From f35ff421d2dbec7dc97d60c343cc1c730deb7d66 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 14:06:13 -0700 Subject: [PATCH 01/16] Orca nerf: reducing damage vs. heavy 20 dmg -> 15 Orca rockets will do 15 damage vs. heavy. Hopefully this will take some edge off orca spam. This will: -Give anti-air APC more lasting power vs. orca, ensuring it can at least down some of them and get their money's worth. -Mammoth tank will bet better able to survive a mass assault and return fire with its rockets to down some of them (and get better money's worth). -Give advanced guard towers better ability to defend themselves against air assault. (ATWR has heavy armor and does good damage, but can die quickly against a large group of orcas). -Give armored units in general more resilience vs. orcas so they aren't completely helpless and quickly annihilated. Maybe then they can reach their target better (e.g. a couple tanks charging an artillery position that is being defended by some orcas). Damage vs. infantry also slightly reduced as as result (also 20 -> 15 dmg). Orcas generally aren't a threat to infantry, but E3s should be able to do some credible damage, even if they are in a small group. Enough orca spam will kill a small group of infantry, unfortunately. Since Orca has no business attacking infantry anyway, this slight nerf won't hurt orcas. (Note: The damage model was simplified a bit, so that it does 100% of 30 dmg instead of 75% of 40 damage, vs. light & wood.) --- mods/cnc/weapons.yaml | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 246d48fef8..8351bce393 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -299,14 +299,14 @@ OrcaAGMissiles: Spread: 3 Versus: None: 50% - Wood: 75% - Light: 75% + Wood: 100% + Light: 100% Heavy: 50% InfDeath: 4 Explosion: small_frag ImpactSound: xplos SmudgeType: Crater - Damage: 40 + Damage: 30 OrcaAAMissiles: ROF: 15 @@ -330,14 +330,14 @@ OrcaAAMissiles: Spread: 3 Versus: None: 50% - Wood: 75% - Light: 75% + Wood: 100% + Light: 100% Heavy: 50% InfDeath: 4 Explosion: small_frag ImpactSound: xplos SmudgeType: Crater - Damage: 40 + Damage: 30 Flamethrower: ROF: 50 From 81d5c89e6c44c054f7de363874527acd9c216394 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 15:09:49 -0700 Subject: [PATCH 02/16] APC gun damage reduced vs. heavy armor, infantry Since the APC's cost was lowered to $600 to deal with orca spam better, its damage vs. heavy armor and infantry is being correspondingly lowered, so that it is not too good against those units (in terms of dollar-value, especially). Keep in mind that APC is still good at crushing infantry. Also removed "High" attribute from APC gun (but not from the AA version). --- mods/cnc/weapons.yaml | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 8351bce393..24ddddc814 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -840,14 +840,13 @@ APCGun: ValidTargets: Ground Projectile: Bullet Speed: 100 - High: true Warhead: Spread: 3 Versus: - None: 50% + None: 30% Wood: 50% Light: 100% - Heavy: 30% + Heavy: 20% Explosion: small_poof Damage: 30 From dec5c7dfe292341451b212171ec4f26d8252a4d0 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 15:11:55 -0700 Subject: [PATCH 03/16] Mobile SAM's patriot missile buffed To deal with orca spam problem: -Mobile SAM missile fires a bit faster (Burst Delay of 1 sec. instead of 1.4 sec). -Damage spread increased slightly from 14 -> 16, to deal with large concentrations of air units. -Damage increased 55 -> 60, which divides as 2/3rds of an orca's HP. Important because Infantry rockets and Bike Rockets do 30 damage each, so one rocket + 1 patriot == kill. SAM turret damage also increased 55 -> 60, for same reason. --- mods/cnc/weapons.yaml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 24ddddc814..7441913162 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -795,7 +795,7 @@ SAMMissile: Explosion: small_frag ImpactSound: xplos SmudgeType: Crater - Damage: 55 + Damage: 60 HonestJohn: ROF: 200 @@ -866,11 +866,11 @@ APCGun.AA: Damage: 30 Patriot: - ROF: 100 + ROF: 75 Range: 10 MinRange: 1 Burst: 2 - BurstDelay: 35 + BurstDelay: 25 Report: ROCKET2 ValidTargets: Air Projectile: Missile @@ -883,7 +883,7 @@ Patriot: RangeLimit: 35 Angle: .15 Warhead: AP - Spread: 14 + Spread: 16 Versus: None: 100% Wood: 100% @@ -893,4 +893,4 @@ Patriot: Explosion: poof ImpactSound: xplos SmudgeType: Crater - Damage: 55 + Damage: 60 From cce71551fd0cf5aa2c9abfbbcf9c975a51cb8f81 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 15:13:50 -0700 Subject: [PATCH 04/16] reduced cost of APC and M-SAM to $600 The GDI APC and the Nod Mobile SAM Launcher are the premier anti-air units that are needed to defend each side from air attacks. Due to the problems of orca spam, they should be given a more prominent role. Currently the APC is $700 and the M-SAM $750. This might be reasonable against a small amount of vehicles, but anti-air units need to be able to deal with spam. So they will be reduced in cost so they can be bought cheaper. This is important for the M-SAM especially since it's a dedicated anti-air unit. To avoid the GDI APC being too good, the damage vs. heavy armor will be reduced a bit more, so it cannot serve the role of "light tank". It will still be able to fight light vehicles well, however. --- mods/cnc/rules/vehicles.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index a9653fde46..7824b25adc 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -81,7 +81,7 @@ HARV: APC: Inherits: ^Tank Valued: - Cost: 700 + Cost: 600 Tooltip: Name: APC Icon: apcicnh @@ -475,7 +475,7 @@ MSAM: MLRS: Inherits: ^Tank Valued: - Cost: 750 + Cost: 600 Tooltip: Name: Mobile S.A.M. Icon: mlrsicnh From 88de950afb2f5ad8cb868f60e88d987ddaef42bf Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 17:49:15 -0700 Subject: [PATCH 05/16] minor: humvee/buggy lose 5% vs. heavy & wood In big numbers, the unit with the heavy machine gun could be a bit too powerful vs. buildings for their cost, or even armor at certain times. (Armor should be extremely resistant to machine gun fire, even in large amounts). Base raiding should favor recon bikes slightly, for cost effectiveness. Nerf slightly. --- mods/cnc/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 7441913162..a1eb8bfe7d 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -654,9 +654,9 @@ MachineGun: Spread: 3 Versus: None: 100% - Wood: 30% + Wood: 25% Light: 75% - Heavy: 30% + Heavy: 25% Concrete: 10% InfDeath: 2 Explosion: piffs From d12566928ded0d0a6f9afc44e0b5985b1837a8d8 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 18:45:37 -0700 Subject: [PATCH 06/16] Mobile SAM receives speed & rotation boost Mobile SAM is a bit sluggish. +1 speed does the trick. Turret was a little slow, too. Important when you have to react fast. --- mods/cnc/rules/vehicles.yaml | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 7824b25adc..24d98912d8 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -485,7 +485,8 @@ MLRS: Prerequisites: anyhq Owner: nod Mobile: - Speed: 6 + Speed: 7 + ROT: 7 Health: HP: 120 Armor: @@ -493,7 +494,7 @@ MLRS: RevealsShroud: Range: 10 Turreted: - ROT: 5 + ROT: 8 Offset: -128,0,128 AlignWhenIdle: true Armament: From f6e092acb51add67ec641966ccd3af4e57a80202 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 18:57:58 -0700 Subject: [PATCH 07/16] buffed Mobile SAM's patriot missile Mobile SAMs are at risk of dying quickly, so it's better to have 2 missiles worth half the damage each, in the hopes you'll get more shots off. BurstDelay was lowered for this purpose, too. Increased speed of missile, and adjusted RangeLimit to compensate. --- mods/cnc/weapons.yaml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index a1eb8bfe7d..8c983c7366 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -866,11 +866,11 @@ APCGun.AA: Damage: 30 Patriot: - ROF: 75 + ROF: 30 Range: 10 MinRange: 1 Burst: 2 - BurstDelay: 25 + BurstDelay: 15 Report: ROCKET2 ValidTargets: Air Projectile: Missile @@ -879,8 +879,8 @@ Patriot: Image: patriot Trail: smokey ROT: 20 - Speed: 40 - RangeLimit: 35 + Speed: 50 + RangeLimit: 30 Angle: .15 Warhead: AP Spread: 16 @@ -893,4 +893,4 @@ Patriot: Explosion: poof ImpactSound: xplos SmudgeType: Crater - Damage: 60 + Damage: 30 From 540dda980bb7889683c1d75f34f52df6658c6422 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 19:00:05 -0700 Subject: [PATCH 08/16] SAM site-increase speed of open/closing and Make. Takes too long to make, because it's at ~80 tick like every other building. Increased speed of closing as well as opening. --- mods/cnc/sequences/structures.yaml | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/mods/cnc/sequences/structures.yaml b/mods/cnc/sequences/structures.yaml index 6f5d1ff369..6a8ee1d73f 100644 --- a/mods/cnc/sequences/structures.yaml +++ b/mods/cnc/sequences/structures.yaml @@ -350,6 +350,7 @@ sam: closing: Start: 50 Length: 14 + Tick: 30 damaged-closed-idle: Start:64 damaged-opening: @@ -362,12 +363,13 @@ sam: damaged-closing: Start: 114 Length: 14 + Tick: 30 dead: Start: 128 make: sammake Start: 0 Length: 20 - Tick: 80 + Tick: 30 muzzle: samfire Start: 0 Length: 18 From eac2b42fd3e51db019a15a7702e09f23e3f0f048 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 19:05:25 -0700 Subject: [PATCH 09/16] SAM site buff -- more missiles, faster, less dmg, SAM site receives a buff to counter orca spam. Missiles now do half as much damage (30). This divides better into Orca's hitpoints (90), to avoid wasted missiles. Missiles fire ~3x as often. Missiles are faster. RangeLimit reduced to compensate. --- mods/cnc/weapons.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 8c983c7366..98be66a903 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -770,7 +770,7 @@ Laser: Damage: 200 SAMMissile: - ROF: 50 + ROF: 15 Range: 10 Report: ROCKET2 ValidTargets: Air @@ -781,8 +781,8 @@ SAMMissile: Proximity: yes Image: MISSILE ROT: 20 - Speed: 40 - RangeLimit: 50 + Speed: 50 + RangeLimit: 35 Trail: smokey Warhead: AP Spread: 3 @@ -795,7 +795,7 @@ SAMMissile: Explosion: small_frag ImpactSound: xplos SmudgeType: Crater - Damage: 60 + Damage: 30 HonestJohn: ROF: 200 From 5aacb1b95f0f12853c6d0e26ebaabfa40424bac4 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 19:47:38 -0700 Subject: [PATCH 10/16] slight optimization of turret Made turret do less damage (50), and shooting more often. 50 divides well into apc/tank health (200,300,400). 80% damage is 40, which divides well into common vehicle HP (120,160). Bullet speed increased for greater accuracy. --- mods/cnc/weapons.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 98be66a903..98021efe76 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -506,24 +506,24 @@ Grenade: Damage: 40 TurretGun: - ROF: 30 + ROF: 25 Range: 6 Report: TNKFIRE6 Projectile: Bullet Image: 120MM - Speed: 40 + Speed: 50 Warhead: Spread: 3 Versus: None: 25% Wood: 25% - Light: 75% + Light: 80% Heavy: 100% InfDeath: 4 Explosion: small_frag ImpactSound: xplos SmudgeType: Crater - Damage: 60 + Damage: 50 MammothMissiles: ROF: 100 From ffe6b8898611f02453e74ff66d40a779a6db6a2d Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 21:27:38 -0700 Subject: [PATCH 11/16] TowerMissiles faster, fire more efficiently Missile optimized to fire a 2-burst quickly and kill orcas, but still does same overall damage as before. Uses missiles more efficiently by having them do lower damage and firing more often. Spread increased from 6 -> 12 since it is too weak against infantry. Damage vs. infantry still low, but at least has some effect vs. groups of infantry. Increased RangeLimit, instead of increasing missile speed, to keep the building's flavor. --- mods/cnc/weapons.yaml | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 98021efe76..2f2e8ec8a0 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -693,35 +693,35 @@ BoatMissile: Damage: 60 TowerMissle: - ROF: 30 + ROF: 24 Range: 8 Report: ROCKET2 ValidTargets: Ground, Air Burst: 2 - BurstDelay: 20 + BurstDelay: 16 Projectile: Missile Arm: 0 High: yes Shadow: no Proximity: yes - Inaccuracy: 5 + Inaccuracy: 3 Image: DRAGON - ROT: 10 + ROT: 20 Trail: smokey Speed: 35 - RangeLimit: 30 + RangeLimit: 40 Warhead: - Spread: 6 + Spread: 12 Versus: None: 25% Wood: 25% Light: 100% - Heavy: 75% + Heavy: 80% InfDeath: 3 Explosion: med_frag ImpactSound: xplos SmudgeType: Crater - Damage: 60 + Damage: 45 Napalm: ROF: 2 From b2b3959d9544d430aa045a3145ebc896c2da5769 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 21:34:12 -0700 Subject: [PATCH 12/16] APC gun buffed APC fires more rapidly. Does same damage vs. ground units, but does much more damage vs. air units now. APC ground damage vs. infantry changed because since the damage is low (15), strange rounding errors occur that make it do next to no damage. --- mods/cnc/weapons.yaml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 2f2e8ec8a0..35c09eba18 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -834,7 +834,7 @@ Tiberium: PreventProne: yes APCGun: - ROF: 25 + ROF: 12 Range: 5 Report: gun20 ValidTargets: Ground @@ -843,15 +843,15 @@ APCGun: Warhead: Spread: 3 Versus: - None: 30% + None: 35% Wood: 50% Light: 100% Heavy: 20% Explosion: small_poof - Damage: 30 + Damage: 15 APCGun.AA: - ROF: 25 + ROF: 12 Range: 7 Report: gun20 ValidTargets: Air @@ -863,7 +863,7 @@ APCGun.AA: Versus: Heavy: 50% Explosion: small_poof - Damage: 30 + Damage: 25 Patriot: ROF: 30 From 00550afd984dbe6a611ab029410bd5fc96d0cd1e Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 21:36:40 -0700 Subject: [PATCH 13/16] SAM site's turret rotation speed increased Shouldn't have to lose out because you can't turn your head fast enough. --- mods/cnc/rules/structures.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 7767e0d5dd..35d3eb1965 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -563,7 +563,7 @@ SAM: RevealsShroud: Range: 5 Turreted: - ROT: 7 + ROT: 10 InitialFacing: 0 RenderBuildingTurreted: Armament: From 735e437912500d08d22b8273bc90f924e057d5bf Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 21:54:59 -0700 Subject: [PATCH 14/16] Made silos have double the capacity, cost more. This is combined with slightly reducing the amount of tiberium stored in Refineries. Part of the reason for this is that refineries are targeted lots by ion cannons (one-shot kill) and nukes. Whenever this happens, you lose the money that's in them. By making a silo that stores more, you can store the tib farther away and keep a bit more of it safe. The other part of the reason is to bring silos into the game as a somewhat strategic structure. By having more money, they are more capturable, because you can steal what's in them. It might also make sense to maybe airstrike them so that the opponent loses what money is in them. The way to counteract this problem is to build more silos. They cost a bit more though (double) so that you have to think about how many you want. --- mods/cnc/rules/structures.yaml | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 35d3eb1965..bf31493ebf 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -123,8 +123,8 @@ PROC: TickRate: 15 StoresOre: PipColor: Green - PipCount: 18 - Capacity: 1800 + PipCount: 15 + Capacity: 1500 Selectable: Bounds: 73,72 CustomSellValue: @@ -140,7 +140,7 @@ PROC: SILO: Inherits: ^Building Valued: - Cost: 150 + Cost: 300 Tooltip: Name: Tiberium Silo Icon: siloicnh @@ -156,16 +156,16 @@ SILO: Dimensions: 2,1 -GivesBuildableArea: Health: - HP: 300 + HP: 400 RevealsShroud: Range: 4 RenderBuildingSilo: StoresOre: - PipCount: 12 + PipCount: 24 PipColor: Green - Capacity: 1200 + Capacity: 2400 Selectable: - Bounds: 49,24 + Bounds: 49,30 -RenderBuilding: -EmitInfantryOnSell: From 884eb3bf89f501d9c90be7f3f238f8143a5f77aa Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 22:02:40 -0700 Subject: [PATCH 15/16] Reducing orca damage 30 -> 25 Will reduce damage by rockets but inrease the amount of rockets from 5 -> 6. The result of this will be taking longer to do full damage of the volley. --- mods/cnc/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 35c09eba18..374c55350f 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -306,7 +306,7 @@ OrcaAGMissiles: Explosion: small_frag ImpactSound: xplos SmudgeType: Crater - Damage: 30 + Damage: 25 OrcaAAMissiles: ROF: 15 @@ -337,7 +337,7 @@ OrcaAAMissiles: Explosion: small_frag ImpactSound: xplos SmudgeType: Crater - Damage: 30 + Damage: 25 Flamethrower: ROF: 50 From 58411bbaf7cceb25323bd39275c61293ac5fa6f6 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 19 Apr 2013 22:18:08 -0700 Subject: [PATCH 16/16] Orca +1 (weaker missile), has slower reload Reload period for orca inreased. Fully reloading is roughly equal to the amount of time it would take to go from the center of an 80x80 map to your home base, land, reload, and return to the center. (About 30 seconds). There is +1 rocket than before, because each rocket has been weakened. This makes the orca take longer to unleash its full payload. --- mods/cnc/rules/aircraft.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/rules/aircraft.yaml b/mods/cnc/rules/aircraft.yaml index 1a47222628..2a48c26f4e 100644 --- a/mods/cnc/rules/aircraft.yaml +++ b/mods/cnc/rules/aircraft.yaml @@ -129,11 +129,11 @@ ORCA: AttackHeli: FacingTolerance: 20 LimitedAmmo: - Ammo: 5 - PipCount: 5 + Ammo: 6 + PipCount: 6 Reloads: Count: 1 - Period: 100 + Period: 150 RenderUnit: WithShadow: FallsToEarth: