Deus Siddis wrote:
Well since it would mostly or only affect direct fire weapons, it would affect the balance between direct fire and artillery weapons.
Deus Siddis, it will affect more than that, there's more than just weapons in the game.
It will inevitably affect tactics and value of weapons and other technologies such as walls as a result, how severely none of us can know until we try.
It might preserve balance of most direct fire weapons (be it even only on the paper - linear dependancy in complex system as Warzone is usually an approximation), although you can't just increase weapon range of all weapons by the same amout imo, while it will work better with some weapons, like cannons and missiles you will have trouble doing so with flamers, but I don't know what exactly you have in mind.
On the technical side, this will break parts of AI, as it uses certain assumptions about the game, which will no longer be true. Besides that parts of the code will have to be altered, since there are some ranges WZ uses internally, which will be invalid, as a result algorithms or parts might have to be rewritten.
As you can see this can become a far more complex task than you might think, so taking this all too lightly would be wrong.
Deus Siddis wrote:(BTW, IMO the hit system is a great part of what makes this viable, by naturally decreasing at least unguided weapon's effectiveness at range).
It is a technical question. There was a firm evidence of design deficiency of the new hit system, in certain situations the projectiles would fail to make a single hit. I don't know how it will express itself if ranges are increased.
Deus Siddis wrote:So what you are saying is all that would need to be done is make MODs where the weapons' ranges have all been increased by the same percentage and whatever percentage change to the range is the best after alot of testing would be accepted by the WRP team as an official change to trunk for the next release?
Personally I see two prerequisites for it to become part of the trunk not in form of a MOD, which I think should make sense:
1) It clearly improves the gameplay and WZ fans like it
2) It doesn't break too much stuff, or if it does some dev volunteers to take care of that
Deus Siddis wrote:I just wouldn't want to wait for the rebalance, bring up the subject again and then hear- "We just did a major rebalancing and what you are proposing would break it, so no thanks."
On the other hand I'm sure you understand we can't buy a pig in a poke, any promices from anyone would be totally inappropriate, until we all see how exactly it affects the game in whole. If you want to achieve something it is you who must show the initiative.
Deus Siddis wrote:I just don't like it at all when all of the weapons are hard counters with hard counters. When there are no versatility focused units- jack of all trade sorts.
What I don't like is when 95% of all games are won with the same weapon. Yes, game type does matter a lot. A Real Time Strategy game is all about strategy. If your only strategy is to pump more Python Heavy Cannon tanks than your opponent then tic-tac-toe is a more strategic game than Warzone with its praised choice of different weapon types.
Deus Siddis wrote:Troman wrote:I don't know where the fear of hard counters comes from. It is unjustified.
When did I say I feared it?
When you keep expressing your concerns about hard counters, specialization and versatility in many places in your posts in different ways. But how we call it is really not a principal question for me.
Deus Siddis wrote:So then the versatile weapons are no longer about spamming, but fighting forces of unknown composition, protecting specialized units against ambush by their counters, fighting combined arms forces in quarters too restricting for proper maneuvering of more specialized forces, mopping up, etc.
Can I ask you what mobile units you usually build (/would build) in mp games after the rebalancing and in what proportions?
Deus Siddis wrote:Having no particular strength is a weak point of its own though.
Theoretically it can be, and as I already said there are many other 'hows' (and hence we must make sure we don't become Krylov's Swan, Pike and Crawfish), when you also take technical aspects into consideration many of those 'hows' become only theoretically possible. To fully implement what your propose a new warhead type and new weapons would be necessary.
A little bit of the technical background.
All weapons have a certain warhead type in Warzone (I made a list on the wiki, but can't find it now, maybe it was lost during wiki convertion), which controls the effectiveness against a certain target, such as anti-tank, anti-personnel, AA, artillery etc. If you want an unspecialized weapon you must add a new warhead type. We can't just take all anti-tank weapons (all cannons, missiles, rockets) and make them do equally well against tanks and cyborgs and bunkers etc. You can treat artillery as such a warhead type, if you will though, there are no targets it would be very uneffective against.
It really is a huge waste of time to argue about something only from the theoretical point of view, when not all sides have the full picture about the issue. Try to make your own rebalancing, think it all out, make your self familiar with the practical aspects, then we can talk again and I think out views will be much more coherent.
Deus Siddis wrote:So maybe mortars really don't need any damage reduction against vtols[...] Or maybe you don't need track propulstion or heavy body specific damage reduction for the machin gun[...]
Maybe they don't, and in fact mortars cause 100% damage to VTOLs and MG has no heavy body specific damage reduction.
Deus Siddis wrote:This is the kind of specialization I love- simulated specialization. Because it looks real, feels real and illustrates for the player why the hell his weapons are not working against a particular type of foe without him having to RTFM

.
I don't know what your problem is. In fact the game has become much more realistic now. Cannons are anti-tank weapons, do you have to RTFM to understand that they are not anti-personnel weapons and hence are not effective against cyborgs? Same with Bunker Buster (pay attention to the name), AA etc. Or do you have to RTFM to understand that flamer can't easily damage bricks? What is your problem? Or maybe you have to RTFM to understand that later bodies, which cost more and require more research cost and time should have better value than early ones?
I have no time for tilting at windmills.
Deus Siddis wrote:As you have seen the fanatical fanboy fans will try and burn you at the stake whether you remove technologies or change them (like specializing them). But maybe some of us more reasonable fans fully comprehend the fact that the game's balance is and was always broken in most of the tech tree, but would rather you just ditched the useless weapons than have the game turn into click fest of microing hard counter units in the effort to make room for them.
Ok, this is starting to get ridiculous. Can you tell us how many unit types you have to build now in order to win? For me it is 2-3 instead of 1, what about you?
zydonk wrote:However, that said, I still think it is a mistake to push the Lancer back, as you have done. It now comes way too late in the game, and it can only serve at that stage as a step towards acquiring the Scourge. So, in the interest of economy and logic, you should remove both the Lancer and Tank KIller from the research list altogether. And that leaves a big big hole in the game, doesn't it?
zydonk, one thing I didn't understand: do you want to have lancer because you like missiles and miss it now or becuase you think there is no other weapon that can properly replace it? This would make a big difference.
zydonk wrote:As it is, in v10 as well as b4, the Tank Killer comes too late and too close to the Scourge to be of any intrinsic value. In fact, I usually research it solely to get access to the Scourge.
Yes, many of the MK1/MK2 weapons become useless faster that they should. The heavier weapons such as heavy Cannon and Scourge steal all the spotlight from MC and TK for example.