Deus Siddis wrote:To be honest, I do have to agree that the game does lack intuitiveness in many parts of its tech tree.
Like a certain target type of an aforementioned weapon system. . . the one you told me not to bring up again.

xD
Very well, I'll put up a poll.
Deus Siddis wrote:And while I'm being evil, I'll resurrect as another example, that the mini-rocket artillery's combination of short range and indirect fire with sensor augmentation is really counter intuitive. Both because it has too short of a range for the sensor capability to make any sense and because while every other rocket/missile weapon has superior range to its barreled counterparts, this one stupid weapon has sh*t range.
Not really. You're not expected to use sensor augmentation with MRA/SRMA.
The T1 MRA has higher range (8.5) than all T1 rockets (8) and all other T1 weapons (3-7.5) except Mortar. It's not much worse than most T2 non-artillery weapons; only AG, Lancer, TK, and HVC beat it, and only slightly (9-10).
The T3 SRMA has equivalent or higher range (14 against structures, 12 against units) than all other non-artillery units, and in fact all non-artillery weapons in all of Warzone, except Pulse Towers (15), Scourge Towers (15), and the fortresses (14-18).
(These range calculations are without sensors - with sensors, SRMA range rises to 14 against units as well as structures - not really worth it, in my opinion)
Deus Siddis wrote:Another newer example is with unguided rocket pods attacking vtols while guided lancers cannot, unless they are being fired by a cyborg or being fired from a tower. Strange rules and exceptions like that can eat away at intuitiveness. A much cleaner solution would be to just make both these weapon lines hit air regardless of the platform they're on, for example.
Look at the Mini-Rocket Pod:
It's obviously designed to rotate vertically.
Now look at the Lancer and TK:
They obviously aren't. (Oh, and lancers are
also unguided - I suggested letting Scourge hit air, but there was a bunch of backlash against that.)
Cyborgs carry lancer launchers, so they can rotate them vertically more easily.
Lancer towers can't hit air, either (I had plans to do so, but they were discontinued).
Deus Siddis wrote:In the original warzone, you could only have only 40 units. There was also drive mode. So the game is a heavily tactical with at least as much action as strategy in its roots.
Correct me if I'm wrong, but you're thinking of the PlayStation version. The PC version had a 100 unit limit and no drive mode.
Deus Siddis wrote:What'd be best though is if you could just tell fast movers like hover to micro themselves in a way that avoids fire (artillery especially, because of its long travel delay). I can't remember if there is a command to have selected units move back and forth between too positions indefinitely.
The problem with this is that
no weapon would ever hit, except maybe flamer and homing weapons. Current Warzone weapons really aren't balanced for that kind of thing.
Deus Siddis wrote:P.S. The current hit system is the best thing to have happened to warzone since being open sourced.

See above for why it isn't.
Warzone isn't an FPS, and more importantly, its netcode doesn't sync fast enough for it to become one.