Before this, it was impossible to replicate the behavior of the original games (staying on pad/airfield after reload) without hacking around in Mods.Common.
This allows modders to disable these without meddling with code.
Currently in both playtest and release the bridges for TD used to be 500hp with no armor. Meaning that minigunners and other unit types were able to kill them off fairly quickly. Giving them extra HP and an armor type means units such as minigunners, humvees, flamethrowers, and APCs can't kill bridges off quickly.
Engineer movement speed reduced to 48 from 56.
Helicopter crash damage increased to 100 from 40.
Rocket infantry spread damage reduced to 32 from 128.
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Engineer movement was the same speed as minigunners and at times would enable them to escape the minigunners. This slight speed reduction helps for this.
Helicopter crash damage was lacking and a slight increase in this enables them to do some damage. With the cost of the helicopter it is still not a good idea to sacrifice aircraft just for exta damage.
Rocket infantry spread is reduced because of the damage done to infantry packs. Games turned into tanks mixed with rocket infantry. Reducing this spread enables them to single target units more closely then in larger armies.
This has been a tough decision. I have nerfed the napalm damage from 65 to 35 commited by reaperrr since at 65 they were still one shotting weapon factories and airstrips. The problem however was that it still did way to much damage. Bringing the Vulcan down from 25 to 15 wood damage helps to keep it alive a majority of the time. (Still brings it to red at times.) Problem now is the airstrike is now a unit killing role rather then killing power plants and various other structures. (Doesn't exactly kill barracks/helipads everytime anymore.)
The increased building hitshape sizes allowed TD airstrikes to kill even Cyards and temples on bleed, which is overpowered compared to before the hitshapes were merged.
Cutting bomb damage vs. Wood to 65% lets Cyards, temples and adv. comm. centres survive airstrikes with yellow health.
The list of changes do not affect the new hitboxes of the structures.
+ Orca damage increased from 25 to 28.
Damage is increased because of their lack of damage vs armored units and structures.
+ Apache ammo reload reduced from 200 to 40.
Apaches gaining a full clip of ammo is a bit to strong. Firing the first shot starts the timer tick and will reload even if the clip is not fully reloaded. This also fixes so they don't sit on top of infantry and blow them all away to quickly.
+ Apache ammo reload amount reduced from 10 to 1.
Fixed in unison with ammo reload timer.
+ Sam now fires two missiles. (CNC95)
Does extra damage.
+ Sam range increase from 8c0 to 10c0.
Compensate for the aircraft changes. Also had a problem of MSAMs were always the better choice rather then the structure SAMs itself. This change will make them more viable.
+ Sam range limit from 9c614 to 12c0.
Makes it so aircraft can still escape while the missile won't detonate at the edge of the circle range.
+ Humvee damag vs light increased from 50 to 55.
Compensates for the price of the hummer. Having just the HP wasn't enough to counter certian builds of Nod. Enabling them a slightly higher damage allows them to kill buggies and bikes a bit more effectively. Makes them also decent arty and MRLS killers.
+ Crates got some love.
+ Viceroids now spawn.
+ An atomic bomb can now detonate. (CNC95)
+ Veterancy level is now to rank 4.
This makes grabbing crates all the more rewarding and riskier. Such as willing to bring a mammoth tank or commando to the crate rather then a minigunner.