From 8266c96a3890c50e83531a4b750055ec6b9b1a62 Mon Sep 17 00:00:00 2001 From: AoAGeneral Date: Mon, 2 Jan 2017 13:23:46 -0800 Subject: [PATCH] Add detection to temple of Nod. (Nice to have detection then stealthers sneaking by it) artillery minimum range increase from 2c896 to 3c0. mammoth tank HP increase from 800 to 870. (Dies by medium tank spams and e3 a little to easily from recent changes. With a longer build time they fall prey to mass numbers.) ion time increase from 3:00 to 4:30. (Ion strikes go off a little to fast. Mammoth armies take about 2:00 to build back up. By the time base attacks happen close to 3:00) nuke timer from 5 to 6. (Because the nuke damage has been buffed) nuke damage spread from 2c512 to 5c512. (Nuke damage spread was to weak. Barely killing a power plant where it lands just a few cells away from base hit) nuke spread damage increased from 100 to 110. (First spread modifier) (See line above) a10 timer increased from 3:30 to 4:00. (Timer increased because they were going off a little to fast still. These planes kill infantry builds as it is.) MSAM HP from 120 to 180. (To weak vs air. Missiles drain takes a few seconds to reload and then sniped within that time. Specially since dedicated AA) Commando weapon range increased from 6c0 to 8c0. (They had the same range as e3 and minigunners were able to close distances on them extremely fast. Take note they shoot farther then their vision range.) Commando weapon projectile speed increased from 1c682 to 5c682. (This was super annoying. You fire a shot and the infantry doesn't die because bullet travel to slow. Increased this fixed the problem.) Commando price increase from 1000 to 2000. (Extremely cheap when buffed. Increased price to match their power.) Commando build time increased from 24 to 32. (2000 Build duration) (Build time a little to fast. Compensates this with multiple barracks.) Husks interval timer increased from 2 to 6. (Husks blow up to fast to capture anything. Kept on low timer to prevent vehicle block. Only possible way is to have an engineer in an APC ready. Which Nod is unable to have APCs.) Bike damage increase from 30 to 31. (HP changes on harvs, structures, and mammoth. A very small change leading to a decent buff. Granting a 2 damage increase with constant hits) Chem damage vs none reduced from 100 to 70. (Chems performing a little to well by themselves. Having mixed units is a better solution. IE: My recent flame tank chem trooper mix) Chem damage vs armor increased from 50 to 75. (Chems performed a little to weak vs armor. Doing less damage then infantry and getting squashed by medium tanks and light tanks. This will make players think twice about squashing tactics. Also more damage vs armored defenses.) Grenadier accuracy reduced from 213 to 813. (Makes them miss a lot more). (Grenadiers were to accurate and unable to kill infantry packs. Looking at CNC95 and RA in ORA they miss their targets as well. Having them miss spreads their AoE damage and able to take out infantry packs. Players maye want to think of spreading infantry when fighting grenadiers) Flamer damage vs armor reduced from 20 to 10. (Flame infantry) (To much damage to APCs and light tanks) Flamer damage vs none increased from 100 to 110. (Flame infantry.) (Made them stronger vs infantry to balance out vs chems. Makes them a strong viable choice.) Harv build timer increase from 24 to 27. (1680 build timer) (Harv spamming is like a disease. Its gotten to strong to quickly. Increasing their timer slightly also increases other viable builds.) Harvester HP increase from 600 to 625. (Both medium tanks and bikes doing a little to much damage. Compensates slightly for build timer) Refinery power reduced from 50 to 40. (Offers more build choices. Opening barracks becomes stronger then going strip/factory all the time. Both openings strong strats just requires scouting.) Refinery sell no longer refunds. (Includes with the harv spamming. Gave 250 back which counted towards buggy/bike money. IE: PP > Ref > Strip (Strip makes 2-3 buggies 2 bikes then a harv) > Ref (Sell ref gain harv) > Strip (Because power only 30) > PP Refinery tiberium hold reduced from 2000 to 700. (This has had no impact to force people to build silos. But it opts people to protect refineries rather then "Lost a ref. Meh. Got 3 others.". Losing a ref now loses earned money. If it holds money. Also prevents sell trick to save power.) Silo hold increase from 2000 to 3000. (Compensate for Refinery. Also has extra HP now. See below.) AGT HP from 600 to 550. (Way to strong when it came to units coming to these in mass amounts. Also hard for artillery units to shell due to small box size and HP pool.) Light Tank price reduced from 700 to 650. (700 was a bit to high. 650 seems to hit the right spot but left build time as is. 0:17) Visceroid spawn reduce from 10 to 5. (This was a weird one. Infantry dieing in tiberium was at a good spot. But for some reason when chems kill infantry it would create 2-3 visceroids. Then those visceroids would create 2-3 at a time. RNG issue so was reduced.) Increase all building HP by 100. (Help balance vs medium tanks, bikes, light tanks, chems, grenadiers, air units, and stealth tanks.) Gun turret HP increase from 400 to 410. (This is taking baby steps. I want them a little tougher vs medium tanks but not at the point of RA style. Same logic as obrakmann taking baby steps with MCV.) Starting units adjusted. (This created a big problem in competitive scenes. Having early units is good to prevent infantry rushes. But starting with a bike/apc while your opponent starts with a hummer/buggy is to off balancing.) MCV build time decreased from 1:36 to 1:00. (3750) (Price unchanged. Takes a little to long in team games and some 1v1 scenarios to get one built. Also now drains money faster to compensate) Engineer HP increase from 25 to 30. (Dies a little to quick hummers/buggies. Same kill time as minigunner (If takes a hit while standing) APC HP increase from 210 to 215. (These are dieing a little to fast and weak vs certian units. IE: buggies/hummers and bikes. Tested vs light tanks and more optimal. Baby steps.) APC Damage vs light decreased from 105 to 100. (I don't want them killing bikes to fast now that they are cheaper.) APC cost decreased from 600 to 550. (APCs for infantry builds as GDI was waaaaay to expensive. Having a slightly faster build timer of 0:14 instead of 0:15 will help too. Helps to withstand early onslaught of Nod. Keep note bikes still 0:12 timer) (Created new Sam weapon Dragon from RA e3 AA. Reason: Shared weapon with AGT.) Samsite range increased from 8c0 to 12c0. (Dedicated AA. Keep note: Longer range = longer time to kill a unit and able to escape. Closer it is the faster air units die.) Samsite spread damage decreased from 682 to 128. (To much AoE damage) Samsite range limit increased from 9c614 to 15co. (Missiles would die out within its own range circle.) Samsite reveal shroud decreased from 8c0 to 6c0. (Prevents the RA logic of build an AA in front of your base and all good. You need units/structures to make good use of its range.) Samsite now fires two shots at a time. (Increases damage and intuitive to home base of CNC95.) Recon Bike HP decreased from 120 to 110. (Takes to long to kill these units when vs minigunners and light vehicle types. APCs taking to long to kill these.) Airstrip/Weapon Factory power increased from 30 to 50. (Increased like a disease. Nod players going with an extremely fast 4 strip build without com center. GDI maxing at 3 factories with non stop vehicles. Infantry became to weak.) Communication Center power increased from 40 to 50. (See above.) APC movement speed increased from 128 to 132. (A little to slow vs light tanks and dealing with buggies. Buggies being faster still they are able to get a few extra shots off. Provides better base entry.) MRLS range reduced from 12c0 to 11c0. (Out ranging Nod artillery. Extremely accurate as is and to strong vs several units. Shorter range allows faster vehicles to reach them better.) MRLS damage vs none reduced from 35 to 25. (To much damage vs infantry. Specially to e3.) Obelisk power reduced from 150 to 90. (Having to build an adv power plant after each Obelisk is put up is insane. Two Obelisk = 180 now and adv power plant is 200.) --- mods/cnc/rules/defaults.yaml | 4 +-- mods/cnc/rules/infantry.yaml | 6 ++-- mods/cnc/rules/structures.yaml | 55 ++++++++++++++++-------------- mods/cnc/rules/vehicles.yaml | 22 +++++++----- mods/cnc/rules/world.yaml | 20 +---------- mods/cnc/weapons/largecaliber.yaml | 2 +- mods/cnc/weapons/missiles.yaml | 37 ++++++++++++++++++-- mods/cnc/weapons/other.yaml | 10 +++--- mods/cnc/weapons/smallcaliber.yaml | 6 ++-- mods/cnc/weapons/superweapons.yaml | 4 +-- 10 files changed, 95 insertions(+), 71 deletions(-) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index 4b0a9bc032..6028acd0dc 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -292,7 +292,7 @@ RequiresCondition: hazmatsuits ActorLostNotification: SpawnActorOnDeath: - Probability: 10 + Probability: 5 Actor: vice OwnerType: InternalName InternalOwner: Creeps @@ -811,7 +811,7 @@ Husk: AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach Burns: - Interval: 2 + Interval: 6 Targetable: RequiresForceFire: yes TargetTypes: Ground, Husk diff --git a/mods/cnc/rules/infantry.yaml b/mods/cnc/rules/infantry.yaml index ffb3bc13bb..d626cecd22 100644 --- a/mods/cnc/rules/infantry.yaml +++ b/mods/cnc/rules/infantry.yaml @@ -144,7 +144,7 @@ E6: Mobile: Speed: 56 Health: - HP: 25 + HP: 30 Passenger: PipType: Yellow EngineerRepair: @@ -158,13 +158,15 @@ RMBO: Inherits: ^Soldier Inherits@EXPERIENCE: ^GainsExperience Valued: - Cost: 1000 + Cost: 2000 Tooltip: Name: Commando Buildable: BuildPaletteOrder: 50 Prerequisites: eye, ~techlevel.high Queue: Infantry.GDI + BuildDuration: 2000 + BuildDurationModifier: 40 Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles Mobile: Speed: 71 diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 06a1c452a5..216b00b90c 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -8,7 +8,7 @@ FACT: Footprint: xxx xxx Dimensions: 3,2 Health: - HP: 2000 + HP: 2100 Armor: Type: Wood RevealsShroud: @@ -156,7 +156,7 @@ PROC: Footprint: _x_ xxx === Dimensions: 3,3 Health: - HP: 900 + HP: 1000 RevealsShroud: Range: 6c0 Bib: @@ -170,18 +170,18 @@ PROC: StoresResources: PipColor: Green PipCount: 10 - Capacity: 2000 + Capacity: 700 Selectable: Bounds: 72,56,0,12 CustomSellValue: - Value: 500 + Value: 0 FreeActor: Actor: HARV SpawnOffset: 1,2 Facing: 64 WithResources: Power: - Amount: -50 + Amount: -40 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 73,72 @@ -202,7 +202,7 @@ SILO: Dimensions: 2,1 -GivesBuildableArea: Health: - HP: 400 + HP: 500 RevealsShroud: Range: 4c0 Bib: @@ -214,7 +214,7 @@ SILO: StoresResources: PipCount: 10 PipColor: Green - Capacity: 2000 + Capacity: 3000 -EmitInfantryOnSell: Power: Amount: -10 @@ -240,7 +240,7 @@ PYLE: Footprint: xx xx Dimensions: 2,2 Health: - HP: 500 + HP: 600 RevealsShroud: Range: 5c0 Bib: @@ -282,7 +282,7 @@ HAND: Footprint: xx xx Dimensions: 2,2 Health: - HP: 500 + HP: 600 RevealsShroud: Range: 5c0 Bib: @@ -324,7 +324,7 @@ AFLD: Footprint: xxxx xxxx Dimensions: 4,2 Health: - HP: 1000 + HP: 1100 RevealsShroud: Range: 7c0 Bib: @@ -346,7 +346,7 @@ AFLD: ReadyAudio: ProductionBar: Power: - Amount: -30 + Amount: -50 ProvidesPrerequisite@buildingname: WEAP: @@ -370,7 +370,7 @@ WEAP: SelectionDecorations: VisualBounds: 72,64,0,-16 Health: - HP: 1000 + HP: 1100 RevealsShroud: Range: 4c0 Bib: @@ -391,7 +391,7 @@ WEAP: LowPowerSlowdown: 3 ProductionBar: Power: - Amount: -30 + Amount: -50 ProvidesPrerequisite@buildingname: HPAD: @@ -409,7 +409,7 @@ HPAD: Footprint: xx xx Dimensions: 2,2 Health: - HP: 500 + HP: 600 RevealsShroud: Range: 5c0 Exit@1: @@ -467,7 +467,7 @@ HQ: WithSpriteBody: PauseAnimationWhenDisabled: true Health: - HP: 700 + HP: 800 RevealsShroud: Range: 10c0 Bib: @@ -478,7 +478,7 @@ HQ: AirstrikePower: Prerequisites: ~techlevel.superweapons Icon: airstrike - ChargeTime: 210 + ChargeTime: 240 SquadSize: 3 QuantizedFacings: 8 Description: Air Strike @@ -495,7 +495,7 @@ HQ: CameraActor: camera SupportPowerChargeBar: Power: - Amount: -40 + Amount: -50 FIX: Inherits: ^BaseBuilding @@ -516,7 +516,7 @@ FIX: SelectionDecorations: VisualBounds: 72,48 Health: - HP: 700 + HP: 800 RevealsShroud: Range: 5c0 Bib: @@ -559,7 +559,7 @@ EYE: WithSpriteBody: PauseAnimationWhenDisabled: true Health: - HP: 1200 + HP: 1300 RevealsShroud: Range: 10c0 Bib: @@ -571,7 +571,7 @@ EYE: Prerequisites: ~techlevel.superweapons Icon: ioncannon Cursor: ioncannon - ChargeTime: 180 + ChargeTime: 270 Description: Ion Cannon LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. BeginChargeSpeechNotification: IonCannonCharging @@ -612,15 +612,18 @@ TMPL: PowerdownSound: DisablePower DisabledOverlay: Health: - HP: 2000 + HP: 2100 RevealsShroud: Range: 6c0 Bib: + RenderDetectionCircle: + DetectCloaked: + Range: 5c0 NukePower: Prerequisites: ~techlevel.superweapons Icon: abomb Cursor: nuke - ChargeTime: 300 + ChargeTime: 360 Description: Nuclear Strike LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area. EndChargeSpeechNotification: NuclearWeaponAvailable @@ -654,7 +657,7 @@ GUN: Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry Building: Health: - HP: 400 + HP: 410 Armor: Type: Heavy RevealsShroud: @@ -703,7 +706,7 @@ SAM: Armor: Type: Heavy RevealsShroud: - Range: 8c0 + Range: 6c0 Turreted: TurnSpeed: 10 InitialFacing: 0 @@ -762,7 +765,7 @@ OBLI: DetectCloaked: Range: 5c0 Power: - Amount: -150 + Amount: -90 GTWR: Inherits: ^Defense @@ -819,7 +822,7 @@ ATWR: RequiresPower: DisabledOverlay: Health: - HP: 600 + HP: 550 Armor: Type: Heavy RevealsShroud: diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 9adc23d032..db4fd3203f 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -8,6 +8,8 @@ MCV: BuildPaletteOrder: 100 Prerequisites: anyhq, ~techlevel.medium, fix Queue: Vehicle.GDI, Vehicle.Nod + BuildDuration: 3750 + BuildDurationModifier: 40 Description: Deploys into another Construction Yard.\n Unarmed Selectable: Priority: 4 @@ -46,6 +48,8 @@ HARV: BuildPaletteOrder: 10 Prerequisites: proc Queue: Vehicle.GDI, Vehicle.Nod + BuildDuration: 1680 + BuildDurationModifier: 40 Description: Collects Tiberium for processing.\n Unarmed Selectable: Priority: 7 @@ -60,7 +64,7 @@ HARV: Mobile: Speed: 85 Health: - HP: 600 + HP: 625 Armor: Type: Heavy RevealsShroud: @@ -79,7 +83,7 @@ APC: Inherits@EXPERIENCE: ^GainsExperience Inherits@CLOAK: ^AcceptsCloakCrate Valued: - Cost: 600 + Cost: 550 Tooltip: Name: APC Buildable: @@ -89,10 +93,10 @@ APC: Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry Mobile: TurnSpeed: 8 - Speed: 128 + Speed: 132 RequiresCondition: !notmobile Health: - HP: 210 + HP: 215 Armor: Type: Heavy RevealsShroud: @@ -256,7 +260,7 @@ BIKE: BlueTiberium: 35 Beach: 35 Health: - HP: 120 + HP: 110 Armor: Type: Light RevealsShroud: @@ -311,13 +315,15 @@ LTNK: Inherits@EXPERIENCE: ^GainsExperience Inherits@CLOAK: ^AcceptsCloakCrate Valued: - Cost: 700 + Cost: 650 Tooltip: Name: Light Tank Buildable: BuildPaletteOrder: 40 Prerequisites: anyhq, ~techlevel.medium Queue: Vehicle.Nod + BuildDuration: 1020 + BuildDurationModifier: 40 Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry Mobile: TurnSpeed: 7 @@ -399,7 +405,7 @@ HTNK: Speed: 56 TurnSpeed: 3 Health: - HP: 800 + HP: 870 Armor: Type: Heavy RevealsShroud: @@ -487,7 +493,7 @@ MLRS: Speed: 99 TurnSpeed: 7 Health: - HP: 120 + HP: 180 Armor: Type: Light RevealsShroud: diff --git a/mods/cnc/rules/world.yaml b/mods/cnc/rules/world.yaml index c9767972a4..671c84e39b 100644 --- a/mods/cnc/rules/world.yaml +++ b/mods/cnc/rules/world.yaml @@ -91,30 +91,12 @@ World: Factions: gdi BaseActor: mcv SupportActors: e1,e1,e1,e1,e1,e3,e3,jeep - MPStartUnits@defaultgdib: - Class: light - ClassName: Light Support - Factions: gdi - BaseActor: mcv - SupportActors: e1,e1,e1,e1,e1,e1,e3,apc MPStartUnits@defaultnoda: Class: light ClassName: Light Support Factions: nod BaseActor: mcv - SupportActors: e1,e1,e1,e1,e3,bggy,bike - MPStartUnits@defaultnodb: - Class: light - ClassName: Light Support - Factions: nod - BaseActor: mcv - SupportActors: e1,e1,e1,e3,e3,e3,bggy - MPStartUnits@defaultnodc: - Class: light - ClassName: Light Support - Factions: nod - BaseActor: mcv - SupportActors: e1,e1,e1,e1,e1,e1,e1,e3,bike + SupportActors: e1,e1,e1,e1,e1,e1,e3,e3,bggy MPStartUnits@heavynoda: Class: heavy ClassName: Heavy Support diff --git a/mods/cnc/weapons/largecaliber.yaml b/mods/cnc/weapons/largecaliber.yaml index bbfaa7f2a7..cfa0377898 100644 --- a/mods/cnc/weapons/largecaliber.yaml +++ b/mods/cnc/weapons/largecaliber.yaml @@ -61,7 +61,7 @@ ArtilleryShell: Inherits: ^BallisticWeapon ReloadDelay: 65 Range: 11c0 - MinRange: 2c896 + MinRange: 3c0 Report: tnkfire2.aud Projectile: Bullet Speed: 204 diff --git a/mods/cnc/weapons/missiles.yaml b/mods/cnc/weapons/missiles.yaml index 4e1de76d42..63548011ac 100644 --- a/mods/cnc/weapons/missiles.yaml +++ b/mods/cnc/weapons/missiles.yaml @@ -31,6 +31,37 @@ Explosions: small_frag ImpactSounds: xplos.aud +Dragon: + Inherits: ^MissileWeapon + ReloadDelay: 20 + Range: 12c0 + Report: rocket2.aud + ValidTargets: Air + Burst: 2 + BurstDelay: 5 + Projectile: Missile + Speed: 426 + Arm: 0 + Blockable: false + TrailImage: smokey + ContrailLength: 8 + Inaccuracy: 128 + Image: DRAGON + HorizontalRateOfTurn: 20 + RangeLimit: 15c0 + Warhead@1Dam: SpreadDamage + Spread: 128 + Damage: 35 + ValidTargets: Air + Versus: + None: 100 + Wood: 100 + Light: 100 + Heavy: 75 + Warhead@3Eff: CreateEffect + Explosions: small_building + ImpactSounds: xplos.aud + Rockets: Inherits: ^MissileWeapon @@ -43,7 +74,7 @@ BikeRockets: Speed: 213 Warhead@1Dam: SpreadDamage Spread: 128 - Damage: 30 + Damage: 31 Versus: None: 25 Wood: 75 @@ -114,7 +145,7 @@ MammothMissiles: 227mm: Inherits: ^MissileWeapon ReloadDelay: 100 - Range: 12c0 + Range: 11c0 MinRange: 3c0 Burst: 4 BurstDelay: 4 @@ -132,7 +163,7 @@ MammothMissiles: Damage: 25 ValidTargets: Ground Versus: - None: 35 + None: 25 Wood: 60 Light: 100 Heavy: 50 diff --git a/mods/cnc/weapons/other.yaml b/mods/cnc/weapons/other.yaml index 5fbfa27c09..f0cb391bea 100644 --- a/mods/cnc/weapons/other.yaml +++ b/mods/cnc/weapons/other.yaml @@ -12,10 +12,10 @@ ValidTargets: Ground, Water, Trees InvalidTargets: Wall Versus: - None: 100 + None: 110 Wood: 100 Light: 100 - Heavy: 20 + Heavy: 10 DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary Warhead@2Smu: LeaveSmudge SmudgeType: Scorch @@ -53,10 +53,10 @@ Chemspray: Spread: 256 Damage: 80 Versus: - None: 100 + None: 70 Wood: 35 Light: 75 - Heavy: 50 + Heavy: 75 DamageTypes: Prone50Percent, TriggerProne, TiberiumDeath Warhead@2Smu: LeaveSmudge SmudgeType: Scorch @@ -73,7 +73,7 @@ Grenade: Speed: 140 Blockable: false LaunchAngle: 62 - Inaccuracy: 213 + Inaccuracy: 813 Image: BOMB Warhead@1Dam: SpreadDamage Spread: 341 diff --git a/mods/cnc/weapons/smallcaliber.yaml b/mods/cnc/weapons/smallcaliber.yaml index 52b1b2e4c6..b99200bd91 100644 --- a/mods/cnc/weapons/smallcaliber.yaml +++ b/mods/cnc/weapons/smallcaliber.yaml @@ -3,9 +3,9 @@ Sniper: ValidTargets: Ground, Infantry InvalidTargets: Vehicle, Water, Structure, Wall, Husk ReloadDelay: 40 - Range: 6c0 + Range: 8c0 Projectile: Bullet - Speed: 1c682 + Speed: 5c682 Warhead@1Dam: SpreadDamage Spread: 42 Damage: 100 @@ -126,7 +126,7 @@ APCGun: Versus: None: 50 Wood: 50 - Light: 105 + Light: 100 Heavy: 50 DamageTypes: Prone50Percent, TriggerProne, DefaultDeath Warhead@2Eff: CreateEffect diff --git a/mods/cnc/weapons/superweapons.yaml b/mods/cnc/weapons/superweapons.yaml index 8f6ffe094a..ad3a270839 100644 --- a/mods/cnc/weapons/superweapons.yaml +++ b/mods/cnc/weapons/superweapons.yaml @@ -17,8 +17,8 @@ Atomic: ImpactSounds: nukexplo.aud Warhead@3Dam_areanukea: SpreadDamage Spread: 2c512 - Damage: 100 - Falloff: 1000, 368, 135, 50, 18, 7, 0 + Damage: 110 + Falloff: 1000, 700, 500, 300, 150, 50, 0 Delay: 3 ValidTargets: Ground, Air Versus: