For a long while I've been contemplating why dome tech feels so unreliable, and uncomforable to wield. I think I found out why. These units are too explosive, they die or kill too easily, and aren't as robust as infantry and tanks. So here are the changes I'm proposing to address it
Artillery
- Turn speed from 2 to 5
- Health from 10000 to 15000
- Weapon range from 12 cells to 9
- Minimum weapon range from 4 cells to 3
- Damage versus light from 60% to 50%
- Reload delay from 75 to 50
Smaller range lets more interactivity happen between units and makes arty wars easier, as you can better guess where your opponent is shooting from. Increase in health and decrease in dps vs light armour make arties take 2 direct hits from opposing arties to die. One direct hit takes away 2/3s of health. The increased turn speed makes arty able to dodge out of enemy artillery, and let arty be just more versatile unit on a dynamic frontline. Reload delay was decreased to counteract these nerfs and to make artillery feel like it's asserting a relentless barrage, as it no longer felt like it with reduced range.
V2 Rocket Launcher
- Weapon range from 10 cells to 9
- Minimum weapon range from 4 cells to 3
- Movement speed from 85 to 98
- Reload delay from 240 to 150
- Cost from 850 to 1000
V2 already feels quite fun to use, but it's just too weak. Movement increased to complement its hit and run design and differentiate it more from artillery. Reload delay was decreased as the main buff. V2 is a bit too comital, you need to land all your shots to even start thinking about being able to compete vs tanks. This buff makes you able to play more freely. Range was decreased for similar reasons as artillery, and cost was increased as these buffs are pretty big. It also further differentiates V2 from arty
Radar Dome
Dome currently is the most expensive tech structure, tech centre costs 1500 and service depot 1200. There's no reason for dome to be this overpriced
--------------------
AA Gun
- Cost from 800 to 600
- Damage from 1200 to 830
Mobile Flak
- Anti-air damage from 2000 to 1500
Black Hawk
- Ammo from 24 to 40
- Rearm delay from 8 to 5
- Damage from 2500 to 1500
Longbow
- Reload delay from 30 to 44
- Burst delay from 7 to 10
- Turn speed from 4 to 7
MiG
- Health from 10000 to 7500
Mammoth Tank
- Missile Tusk damage versus light from 60% to 50%
These changes are aimed at making air interactions slower. They won't really alter the way you play, but just increase interactivity by giving you more time to micro with and against these units. Black Hawk retains the same total damage per full ammo. Longbow turn rate buff is mostly there to give it a more nimble feel. Mammoth is nerfed slightly so he wouldn't one-shot Yaks
--------------------
Parabombs
- Dropped by 1 Badger instead of 3
- Badger drops 10 bombs instead of 5
- Damage spread from 768 to 1000
- Damage from 30000 to 40000
- Damage versus none from 30% to 40%
- Damage versus wood from 30% to 60%
- Velocity from -30 to -40
Badger
These changes don't have much to do with this dome revamp, but as parabbombs are also a dome ability, I think this is is fitting to test here. It basically makes parabombs easier to dodge with armies, while still keeping them powerful. These parabombs will do the same dps vs wooden structures as regular ones
Here's a map with these changes implemented
https://resource.openra.net/maps/37514/. I don't plan on working on this further as I am going away. However I will still respond to posts and questions. Anyone can take over my work or parts of it if they so desire.