A4tech wrote:
P1 you posting soooo many words

. Dude, relax ;D . Sorry, off-topic.
I have to agree though.
Player1, if you need to make a large post, at least break it up into paragraphs please. Much easier to read.
That said, my opinions about your points...
1) Flamethrowers should fire continuously...
--- While that might be a nice aesthetic change, I don't think it's a good use of resources in the current code. To my knowledge, the fire rate (and animation) of each weapon are tied to each other, so to make a "continuous fire" weapon would mean to give it a very high rate of fire with a very low damage modifier. However, given the way damage (or specifically, armor) works, making said change would cause a big problem with the flamethrowers. The whole damage calculation routine would have to be rewritten to accommodate that... which would be unreasonable.
2) Tank weapons with variable weapon loadouts...
--- This may be true in a real-life situation, but for the purpose of Warzone, weapons are more designed with strength/weakness in mind, with only a passing resemblance to a real life situation. A precise Suspension-of-Disbelief, if you will. Or, if one wanted to be more lore-oriented, one could argue that (by the time in "the future" when WZ actually happens), some from of projectile-energy-dissipating technology has arisen that makes any type of tank round aside from some basic "SABOT" type redundant, at least in the face of other weapon-types. In any event, balanced gameplay takes precedence over real physics, and the cannon-line of weapons fit their niche nicely. What you suggest makes it sound like tank cannons would become the uber-weapon.
3) VTOL cluster bombs should be more effective against vehicles...
--- While there are such things as AT-cluster bombs, I don't think that is what WZ defines as a cluster bomb; not that there is a problem with either definition, just that WZ's has no reason to be changed. Now, perhaps changing the *name* of the cluster bomb to something mroe in line with its actual effect, then perhaps.
4) Bombs slow down bombers too much...
--- I'll agree with this. More specifically, bombs seem to have an effect whereby they standardize the speed of the bomber, regardless of body type; light bombers and heavy bombers fly at the same speeds. This really shouldn't happen; each decision in WZ has a cost/benefit to it, but when the "cost" of the VTOL's speed is no longer part of the equation... well, ya.
5) Mines...
--- Were in a patch back in 1.1x, but patch was unofficial, and WZ-resurrection started with the last official patch. That said, if you can give some form of "effective counter" to the mines that doesn't make them an uber-strat, I'll go for it... but said counter has to indeed be overall effective, not a gimmick type (don't make a "minesweeper tank" that only destroys mines, pigeonholed units like this are the bane of any RTS).
6) Force-fire Artillery...
--- A meritous idea, but I find it would suffer the same drawback that it does in C&C: Chokepoint hell. I do this in any RTS game with force-fire artillery; figure out general chokepoints, build a truckload of artillery, guard it with substantial AA, and just have it force-fire the chokpoint 24/7 until I'm ready to send my own forces through the pass. As there is no "limited ammunition" in WZ, this would turn into a nightmare on any stage that isn't a giant flat grassland. If you can refine the idea to give it a downside that doesn't involve a human-wave style attack, I'm all ears. Note that force-fired artillery to clear out minefields (see above) would be a nice touch, but not a solely sufficient reason to give the command.
7) Flamer armor increase...
--- Another balance question; after all, a flamer has to be able to close with it's specific target (like, bunkers), but if you make it strong against most direct-fire weapons, there will be no way to stop them... I'll have to defer to people with more experience with flamer-attacks as to if that is needed. P.S.; lore-wise, a flamer will have less armor than other tanks simply because of it's extremely volatile main weapon, which I assume has "sufficiently large" incendiary ammunition to maintain constant fire, and thereby is too large to store inside the main armored shell (many a battlefield flame-tank was only good for short usage due to the size of the ammo tanks you could put behind the steel, right next to the tank crew). Also, I had always assumed that the reason weapons were "visible" mounted onto the top of the body was due to modularization; making all part's connections standard is the only way to have the same type of body be able to support multiple attachments, but to do that, the weapons had to be separate from the main body.

Hold-ground non-firing...
--- I haven't run into this myself. If it's a bug, then yes, this should be fixed.
9) Machine gun sizes...
--- Picky picky today, eh Mr. Semantics? ;p. don't forget that the whole premise of WZ's storyline is that all this technology was "lost", and is gradually being recovered, so although today's military might think a 7.62 is best fit for an infantryman, after a worldwide nuclear apocalypse, the first people to get a stockpile of them would rule the day ;p.
10) Machine guns ripping through bunkers...
--- As a general rule, they don't. The problem is, early in the game, the upgrade level of the walls is low, making their armor pathetic. Once you research your fortifications though, this changes. Try using an MG vs a light-cannon against an unupgraded wall. Now try taking their upgrades (the Assault Gun and the Heavy cannon) against a wall that has all 3 hardcrete, and all 3 supercrete upgrades. The cannon will win the day (well, in multiplayer. in singleplayer there are those 2 extra MG upgrades that change things, but that's a problem with the upgrades, not the weapons themselves overall).
11) automatic 76mm guns...
--- The determinations of what is what type of weapon aren't so much it's rate of fire, as it's main effectiveness target. After all of the upgrades, a light cannon basically fires just as fast as a machinegun, but it's still considered a cannon simply because of its effective damage modifiers against specific targets.
12) AA machinegun tanks...
--- Alright, c'mon now, this has nothing to do with WZ ;p. Yes, a VT-fuse equipped AA battery will be more cost effective at bringing down airplanes than a missile... assuming it hits. I have yet to see AA rounds that adjust their trajectory mid-flight to the point where it can intercept the flightpath of a supersonic craft that so much as nudges it's stick ;p. The effectiveness of any sold-shot AA is being able to fire in "front" of the target, but planes and cruise missiles these days can steer erratically to make such a prediction impossible at longer than a couple thousand yards ;p.