Commit Graph

12930 Commits

Author SHA1 Message Date
psydev
693668e977 Minor: reduce recoil for Mammoth Missiles 2014-04-18 05:08:37 -07:00
psydev
69b848d2e2 Make refineries unload harvesters faster
The values for loading and unloading time for harvesters are swapped.
This will keep the total amount of time for the harvest/unload cycle, but they will spend less time at the refinery. This will allow a refinery to support 3 harvesters operating from a nearby field, instead of the current 2. 

One effect of this is that it will make buying a factory early game a bit more economical  (though still a bit less so than buying only refineries with no factory), since more harvesters can be used per refinery, increasing demand for harvester production.
2014-04-18 05:07:21 -07:00
psydev
c26c4a45d7 Buffing Light/Med. tank HP
Tanks seem to die quickly in this game.
Giving them a buff in HP to increase their usefulness in the role of "tank".
2014-04-18 05:03:46 -07:00
psydev
6c7da795a7 Minor: adjusting sight ranges
Artillery, MLRS and Mobile SAM all have visual range capped at 8. This makes scouts more useful to fire beyond visual range.
Buggy given visual range of 8 to match Humvee and Bike.
2014-04-18 05:02:32 -07:00
Paul Chote
59da851d71 Improve ProductionBar performance.
Also adds an explicit second bar for construction yards.
2014-04-19 00:01:59 +12:00
psydev
271a5b78b8 Minor: Adjusting ROT speeds
Capping light vehicle rotation speeds at 10.
Light Tank turret rotation will match vehicle rotation.
Stealth Tank rotation increased to keep it maneuverable vs. tough enemies like Mammoth.
2014-04-18 04:59:29 -07:00
psydev
ec29cc61b0 Mammoth Tank HP reduced from 900 -> 800.
Mammoth was a bit OP and kind of impossible to kill. This keeps it tough but makes it possible to defeat.
2014-04-18 04:55:07 -07:00
psydev
3e3e0471de Flame Tank armor now Heavy. Cost reduced to $600.
HP reduced to 300 to compensate for new Heavy armor.
Flame tank does good damage but often dies before it can be cost-effective.
Since it is supposed to hunt infantry and light vehicles, this will help it do its job better. It will also be more resistant to flame infantry, which seems fitting. ;)
2014-04-18 04:53:58 -07:00
psydev
6153ad1d9f Reduce Harvester cost from $1200 to $1000
This is to make opening with a factory instead of more refineries a bit more feasible. 

Given that there is a maximum limit of how many harvesters can operate from a refinery in TD, lowering the price shouldn't be a problem, since there can't be harvester spam. How many refineries you have will limit how many harvesters you can effectively use. 
By comparison, RA harvester is $1100.
2014-04-18 04:49:56 -07:00
psydev
cc841f3ceb A10 is no longer a targetable unit.
Units on the ground were pursuing A10s until they left the map. Seems inappropriate.
2014-04-18 04:46:59 -07:00
psydev
a1e1f296cf Reduce Orca reload speed, from 24s -> 12s
Orca's reloading is so slow it can barely do anything. It's painful. 

This will make it non-useless in smaller groups. 
I am not concerned that this will make Orca OP, since air defense power has generally been buffed in the last year considerably.
2014-04-18 04:45:07 -07:00
psydev
ca8dd073b6 Increase Chinook sight range 8 -> 10 2014-04-18 04:42:21 -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
abe06b24b4 Merge pull request #5129 from Mailaender/csproj-reference-xml-error
Fixed Reference is expected Line 89 position 6
2014-04-18 20:25:23 +12:00
Matthias Mailänder
a7b401e981 Mods.RA also requires MaxMind.GeoIP2 2014-04-18 09:44:00 +02:00
Matthias Mailänder
5d6b26b971 fixed Reference is expected Line 89 position 6 2014-04-18 09:36:22 +02:00
Matthias Mailänder
c825cb6aca Merge pull request #5066 from pchote/weapon-cameras
Superweapon tweaks
2014-04-18 09:00:49 +02:00
Paul Chote
4f070cd0fc Update changelog. 2014-04-18 18:55:35 +12:00
Paul Chote
7c166449c3 Fix GDI03 airstrike power. 2014-04-18 18:55:34 +12:00
Paul Chote
86f5a39d86 Persist the nuke beacon until detonation. 2014-04-18 18:55:34 +12:00
Paul Chote
3ad35cb803 Support indefinite beacon duration for support powers that remove the beacon on completion. 2014-04-18 18:55:34 +12:00
Paul Chote
b74a0734c8 Change D2K airstrike shroud reveal to match TD. 2014-04-18 18:55:34 +12:00
Paul Chote
56586cb4b5 Add a camera to the nuke. 2014-04-18 18:55:34 +12:00
Paul Chote
51363fd724 Make nuke flight time independent from map size. 2014-04-18 18:55:34 +12:00
Paul Chote
84a346d4b6 Merge pull request #4666 from Mailaender/geoip2
Updated to GeoIP2
2014-04-18 18:52:28 +12:00
Matthias Mailänder
9099e987d3 update to GeoIP2 and parse the database only once
closes #4227
2014-04-18 07:48:13 +02:00
Paul Chote
14eab38f0b Add a camera to the Ion Cannon. Fixes #5058. 2014-04-18 14:17:15 +12:00
Paul Chote
c5ccb0ef4a Merge pull request #5125 from reaperrr/explosion-palette
Added ExplosionPalette and WaterExplosionPalette traits to Warheads
2014-04-18 14:04:32 +12:00
Paul Chote
45507d4b3b Merge pull request #5123 from Mailaender/clean-openra-game-dll
Additions to Makefile for cleaning up OpenRA.Game/*.dll left-overs
2014-04-18 13:38:22 +12:00
reaperrr
c9b162ec3c Added ExplosionPalette and WaterExplosionPalette traits to Warheads.
This is needed for TS water splashes, for example (they use unit*.pal instead of anim.pal).
Defaults to "effect".
2014-04-18 01:23:09 +02:00
Matthias Mailänder
6a31e2cc14 clean up OpenRA.Game/*.dll left-overs 2014-04-17 17:12:10 +02:00
Matthias Mailänder
18381f178b Merge pull request #5114 from reaperrr/ts-fixes01
Lots of TS mod fixes & additions
2014-04-17 06:58:49 +02:00
reaperrr
9fa3a1cc1f Fix uppercase prerequisites. 2014-04-16 21:50:34 +02:00
Matthias Mailänder
dcfd0c0b5d Merge pull request #5112 from pchote/fileformats
Merge FileFormats dll into Game and reorganise namespaces.
2014-04-16 20:52:04 +02:00
reaperrr
04220f50a1 Tweaked build palette positions of some GDI units. 2014-04-16 19:02:58 +02:00
reaperrr
1f26fa0389 Made InfDeath less arbitrary.
Rule of thumb:
Small calibers = InfDeath 1
Anti-tank weapons = InfDeath 2
Explosive weapons = InfDeath 3
2014-04-16 19:02:14 +02:00
reaperrr
c204fd0b26 Tons of sequence fixes for infantry.
Added a fixed version of infdie.shp, converted to unit*.pal.
Added an infexpl.shp for Cyborg Commando death 3, converted to unit*.pal.
2014-04-16 19:00:27 +02:00
reaperrr
e5a4eadb37 Added Radars, Tech Centers and Walls to both sides.
Added idle animations to weapon factories.
Added some general prerequisites (FACTORY, RADAR, TECH).
2014-04-16 18:56:58 +02:00
reaperrr
0f79022ed0 Changed Cyborg armor type to Light, to make it less OP against other infantry. 2014-04-16 18:38:19 +02:00
reaperrr
f7e627f653 Added build/deploy, damage and destruction sounds to buildings and MCV.
Moved ^Wall default right below ^Building inside defaults.yaml.
2014-04-16 18:37:05 +02:00