From 31dcb825b71a504b847609d3d9ef049c3ac0bdf7 Mon Sep 17 00:00:00 2001 From: AoAGeneral Date: Mon, 28 May 2018 09:50:35 +0000 Subject: [PATCH] Update TD balancing: Apache damage vs infantry at prone increased from 50 percent to 80 percent. Apache damage was cut in half making them less effective versus infantry. Giving them an extra boost damage wise versus prone is enough then going with a universal damage boost. MCV Price from 4000 to 3500. Some say they want 3000 but im still paranoid of the epidemics that have happened in the past with 1v1 and team games. Needs more team game tests if they want 3000. Repair Pad decrease power from -30 to -20. Power consumption is a little high. Specifically if they want to build extras. APC Price from 550 to 600. APC HP from 21500 to 19000. APC turn speed from 8 to 5. APC build duration from 900 to 938. APC AA range from 7 to 6. APC reduce vision range from 7c0 to 6c0. APC projectile speed reduced from 2c0 to 900. See notes below. Power Plant buff HP from 50,000 to 55,000 Makes power plant sniping a little tougher. But still effective to take out. Change power structures (Airstrip/Factory and Refinery to 40 power) Important change. This allows more diverse builds to happen such as now able to build refinery > barracks > factory. This combo helps easy defends with quick vehicle herasses. MRLS Price reduction from 1000 to 900. Allows an easier method to build on the field. A unit that is often times killed by airstrikes allows more forgiveness when on the field. Light vehicle husks HP reduce to 2000. (reduce timer on field wreckage.) Prevents early on refinery blocks and other pathing unit issues. Oil Derrick reduce HP from 100,000 to 80,000 Oil Derricks were a little to strong. Easily can be killed now. Change power plant build duration from 12 seconds to 8 seconds. (Low power build duration from 24 seconds to 16 seconds.) Note: Does not include Adv. Power plant Due to the struggle of low power this enables players to build regular power plants to help get back up quickly. This however, does not apply to Adv. power plants. The outcome is then scattered extra power plants rather then Adv. power due to the player being on low power. Change engineer capture threshold from 50 to 55 and added a lower selection priority. Fixes the structures from being fixed and preventing the second engineer from getting canceled out or being wasted on damaging the structure again. NOTES: I have mentioned that I disagree on the above APC changes. The reasons I conclude may happen is buffing the bikes with a lack of counter. This may result in games where infantry are now used to help counter against buggy/bike play rather then an APC/infantry play or APC/hummer play. If and when players speak about bikes being OP please look back at the changes that happened in the past. --- mods/cnc/rules/defaults.yaml | 7 +++++++ mods/cnc/rules/husks.yaml | 8 ++++---- mods/cnc/rules/infantry.yaml | 2 ++ mods/cnc/rules/structures.yaml | 11 ++++++----- mods/cnc/rules/tech.yaml | 2 +- mods/cnc/rules/vehicles.yaml | 14 +++++++------- mods/cnc/weapons/smallcaliber.yaml | 5 +++-- 7 files changed, 30 insertions(+), 19 deletions(-) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index 807875c52b..24ae8aefa4 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -416,6 +416,7 @@ SpeedModifier: 60 DamageModifiers: Prone50Percent: 50 + Prone80Percent: 80 DamageTriggers: TriggerProne ProneOffset: 400,0,0 WithInfantryBody: @@ -694,6 +695,7 @@ Sellable: SellSounds: cashturn.aud Capturable: + CaptureThreshold: 55 WithMakeAnimation: ^CivBuilding: @@ -957,6 +959,11 @@ BodyOrientation: UseClassicFacingFudge: True +^LightHusk: + Inherits: ^Husk + Health: + HP: 2000 + ^HelicopterHusk: Inherits: ^CommonHuskDefaults WithShadow: diff --git a/mods/cnc/rules/husks.yaml b/mods/cnc/rules/husks.yaml index e0977e2701..f815a35512 100644 --- a/mods/cnc/rules/husks.yaml +++ b/mods/cnc/rules/husks.yaml @@ -17,7 +17,7 @@ HARV.Husk: Image: harv.destroyed APC.Husk: - Inherits: ^Husk + Inherits: ^LightHusk Tooltip: Name: APC (Destroyed) TransformOnCapture: @@ -44,7 +44,7 @@ ARTY.Husk: Image: arty.destroyed BGGY.Husk: - Inherits: ^Husk + Inherits: ^LightHusk Tooltip: Name: Nod Buggy (Destroyed) TransformOnCapture: @@ -53,7 +53,7 @@ BGGY.Husk: Image: bggy.destroyed BIKE.Husk: - Inherits: ^Husk + Inherits: ^LightHusk Tooltip: Name: Recon Bike (Destroyed) TransformOnCapture: @@ -62,7 +62,7 @@ BIKE.Husk: Image: bike.destroyed JEEP.Husk: - Inherits: ^Husk + Inherits: ^LightHusk Tooltip: Name: Hum-Vee (Destroyed) TransformOnCapture: diff --git a/mods/cnc/rules/infantry.yaml b/mods/cnc/rules/infantry.yaml index 2cb63bbe28..eb27c3fcbf 100644 --- a/mods/cnc/rules/infantry.yaml +++ b/mods/cnc/rules/infantry.yaml @@ -172,6 +172,8 @@ E6: Captures: CaptureTypes: building, husk PlayerExperience: 50 + Selectable: + Priority: 5 RMBO: Inherits: ^Soldier diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 56955fdb34..e78712f563 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -2,7 +2,7 @@ FACT: Inherits: ^BaseBuilding Inherits@shape: ^3x2Shape Valued: - Cost: 4000 + Cost: 3500 Tooltip: Name: Construction Yard Building: @@ -116,13 +116,14 @@ NUKE: BuildPaletteOrder: 10 Prerequisites: fact Queue: Building.GDI, Building.Nod + BuildDuration: 330 Description: Generates power Building: Footprint: xX xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Health: - HP: 50000 + HP: 55000 RevealsShroud: Range: 4c0 WithBuildingBib: @@ -396,7 +397,7 @@ AFLD: LimitedAudio: BuildingInProgress ProductionBar: Power: - Amount: -50 + Amount: -40 ProvidesPrerequisite@buildingname: WEAP: @@ -449,7 +450,7 @@ WEAP: LimitedAudio: BuildingInProgress ProductionBar: Power: - Amount: -50 + Amount: -40 ProvidesPrerequisite@buildingname: HPAD: @@ -606,7 +607,7 @@ FIX: RallyPoint: WithRepairAnimation: Power: - Amount: -30 + Amount: -20 ProvidesPrerequisite@buildingname: EYE: diff --git a/mods/cnc/rules/tech.yaml b/mods/cnc/rules/tech.yaml index cff3c87cc9..d84dce4760 100644 --- a/mods/cnc/rules/tech.yaml +++ b/mods/cnc/rules/tech.yaml @@ -5,7 +5,7 @@ V19: Footprint: x Dimensions: 1,1 Health: - HP: 100000 + HP: 80000 Tooltip: Name: Oil Derrick TooltipDescription@ally: diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 12a7370913..8e17629dde 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -1,7 +1,7 @@ MCV: Inherits: ^Vehicle Valued: - Cost: 4000 + Cost: 3500 Tooltip: Name: Mobile Construction Vehicle Buildable: @@ -92,28 +92,28 @@ APC: Inherits@CLOAK: ^AcceptsCloakCrate Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove Valued: - Cost: 550 + Cost: 600 Tooltip: Name: APC Buildable: BuildPaletteOrder: 30 Prerequisites: pyle Queue: Vehicle.GDI - BuildDuration: 900 + BuildDuration: 938 BuildDurationModifier: 40 Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry Mobile: - TurnSpeed: 8 + TurnSpeed: 5 Speed: 132 RequiresCondition: !notmobile Health: - HP: 21500 + HP: 19000 Repairable: HpPerStep: 1440 Armor: Type: Heavy RevealsShroud: - Range: 7c0 + Range: 6c0 Turreted: TurnSpeed: 10 Armament@PRIMARY: @@ -488,7 +488,7 @@ MSAM: Inherits@CLOAK: ^AcceptsCloakCrate Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Valued: - Cost: 1000 + Cost: 900 Tooltip: Name: Rocket Launcher Buildable: diff --git a/mods/cnc/weapons/smallcaliber.yaml b/mods/cnc/weapons/smallcaliber.yaml index af85edc707..980ace0d7b 100644 --- a/mods/cnc/weapons/smallcaliber.yaml +++ b/mods/cnc/weapons/smallcaliber.yaml @@ -70,6 +70,7 @@ HeliAGGun: Wood: 50 Light: 75 Heavy: 25 + DamageTypes: Prone80Percent, TriggerProne, BulletDeath HeliAAGun: Inherits: HeliAGGun @@ -133,7 +134,7 @@ APCGun: Range: 5c0 Report: gun20.aud Projectile: Bullet - Speed: 1c682 + Speed: 900 Warhead@1Dam: SpreadDamage Spread: 128 Damage: 2000 @@ -149,7 +150,7 @@ APCGun: APCGun.AA: Inherits: APCGun - Range: 7c0 + Range: 6c0 ValidTargets: Air Projectile: Bullet Speed: 2c0