmg of this bombers xd
However, maybe I have no idea how to play
but what I know is that every match ends with that attack...
(My best friend have had a similar thing, he produced endless hellstorms, but that seems to be balanced now and doesn't
work that good anymore...)
Generally it seems that fire-dmg is the key to win a game.
2) Assault Cannon:
I love the twin-assault-cannon too but its only fun to play if
your enemy have medium bodies or lower. I know it shall just be the "tank" which lures the fire and the firepower
should come from behind but for this real purpose (my opinion) the assault-tank is still to weak, I mean it needs more
hit-points.
3) Minirockets:
I would agree with 8.5. Anyway it is a value for the first 15min gameplay or 25.. depends. With 8.5 range I would go back and
use the MG tree again instead being forced to use the rocket or mortar/cannon tree the first few minutes.
4) Armor in general:
Warzone offers the possibility to set front/side/rear/top-armor. I hope I will not burn my fingers, but I reckon latest with
3.2 you will introduce formations again, will you? Then it may be more useful to set the values right for tank-armor.
But that would be another topic, so I suggest to think about it now either, you could reduce top armor and rear armor for
instance to make ambush attacks more useful and that would increase artillery dmg (comes from the top...) so further,
when you reduce artillery dmg (incenediary...) then buildings, cyborgs etc. would take less dmg, but tanks still the same
if you like it that way...
However I don't wanna talk to much, that should be enough from my side.
PS: I just read about the change within the discussion, so that isn't puplic anymore forget about me, but I will not
delete this post, maybe you find something interesting within