This is something that i acctual try to fix. And its problem...
Main issue:
- game orginal was made for big map 20x20+
- most of game are 10x10-
that mean, on small map is good T2 artilery wrong, becasue will lead on PD(Arty) creep what is bad for gameplay, it denny all action, make game stationar and boring.
bad T2 arty, is ussles and basicly good only against big and slow units (perci/fatty/mega/tempest)
In equilibrium i make them better and more fair,
T2 Static Artillery 140range (from 128)
Cybran 1500m 15000e 150s bt 2fr 1750dmg (1680m 12K e 117,36s 2,5fr)
UEF 1600m 16000e 160s bt 1,75fr 2000dmg (1890m 13,5K e 128,64s 2fr)
Sera 1700m 17000e 170s bt 1,5fr 2250dmg (1995m 14,25K e 134,16s 1,5fr)
Aeon 1800m 18000e 180s bt 1,25fr 2500dmg 3000hp (2079m 14850 e 172,16s 1,5fr 2200hp)
but seemt that they are too good now, and game have big chance to change for T2 arty creep. First thought was get range back, but it will not change main issue, 10% more range mean that acu need move 4 more second and start build on that place. Basicly its same. I spend time in theorycrafting, what to do with it. And solution that i found will be make them T3 units. (and more accurate of corse)
Why?
- Its no units against is T2 arty suppost to fight, on T2 phase it can be only aginst destroers -> where cruiser will outrange it. And against enemy base - what can make gameplay booring and worse. Most of units that is T2 arty against is on T3 phase.
- because it will come later will not lead on arty creep, because would be more powerfull units online, that an smash some pd creep more easily.
danger:
- players that will not accept T2 artilery (miasma, gunther, klink hammer, zthuuthaam) on T3 for nostalgic reason
- potential problem against T2 navy, where this option will missing.