Okay, I feel so much better after eating so...
I really want to give you a few ideas for break over on balance. That is to say, how do you determine if something would be overpowered or has potential for abuse if yourself is not quite sure.
1. 4 tanks vs 16 rookies with similar equipment, who wins?
2. Is the HWP based around assault or support role?
-If it is support maybe choose an indirect fire power weapon and a smoke popper
-If it is supposed to be an assault HWP choose
-two weapons, one direct fire and one indirect fire of medium capability
-One direct fire power weapon (sniper tank) and smoke popper
3. Would taking away or adding autoshot make a HWP more or less lethal?
4. Is the armor value of the tank make it tougher than 4 rookies of similar armor standard?
5. Would a player chew the carpet in frustration for losing the HWP in combat because of its replacement cost?
6. Does it make you giggle while you code it? THAT IS RIGHT OUT!!! NO FUN ALLOWED!!!
7. Do you imagine fat neckbeards (me) breathing heavily while naming your HWPs horribly melodramatic names like "Eater of Dreams", "Soul Burner", or "McSmashyBooMBoomer"
But seriously....
KingMob4313,
If you feel that a blasterbomb combo HWP would be overpowered, it is because it would be
!
However, I would invite you to reconsider an improved grenade / Plasma combination. Being able to engage a target either directly or indirectly at will via a single HWP is something that was needed in
Vanilla. If you want people to use what you have worked so hard on, then you need to make it useful. A good way to look at it is if someone would rather play chess with all pawns, or with a mix of pieces
equaling the same point value. How you as a modmaker weigh that is through the cost OUTSIDE of the battlescape against the utility INSIDE the battlescape. I am totally onboard with whatever you
choose, but please make high end HWPs useful.
-HH