Quad spam can be potentially very powerful. Gameplay-wise, one should be able to avoid their powerful missiles by hiding behind a building or a wall.
It doesn't necessarily make much sense that a vehicle low to the ground should be able to shoot over things perfectly. Same for infantry.
The advantage of shooting high should be reserved for units like artillery, so you can put them behind walls or other obstacles. Makes gameplay more interesting and dynamic.
TowerRockets will stay high.
Tanks get chewed up pretty good by bazookas, and dont do much damage to infantry. This will help a bit to hurt infantry that are clumped up in the same cell.
quad damage divided into two bursted missiles
quad designed to attack heavy armor now
quad range increased to 7 (but sight range only 6)
turretgun range increased to 7 to compensate
quad burst delay added.
Changes include:
- bibs have been removed
- building offset and selection boxes adapted
- units and turrets leave husks
- siege tank barrel won't rotate anymore
- AI capable of building all units using all queues
- bullet traces
- windtrap animations
- unit balance (mix of Dune II, Dune 2000 and Red Alert)
- repair pad animation
- no more obsessive "silos needed"
- defense building queue → heavy armor queue
- medics (using thumper graphics)
- no buildable aircrafts anymore
- harvesting has been slowed down
AttackLoyalty for d2k Deviator which captures units
also shooting a fake missile (see issue #2251)
CaptureActor now supports Generals styles gameplay
but is disabled by default (see issue #2274)
fixes the annoyance that engineers will not take
the shortest root to the building by the way
removing ProvidesCustomPrerequisite because it's
tooltip messages relies on hardcoded hacks