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.
This commit is contained in:
AoAGeneral
2018-05-28 09:50:35 +00:00
committed by Paul Chote
parent 4bf606b3ca
commit 31dcb825b7
7 changed files with 30 additions and 19 deletions

View File

@@ -416,6 +416,7 @@
SpeedModifier: 60 SpeedModifier: 60
DamageModifiers: DamageModifiers:
Prone50Percent: 50 Prone50Percent: 50
Prone80Percent: 80
DamageTriggers: TriggerProne DamageTriggers: TriggerProne
ProneOffset: 400,0,0 ProneOffset: 400,0,0
WithInfantryBody: WithInfantryBody:
@@ -694,6 +695,7 @@
Sellable: Sellable:
SellSounds: cashturn.aud SellSounds: cashturn.aud
Capturable: Capturable:
CaptureThreshold: 55
WithMakeAnimation: WithMakeAnimation:
^CivBuilding: ^CivBuilding:
@@ -957,6 +959,11 @@
BodyOrientation: BodyOrientation:
UseClassicFacingFudge: True UseClassicFacingFudge: True
^LightHusk:
Inherits: ^Husk
Health:
HP: 2000
^HelicopterHusk: ^HelicopterHusk:
Inherits: ^CommonHuskDefaults Inherits: ^CommonHuskDefaults
WithShadow: WithShadow:

View File

@@ -17,7 +17,7 @@ HARV.Husk:
Image: harv.destroyed Image: harv.destroyed
APC.Husk: APC.Husk:
Inherits: ^Husk Inherits: ^LightHusk
Tooltip: Tooltip:
Name: APC (Destroyed) Name: APC (Destroyed)
TransformOnCapture: TransformOnCapture:
@@ -44,7 +44,7 @@ ARTY.Husk:
Image: arty.destroyed Image: arty.destroyed
BGGY.Husk: BGGY.Husk:
Inherits: ^Husk Inherits: ^LightHusk
Tooltip: Tooltip:
Name: Nod Buggy (Destroyed) Name: Nod Buggy (Destroyed)
TransformOnCapture: TransformOnCapture:
@@ -53,7 +53,7 @@ BGGY.Husk:
Image: bggy.destroyed Image: bggy.destroyed
BIKE.Husk: BIKE.Husk:
Inherits: ^Husk Inherits: ^LightHusk
Tooltip: Tooltip:
Name: Recon Bike (Destroyed) Name: Recon Bike (Destroyed)
TransformOnCapture: TransformOnCapture:
@@ -62,7 +62,7 @@ BIKE.Husk:
Image: bike.destroyed Image: bike.destroyed
JEEP.Husk: JEEP.Husk:
Inherits: ^Husk Inherits: ^LightHusk
Tooltip: Tooltip:
Name: Hum-Vee (Destroyed) Name: Hum-Vee (Destroyed)
TransformOnCapture: TransformOnCapture:

View File

@@ -172,6 +172,8 @@ E6:
Captures: Captures:
CaptureTypes: building, husk CaptureTypes: building, husk
PlayerExperience: 50 PlayerExperience: 50
Selectable:
Priority: 5
RMBO: RMBO:
Inherits: ^Soldier Inherits: ^Soldier

View File

@@ -2,7 +2,7 @@ FACT:
Inherits: ^BaseBuilding Inherits: ^BaseBuilding
Inherits@shape: ^3x2Shape Inherits@shape: ^3x2Shape
Valued: Valued:
Cost: 4000 Cost: 3500
Tooltip: Tooltip:
Name: Construction Yard Name: Construction Yard
Building: Building:
@@ -116,13 +116,14 @@ NUKE:
BuildPaletteOrder: 10 BuildPaletteOrder: 10
Prerequisites: fact Prerequisites: fact
Queue: Building.GDI, Building.Nod Queue: Building.GDI, Building.Nod
BuildDuration: 330
Description: Generates power Description: Generates power
Building: Building:
Footprint: xX xx == Footprint: xX xx ==
Dimensions: 2,3 Dimensions: 2,3
LocalCenterOffset: 0,-512,0 LocalCenterOffset: 0,-512,0
Health: Health:
HP: 50000 HP: 55000
RevealsShroud: RevealsShroud:
Range: 4c0 Range: 4c0
WithBuildingBib: WithBuildingBib:
@@ -396,7 +397,7 @@ AFLD:
LimitedAudio: BuildingInProgress LimitedAudio: BuildingInProgress
ProductionBar: ProductionBar:
Power: Power:
Amount: -50 Amount: -40
ProvidesPrerequisite@buildingname: ProvidesPrerequisite@buildingname:
WEAP: WEAP:
@@ -449,7 +450,7 @@ WEAP:
LimitedAudio: BuildingInProgress LimitedAudio: BuildingInProgress
ProductionBar: ProductionBar:
Power: Power:
Amount: -50 Amount: -40
ProvidesPrerequisite@buildingname: ProvidesPrerequisite@buildingname:
HPAD: HPAD:
@@ -606,7 +607,7 @@ FIX:
RallyPoint: RallyPoint:
WithRepairAnimation: WithRepairAnimation:
Power: Power:
Amount: -30 Amount: -20
ProvidesPrerequisite@buildingname: ProvidesPrerequisite@buildingname:
EYE: EYE:

View File

@@ -5,7 +5,7 @@ V19:
Footprint: x Footprint: x
Dimensions: 1,1 Dimensions: 1,1
Health: Health:
HP: 100000 HP: 80000
Tooltip: Tooltip:
Name: Oil Derrick Name: Oil Derrick
TooltipDescription@ally: TooltipDescription@ally:

View File

@@ -1,7 +1,7 @@
MCV: MCV:
Inherits: ^Vehicle Inherits: ^Vehicle
Valued: Valued:
Cost: 4000 Cost: 3500
Tooltip: Tooltip:
Name: Mobile Construction Vehicle Name: Mobile Construction Vehicle
Buildable: Buildable:
@@ -92,28 +92,28 @@ APC:
Inherits@CLOAK: ^AcceptsCloakCrate Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
Valued: Valued:
Cost: 550 Cost: 600
Tooltip: Tooltip:
Name: APC Name: APC
Buildable: Buildable:
BuildPaletteOrder: 30 BuildPaletteOrder: 30
Prerequisites: pyle Prerequisites: pyle
Queue: Vehicle.GDI Queue: Vehicle.GDI
BuildDuration: 900 BuildDuration: 938
BuildDurationModifier: 40 BuildDurationModifier: 40
Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry
Mobile: Mobile:
TurnSpeed: 8 TurnSpeed: 5
Speed: 132 Speed: 132
RequiresCondition: !notmobile RequiresCondition: !notmobile
Health: Health:
HP: 21500 HP: 19000
Repairable: Repairable:
HpPerStep: 1440 HpPerStep: 1440
Armor: Armor:
Type: Heavy Type: Heavy
RevealsShroud: RevealsShroud:
Range: 7c0 Range: 6c0
Turreted: Turreted:
TurnSpeed: 10 TurnSpeed: 10
Armament@PRIMARY: Armament@PRIMARY:
@@ -488,7 +488,7 @@ MSAM:
Inherits@CLOAK: ^AcceptsCloakCrate Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Valued: Valued:
Cost: 1000 Cost: 900
Tooltip: Tooltip:
Name: Rocket Launcher Name: Rocket Launcher
Buildable: Buildable:

View File

@@ -70,6 +70,7 @@ HeliAGGun:
Wood: 50 Wood: 50
Light: 75 Light: 75
Heavy: 25 Heavy: 25
DamageTypes: Prone80Percent, TriggerProne, BulletDeath
HeliAAGun: HeliAAGun:
Inherits: HeliAGGun Inherits: HeliAGGun
@@ -133,7 +134,7 @@ APCGun:
Range: 5c0 Range: 5c0
Report: gun20.aud Report: gun20.aud
Projectile: Bullet Projectile: Bullet
Speed: 1c682 Speed: 900
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
Spread: 128 Spread: 128
Damage: 2000 Damage: 2000
@@ -149,7 +150,7 @@ APCGun:
APCGun.AA: APCGun.AA:
Inherits: APCGun Inherits: APCGun
Range: 7c0 Range: 6c0
ValidTargets: Air ValidTargets: Air
Projectile: Bullet Projectile: Bullet
Speed: 2c0 Speed: 2c0