SECTION ONE: MAJOR CHANGES
1. Adding Pulse Laser Tower, Lancer Tower, and/or Tank Killer Tower
This is mainly a personal thing - I've always wanted a pulse laser tower. The other ones also make sense, though - all light long-range weapons should get towers.
2. Double Pulse Laser ROF, set damage to slightly more than half
This will slightly lower DPS.
3. Make lasers and/or missiles able to shoot VTOLs (like machineguns)
I feel like people should have choices other than dedicated anti-air for dealing with VTOLs. Making a few more weapons versatile could help. (I'm going to use jargon from another RTS and say "V" when I mean "weapon that can hit either air or ground targets") Lasers and missiles seem like obvious choices for V weapons. Here are all the subclasses, and an analysis of how good they could be:
- Machinegun - already V
- AA-gun - should obviously be AA-only
- Flamer - Ground-based flamers obviously shouldn't hit air
- Cannons, rails - Seem like they would be too heavy to aim at aircraft well
- MIni-rockets, rockets - Seem too slow
- Mortars, howitzers, bombs - Anti-air artillery aren't possible in Warzone, and even if they were, wouldn't be the same weapon as anti-ground artillery
- Missiles - A good possibility
- Lasers - A good possibility
- Electronic, EMP - A good possibility
- LasSat - way too slow to hit air
4. Rearrange the research tree a bit to make more sense
Some of my proposed changes:
- Make CB Tower require Mortar Targeting Computer instead of HE Mortar Shells Mk3 - a "targeting computer" sounds a lot more like the precursor to CB tech than higher mortar damage.
- Make VTOL CB Tower require Sensor Upgrade Mk2 instead of CB Tower - VTOLs are a different approach to anti-artillery that's different from using artillery, so it shouldn't require artillery. Other possible requirements: Cluster Bombs Bay.
- Remove the MG Guard Tower requirement from Sensor Tower - If anything, it should be the other way around. If you have enough tech to research an MG tower and a sensor, you have enough to make a sensor tower.
- Nerf Stormbringer and make it require Thermopole Energizer Mk2 instead of Mk3.
- Make Flashlight require NSRB Mk2, Sensor Upgrade Mk3 instead of NSRB Mk3 and Sensor Upgrade Mk2 - We shouldn't leave weapons like this so far into the end-game, since most games end before that. This will let more players use it.
5. Make MG Guard Tower require a Command Center
It's just giving too much power to the turtles for MG Guard Tower to be built so much earlier than Machinegun Viper Wheels. And it makes it impossible to defend against truck rushes without your own MG Guard Tower on small maps, and people shouldn't ever be forced to only one strategy.
Here's how you get MG Guard Tower:
- Build Research Facility
- Research MG
- Research MG Guard Tower
- Build MG Guard Tower
Here's how you get MG Viper Wheels:
- Build Research Facility
- Research MG
- Build Command Center
- Design MG Viper Wheels
- Build Factory
- Manufacture MG Viper Wheels
It's a lot slower, and it shouldn't be.
SECTION TWO: WEAPON BALANCE CHANGES
6. Put cannon power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, cannons have:
- 1.5x as much damage
- Slightly lower HP
Anyone who's played 2.1 would know that cannons are overpowered in this version. Aivolution uses cannons in late-game exclusively, for precisely this reason, and Aivolution is so effective, for precisely this reason.
7. Put rocket power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, rockets have:
- Half as much damage
- Much higher HP
Rockets are intended to be low HP, high damage weapons. The changes in 2.1 make rockets completely useless, as is obvious to anyone who's played. They do barely enough damage, and they're buried under a lot of unintuitive upgrades (no other non-rotary weapon requires ROF upgrades, and no other weapon requires Automated Factory Production except VTOL weapons). They should be reverted to closer to 1.10.
8. Put mortar power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, mortars have:
- 3x as much damage
I don't remember all that much consensus that mortars were underpowered in 1.10, but they are very obviously overpowered in 2.1. I think setting them at 1.5x as much would.
9. Put flamer power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, flamers have:
- 3x as much damage
- 10x as much fire rate
- slightly higher HP
Everyone agrees flamers were underpowered in 1.10. But "30x more powerful" is enough to turn any weapon from massively underpowered to massively overpowered. And anyone who's been subjected to a flamer cyborg rush in 2.1 can tell you this. My current rebalance puts it at somewhere closer to 15x more powerful.
10. Put missile power somewhere between 2.1 and 1.10
In 2.1, compared to 1.10, flamers have:
- 1/3 as much damage
- significantly higher HP
See rockets. And as weak as rockets are in 1.10, missiles are worse. It takes nearly every single scourge upgrade before it's as powerful as TK is at that point, which is just not right.
SECTION THREE: MISCELLANEOUS CHANGES
11. Change tower sensors from 8 tiles to 10 tiles.
Currently, except for sensor turrets/towers, all structures have a sensor range of 8 tiles (including, I believe, satellite uplink center - the "reveal whole map" functionality is separate from its actual sensor range, which is why assigning artillery to it doesn't let you artillery-fire anywhere). Anyway, weapon towers need to be something other than weaker versions of hardpoints/bunkers, and it makes sense that a tower would be able to see further than a bunker or hardpoint.
12. Change fortress sensors from 8 tiles to 16 tiles.
Same justification as for towers. They're underpowered - increasing the range would help.
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Please reply to each one specifically, instead of just saying "Those are all good" or "Those are all bad", which is completely useless. Here's an example useful reply:
1. Good idea.
2. No opinion.
3. I have a strong opinion about this, so I will write about it in detail. I like this part and this part, but this part is back because of this reason and this reason. Consider doing this suggestion, which would solve this problem with it.
4. Good idea.
...etc...






