researchable 1 slot weapons are a very valid possible replacement of mark 2's. almost every single set of custom scripts I developed had researchable 1 slot weapons.
Another advantage to researchable 1-slot weapons is that if you have a repair pad, that avoids having existing LTs become completely useless later on. That's a problem that MKiis didn't fix. I would just put in sharply weaker 1-slot versions of some of the existing weapons, though, and have them get unlocked with the same research as 2-slot versions. That would avoid the "existing tanks become wasted res" problem -- separate research paths for 1-slot weapons wouldn't be as good, because most people probably wouldn't research them.
Also, make sure we don't get 2- adv one-slots in a 2-slot problem. I'm not sure if there's enough damage leeway to make 1slot + 1slot =< 2 so they'd have to be script blocked from Mediums and Heavies... We'll have to run it by the SM Support Dev.
As much as MKIIs are awful for balance and gameplay. I couldn't help but shed a tear of joy when I researched HE AFVs on crossroads.
True, but I think Mediums' cost are worth that strat. (Because you can arty without having to deal with noobs building arties...)
One of the problems was that mk2 AFV/LT looks the same as mk1 but is far more dangerous. Another problem was that meds became mostly unused.
As far as handling goes, the AFV is currently the best handling vehicle in empires. period. the medium I would rate in the bottom 3, somewhere tied with the BE APC and the NF heavy tank for last place.
Yes, I loved the raep tank too. Still was not a good idea to have MKII's in, and i'm glad I was one who pushed to have them gone.
The problem with MKIIs is the same as the problem with mediums and heavies; the empires resource system does not work well with having more expensive and more powerful tanks.
so true - especially since massing heavies up to the vehicle limit is possible even when attacking (you gotta be dumb, bloodthirsty or NF to lose one) making higher tier tanks so extremely hard to kill is utter bullshit. even if armors got a nerf already, this was global and doesnt change anything with this. in the long run i can only see it leading to other issues (heavies get too weak for their price would be one that comes to mind). i think tanks should be cheap, weak and considerably slower the heavier their chassis is. if the differences between a med and a heavy aint 2 plates of armor per side PLUS considerably stronger hull PLUS double the weapons but only a minor health and major speed difference then mediums become more attractive vehicles while heavies still do loads of damage. it might even require you to field both chassis types if balanced correctly (if a med can take on a heavy that is - heavies should be more like siege tanks rather than universal "i kill whatever comes my way" vehilces)
I liked it in 2.12 with weapon stacks. If you hadn't got any extra weapons, you could put 6 std cannons on a heavy, and it'd be a 'bugger off' tank to anything... really only worked defensively.