Commit Graph

170 Commits

Author SHA1 Message Date
psydev
a42886c952 Small buff for Humvee/buggy machine gun
Machine gun seems to be under-performing vs. infantry
Give it 5 bursts instead of 4. Will allow it to kill E3s more effectively.

Despite this change, overall damage vs. Light armor is not increased since Release.
2014-04-27 19:36:41 -07:00
psydev
e9ba43faaa Reducing spread of GrenadierExplode
GrenadierExplode is a good idea, but right now its damage is too high.
Reducing spread from 8 -> 6.
2014-04-27 18:20:58 -07:00
psydev
f9675b2d15 Grenade slightly faster again. 100% vs. none.
After playtesting, it seems the grenade is a *bit* too slow. Keeping it slow, but bringing its speed from 5 -> 7. (Original value was 12)

Looks reasonable.

Also giving 100% vs. infantry instead of 90%.
2014-04-27 16:57:09 -07:00
Matthias Mailänder
34bdb504c6 Merge pull request #5194 from psydev/patch-8
Certain units can no longer target walls
2014-04-27 18:22:11 +02:00
psydev
b0dcdf81a4 Adjust air strike so it kills turret
The recent armor change for turrets made airstrike no longer killed it. 

Made Napalm do more damage to Heavy (and light); made Vulcan do less damage to Heavy so that airstrikes don't do too much damage to advanced towers, obelisks and SAM sites.
2014-04-26 10:03:45 -07:00
psydev
5867bb3985 Certain units can no longer target walls
Units which cannot target walls (sandbags, chain-link fence or concrete) any longer:
Minigunner
Flamethrower
Hum-vee/Nod Buggy 
Flame Tank (can still run over sand bags and chain-link fences)
Civilian
[sniper--already so]
2014-04-26 09:25:47 -07:00
psydev
7bd6c01096 Speed up Orca missiles
Orca missiles are quite slow, travelling about the same speed as them. 

Their speed is now up to the same as Bazookas, BikeRockets, and TowerMissiles.
2014-04-20 08:00:04 -07:00
psydev
a60e7472c0 Reduce chem warrior damage vs. wood
The Chem Warrior still does good damage vs. wood, but this will allow more distinction between Flamethrower infantry and Chems. People have been complaining there's no reason not to use chem warriors, which is a claim that has some merit.

Currently, the Chem actually does more damage than Flamethrower vs. wood, which doesn't make a lot of sense. This will make the Flamer do a bit more. Chem damage will be at the level of Bazooka now.

After this change, Flamethrower will have double the economic efficiency in damage per dollar vs. wood. (It already had superior efficiency, but not by much).
2014-04-19 21:09:06 -07:00
psydev
1e9cc41dd7 TowerMissle only fires at ground now. Adjust ROF.
SAM Missile will fire at air targets now.

Adjusting ROF to match SAMMissile's; adjusting damage to keep DPS roughly the same.
2014-04-19 06:11:41 -07:00
psydev
6fc5c061be Increase spread on Artillery a bit.
It really needs the boost, given that it is slow and inaccurate.
When it finally hits, it will at least do some damage to infantry. 256 is inadequate.
2014-04-19 04:24:07 -07:00
psydev
3176b731a5 Minor: increasing missile rotation speed
So they don't spin around in circles around an unmoving target.
2014-04-19 04:15:30 -07:00
psydev
88af1bca57 Grenade range/speed/spread adjustment
Grenade range reduced from 5 -> 4
Grenade speed reduced considerably, from 204 -> 85 (this was its old speed, long ago).
Grenade spread increased to compensate.

Grenadiers are now the fastest infantry. Their weapon is quite powerful but they cannot hit moving targets well. You will have to plan your tactics accordingly.
2014-04-18 07:52:47 -07:00
psydev
72a2946299 Buff tank guns, esp. vs. buildings
Tanks are a bit underwhelming in their ability to take down turrets and buildings during an attack. Their ROF has been upped, and their damage vs. wood has been increased.

Their damage % vs. infantry has been lowered to keep it the same DPS. 

Light tank bullet speed reduced a bit to make it possible to miss. It's now the same speed as the turret, and still faster than MTNK/HTNK's bullets.
2014-04-18 07:48:09 -07:00
psydev
bb149cb3e6 Updating Airstrike - destroys guard tower/turret
Airstrike now destroys basic turrets/GT.
Should not destroy most buildings, though. (Apparently some people were complaining about it being usde for "sniping" buildings too much).
To make damage vs. buildings relatively consistent regardless of how many tiles they occupy, napalm has far less spread now, but much more damage.

Vulcan cannon does more damage vs. heavy armor, but does not damage buildings much. This is because damage it did to buildings varied too much based on building footprint.
2014-04-18 07:35:48 -07:00
psydev
02d7f99005 Increase Ion Cannon spread
Ion Cannon has been a little weak lately. Increasing its spread to make it more effective.

This should maybe be revisited if/when #5120 gets looked at.
2014-04-18 07:30:41 -07:00
psydev
cfeeea4d64 Fix Nuke
Nuke was nerfed into oblivion. Bringing it back.
These values are approximately right. One might ask how much the nuke should be able to destroy adjacent buildings, rather than ones it doesn't hit.
2014-04-18 07:29:37 -07:00
psydev
2be06945c0 Buff stealth tank rockets vs. Wood
The Stealth Tank does pretty poor damage vs. buildings, especially for its price/tech level, and compared to recon bikes. Buffing a bit.
2014-04-18 06:24:23 -07:00
psydev
585800c953 Fix Obelisk Laser's ROF
The ROF specified in Laser: is cumulative with the delays specified in structures.yaml.
Removing the delay here because it is redundant and interferes, making the ROF slower than intended.
2014-04-18 06:21:19 -07:00
psydev
be2355bcc5 Fix Tiberium & make do slightly more damage
Tiberium wasn't hurting veteran units. I think it was because it only did 1 damage at a time. Set to do 2 damage now.

Increased the net rate of tiberium damage slightly. It still doesn't do that much compared to before though, and it typically won't kill your infantry.
2014-04-18 05:21:09 -07:00
psydev
6c342cd04e Buff Orca dmg. vs. Heavy. Nerf vs. Air
Orca damage vs. heavy currently is pretty abysmal. Needs buff to define unit as anti-vehicle (instead of being equal to Apache vs. vehicles/armor).

Orca nerfed a bit vs. air to put it on even footing with Apache in air-to-air combat.

ROF slightly increased.
2014-04-18 04:41:02 -07:00
psydev
1558c23c18 Nerf mammoth missiles
Mammoth missiles are a bit crazy, especially vs. buildings. Nerfing them a bit.
To compensate, increasing their spread a bit.

To increase missile efficiency (avoid extra missiles being wasted on overkill), their damage has been reduced from 75 to 45. They can still kill orcas in 2 shots.
To further avoid wasteful firing of missiles, the burst delay was increased, and the speed of the missiles was increased.
2014-04-18 04:30:58 -07:00
psydev
3d69931912 MLRS buff vs. buildings, infantry
Artillery is weak vs. buildings in CNC, so this needs a slight buff (ARTY also buffed). 
MLRS needs a slight boost vs. infantry, since GDI relies on it to. 
Spread increased from 15 to 16.
2014-04-18 04:18:09 -07:00
psydev
7a890aeda6 Nerf APC gun.
Reducing damage vs. light vehicles & buildings, since APCs are kind of hard to kill early game.
Increasing damage vs. heavy slightly so they are non-useless.
2014-04-18 04:13:46 -07:00
psydev
bdeaf3a194 Flamethrower buff vs. vehicles
Flamethrower should be good vs. light  vehicles. Buffing them vs. light, and changing damage to kill most vehicles with 3 hits instead of 4. 
They are also getting an increase vs. infantry from 90% to 100%.
Their speed will be getting reduced to normal infantry, so I dont think we have to worry about them being OP. 
Slight nerf to damage vs. heavy to better define the unit as not a mid-game anti-armor unit.
2014-04-18 03:42:10 -07:00
psydev
00404c1a3a Mobile SAM: Damage buffed. Range reduced -1.
Given that SAM sites have range of 8, that it would be appropriate if mobile SAMs also had a range reduction. Choosing 9 for now, since battlefield conditions are a bit different than for static defenses, and because turrets sometimes behave funny with respect to range and firing.
2014-04-18 03:36:47 -07:00
psydev
ef072c6041 Nod Artillery buffed. Esp. vs. Heavy armor
If you want to consider increasing the price as a result of this, that might be OK.
But as far as the unit's tactical effectiveness is concerned, I think these changes are necessary, vs. buildings and heavy armor in particular.

In order to keep Arty from being OP, its gun remains inaccurate. It's also slow and vulnerable to exploding.
2014-04-18 03:33:36 -07:00
psydev
bb6e97700f BikeRockets buff vs. wood. Nerf vs. infantry. 2014-04-18 03:28:02 -07:00
psydev
f2fdbe4e77 Flame Tank damage vs. light increased 2014-04-18 03:23:06 -07:00
psydev
12827b27bf Improve Hum-vee/Buggy machine gun vs. infantry
Hum-vee/buggy machinegun buffed to make them more useful vs. infantry. Currently they are rather weak. 
Damage vs. other types of armor reduced to compensate.
2014-04-18 03:13:02 -07:00
psydev
0c117775b3 Nerfing guard towers
Range of obelisk, Adv. Guard Tower and SAM site reduced.
Damage of Guard Tower reduced vs. infantry and light vehicles; spread increased to compensate a bit.
Damage of Advanced Guard Tower nerfed, especially against light vehicles. Damage vs. infantry increased (though it's still low DPS). Spread also increased to compensate for its lack of power vs. infantry.
Turret damage mostly unchanged, but does less damage per shot. Damage vs. light vehicles increased to match damage vs. heavy armor. Damage vs. infantry slightly reduced.
2014-04-18 03:03:39 -07:00
Paul Chote
9b27cac69b Remove redundant versus from ion cannon weapon. 2014-04-06 16:07:55 +12:00
Paul Chote
ce785da592 Limit the commando's sniper rifle to infantry only. 2014-04-06 16:07:55 +12:00
Paul Chote
1f82b13d0d Restore old defence range values.
This reverts commit 9e35e01e3a.
2014-04-05 22:53:09 +13:00
Matthias Mailänder
6480fd7601 Merge pull request #4761 from ScottNZ/lua-desert-shellmap
Port the desert shellmap to Lua
2014-03-06 08:11:34 +01:00
ScottNZ
79d1a944bc Fix weapon speeds of ants/zombies/dinos 2014-03-06 18:19:50 +13:00
Matthias Mailänder
7867aea4dc Merge pull request #4638 from AgentAAA/patch-1
update weapons.yaml so that Laser damage is set to 360
2014-03-05 22:52:17 +01:00
Iamgoofball
2c649f0eaf Rebalanced Viceroids and Tiberium. PR number 4745. 2014-03-01 16:55:18 -08:00
Rider Rockon
9e35e01e3a Reduced turret range values
Reduced Guard Tower weapon range from 6 to 5
Reduced Gun Turret weapon range from 6 to 5
Reduced Sam Site weapon range from 10 to 7
Reduced Advanced Guard Tower weapon range from 8 to 6
Reduced Obelisk of Light weapon range from 8.5 to 6.5
2014-02-24 00:11:04 +01:00
AgentAAA
5305e8398b update weapons.yaml so that Laser damage is set to 360
balance change to make obelisk's damage fall more in line with the AGT's
2014-02-12 17:21:02 -07:00
Paul Chote
99cb698424 Generalise AttackMove to support anything with IMove and AutoTarget.
Also removes the unnecessary JustMove parameter.
2014-01-16 18:47:29 +13:00
Matthias Mailänder
c78a856894 C4 demolishable bridges 2013-12-26 21:22:47 +01:00
Paul Chote
996877d9e5 Upgrade mod rules to match engine changes. 2013-12-26 20:42:13 +13:00
ScottNZ
f4d2e7cd6f Fix cnc's nuke not damaging air units (a regression from a recent commit to remove its PerCell damage model) 2013-12-11 17:45:33 +13:00
Paul Chote
ca83a82ba3 Remove PerCell damage from C&C.
Fixes bogus nuke damage.
2013-12-08 22:29:46 +13:00
Matthias Mailänder
e6eb7a9768 heal visceroids on tiberium
closes #3302
2013-12-05 13:09:13 +01:00
Matthias Mailänder
b875e9f0a2 remove bit-rotted Proxmity trait 2013-11-15 14:32:18 +01:00
Paul Chote
4e35c2051b Add contrails to C&C rocket weapons. 2013-11-09 15:58:30 +13:00
Paul Chote
5e5b8d6d49 Fix orca missile trails. 2013-11-09 15:49:33 +13:00
Paul Chote
2f5ff30184 Add strafing to C&C airstrike. 2013-11-02 10:08:26 +13:00
Paul Chote
06fb8bf707 Change the C&C Airstrike to be more support than sniper.
Slight buff to total damage dealt, but no longer 1-shots buildings.
2013-11-02 10:08:18 +13:00