I totally agree, something has to be done about the artillery issue, most games i play now are usually decided by who gets to ripple first/who has the most,. and artillery wars are so boring, but you know if you dont build a crazy amount of them you have no chance.
Mabye ripples along with Archangels should be included in the limits section of games so you can stop people using them altogether. In some maps this is not an issue but practically every high oil map game i play, or just any huge map it ends in who has the most long range artillery, which to me personally is ruining the entire game.
Dylan Hsu wrote:Work in progress, feel free to comment.
Ripple Rockets and Archies:
Increase # of shots per salvo from 6 to 8 (the models have 8 holes in them...) I think rips show 8, but arch is 6
Decrease raw damage significantly I can get behind this-> lots of fuel, small warhead for long range, I think their salvo ROF should be much lower than that of a Howitzer/Ground Shaker, its a lot easier to load a new shell into a breech, then reload rockets into tubes
Increase RR and Archie turret and emplacement cost eh, they are already pretty expensive
Tentative: Ripple Rockets require some rocket accuracy upgrades
I like this one a lot
Cannons and all-rounders:
Increase all-rounder damage to cyborgs from 60% to 70% I might even set them to 80%
General damage and splash damage increases agree on the general damage increase, by splas increase, do you mean radius, or damage, or both? I don't want to see the radius get too large- Can we make the splash do AP damage? while the main shell hit does All Rounder?
Heavy Cannon splash radius of 2 meh....
Decrease Assault Cannon/ T. Assault Cannon weight sure, why not
HPV hits air and splashes less than MC, but no longer replaces MC
I don't know about the HPV hitting air - maybe cannon tech lines can lead to a flak cannon? doing air splash of radius 2 perhaps? rof about half that of the assault cannon, or about equal to the light cannon, with the weight of the heavy?- flak cannons also can be used against ground - this would be AA distinct from the normal AA gun branch that branches from machine guns - make the cyclone require cannon tech, and the hurricane require MG tech- give the cyclone a larger splash than the Whirlwind. Mortars and howitzers:
Mortar splash damage increase of 150% (so that it represents 75% of raw weapon damage, not 50%) Meh...
Howitzer splash damage unchanged
Mortar and howitzer splash radius increase by 0.25 I'm ok with increasing mortar splash radius
Tentative: Decrease mortar and howitzer base accuracy meh...
Tentative: Mortars fire while moving
meh, I don't see mortar tanks used alot anyway, mostly just pits, I suppose this might be nice
So are mortars going fire while moving or not? Should we maybe have an expensive research item that enables this feature? I know it is not too difficult to implement, but the question is whether we want it.