To give a fair shot to other early build orders, this will make it take a bit longer to build your second refinery by increasing the cost of building a power plant.
Refinery costs more energy, forcing player to build a 2nd power plant before second refinery (unless they built nothing else but their first refinery).
This makes other build orders possible early game instead of building 2 refineries + barracks being the only sensible one.
Tower weapon ranges shouldn't be too high, but I like the idea of them providing far vision.
The visual range of Guard Tower, Advanced Guard Tower and Obelisk is now +1 more than their weapon range. (8, 8, and 7 respectively).
The detect cloaked range is too high, especially for simple guard towers.
The HQ and Advanced Comm. Ctr.'s range of 8 is also absurdly high, and many players don't know about it. The Stealth Tanks ought to be able to sneak through a gap in a base's defenses. Towers should not have unbeatable detection range.
Given that Flamethrowers are quite powerful and tough (90 HP), I don't see why it makes sense to also have them be super fast. It seems they should walk at normal speed, especially given how much of a threat to buildings they are.
Reducing their speed will give Grenadiers the distinction of being a fast infantry unit.
If you think this hurts them too much, then their range should be increased, not their speed.
Reduced pathing cost so that units will sometimes walk through tiberium if it's a valuable shortcut. This was done since the damage Tiberium does now has been reduced.
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.
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.
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.
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. ;)
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.
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.
Seems to not make sense that it can't land in tiberium, especially since Chem Troopers can walk through it undamaged, and since tiberium is not quite as deadly in recent patches.