Flamer is too powerful against hardcrete. Tone down the burn damage, keep the previous structure modifier, and everything should work out.
The burn damage is difficult to judge since I'm not able to set my own units on fire which makes it hard to see precisely how much burn damage is actually being caused, I do however have an idea for figuring this out.
What I'm going to do is decrease impact damage to 0 so that the burn is the only thing causing damage then I'm then going to build a cage, I'll then spawn a New Paradigm Halftrack Scorpion Medium Cannon inside it, I'll then take 34 shots with a flamer and note how much damage is done, I'll then do this a few times to give me a good sample size.
Ok so the first attempt at this resulted in the New Paradigm Scorpion Halftrack Medium Cannon only lasting 25 shots before it died which means that the burn damage alone has to of been over 900 damage per minute which is way to much so I'll try reducing the periodic damage from 25 to 16 and try again
942 - 190 = 752
942 - 188 = 754
942 - 216 = 724
942 - 188 = 754
Humm…. Interesting it seems that each tick from the periodic damage is affected by the flamers accuracy, how curious I would have thought that each tick would have a 100% hit chance since it's not possible to move out of the way when you are already on fire, but that’s fine I can work with that, I also noticed that even when the impact damage is reduced to 0 the flamer still does 1 point of damage per hit so taking that in to account the above becomes
752 - 34 = 718
754 - 34 = 720
724 - 34 = 690
754 - 34 = 720
Which I think should be good for the burn damage
So now for the impact damage, to figure that out I'll use the give all cheat so that I can build a Scorpion Halftrack Medium Cannon with the composite alloys armour upgrade just like the New Paradigm units and since burn damage doesn't apply to friendly units that should allow me to see how much impact damage is being done per minute.
942 - 105 = 837
942 - 159 = 783
942 - 78 = 864
942 - 51 = 891
So the impact damage seems a little high so I think I'll try reducing the impact damage from 17 to 15 which will reduce the flamer from 52 damage per shot to 46 damage per shot.
942 - 194 = 748
942 - 260 = 682
942 - 238 = 704
942 - 216 = 726
so a damage value of 46 per shot seems good it gives a damage range similar to that of the burn damage which when added together gives the flamer a damage of around the 1400 damage per minute.
With regard to the HARD structure modifier a value of 40 for hard targets is to low, and doesn't make a whole lot of sense when the other modifiers are
However if you and alfred still think HARD 100 is a bit much then lets try HARD 80 now that I slightly reduced both the burn and impact damage and see how that is.
Bunker Buster is better than lancer. I can fight and beat all NP units (including cyborgs) with a few bunker busters. This weapon shouldn't be able to actually fight battles. It only needs a better ROF.
Oh? That shouldn’t be because a single shot from a lancer vs a Scorpion Halftrack Medium Cannon with the composite alloys armour does
942 - 614 = 328 damage
Which means that the lancer should have a damage range of around 2000 damage per minute depending on how many shots miss and there is no way the bunker buster with my changes is doing more than that and both the math and in game testing would seem to agree.
Lancer
Damage per shot 150 x 2 which we already confirmed to be correct above
Rate of Fire 10
Accuracy 60%
Scorpion body with composite alloys 16 kinetic, 12 thermal
Propulsion Modifier Halftracks 120%
(Damage Per Shot x Propulsion Modifier - Target Armour) x Rate of Fire x Accuracy
(300 x 1.2 - 16) x 10 x 0.6 = 2064 damage per minute
Now since the lancer is so much more powerful than the bunker buster I'll increase the hit points of the a Scorpion Halftrack Medium Cannon with the composite alloys by 5000 to make sure that it has enough health to survive taking 10 hits
7442 - 5966 = 1476
7442 - 5638 = 1804
7442 - 6130 = 1312
7442 - 4818 = 2624
As we can see the in game testing agrees with my math, Now let's contrast that with the bunker buster.
Bunker Buster
Damage per shot 120
Rate of Fire 10
Accuracy 70%
Scorpion body with composite alloys 16 kinetic, 12 thermal
Propulsion Modifier Halftracks 100%
(Damage Per Shot x Propulsion Modifier - Target Armour) x Rate of Fire x Accuracy
(120 x 1 -16) x 10 x 0.7 = 728
So the math predicts a damage per minute of 728 so let's test that to see if it's right.
942 - 110 = 832
942 - 110 = 832
942 - 6 = 936
942 - 214 = 728
It seems that once again the math and in game testing agrees, there is no possible way the bunker buster with my proposed settings is better than the lancer not even close it's in fact closer to the damage of the light cannon
So I don’t know how you are seeing issues with the damage of bunker busters against enemy vehicles because 700 to 800 damage per minute is actually pretty pathetic in the grand scheme of things now I'll grant you bunker buster are meant to be used against buildings and not enemy units but they still have to be able to defend them selves.
Which they can't with modifiers of 33% which reduces the damage against enemy units to around 250 per minute and that’s so low that you might as well have it set at zero for all the good it's going to do you.
So I think a damage of around 700 to 800 damage per minute is fine it's not so good that players are going to use them over other weapons but its not so poor that they can't defend them selves either, now if you reduced the modifiers from 100 to 90 then that would reduce the damage vs vehicles to around 600 damage per minute and to be honest I'm of the opinion that anything less then that and they wont inflict enough damage to be able to defend them selves.
I also did a little testing with the bunker buster vs buildings and discovered that the modifiers against building should probably be reduced by about 50% to 55% with my proposed settings or the bunker buster ends up way overpowered vs structures since increasing the rate of fire increases the bunker busters damage by 70% and reducing the damage from 157 per shot to 120 per shot only reduces the damage by about 10% to 15% so the structure modifiers still need to be reduced by around 50% to 55% to make the damage vs structures roughly the same as it was before increasing the rate of fire.
Track speed is fine on Cobra body but is messed up with python. Medium-cannon python tracks moves almost as fast as a halftrack python lancer. Which is OP given the higher HP of cannons.
That’s probably down to a combination of the more powerful engine on the python body and the fact I slightly reduced the weight of the medium cannon to address that I'll slightly increase the weight of the medium cannon from 3500 to 4000 that should fix it
Making lancer/BB depend on the factory module makes these weapons part of the Alpha 5 tech tree. It's best too just go pod->lancer->BB, for story purposes. The other research order changes to the pod are fine.
Oh I don’t know I though it actually made reasonable sense to have the factory module as a prerequisite.
While I get where you are coming from when you say that on a philosophical adding the factory module as a pre requisite makes then part of the Alpha 5 tech tree I look at it in the same way as medium bodies in order to make medium bodies you have to research and build the factory module, so from that point of view making the lancer and bunker buster require the factory module makes perfect sense because you can't build new technology till you upgrade your factory.
the only difference between that and what I presented is that I don’t know how to make it so you can't actually build rocket weapons till you have built the factory module in the same way as you can't build medium bodies till you build the factory module, if I did then I would have as doing so would be more or less transparent to the user any way and would let us achieve the desired result without having to add more artefacts and without having to research 1 weapon in order to research another which makes no sense.
Having said that changing the required research for the lancer and bunker buster was a bit of a kludge since removing the required research, from the lancer and bunker buster caused lancer and bunker buster to not show up at all and I wasn’t sure which bit of the libcampaign.js file I needed to alter to address that otherwise I would of just removed the required research for the lancer and bunker buster all together.
I'll make the changes above and post a modified version of the mod for evaluation shortly.