- Replaces WithSiloAnimation with
WithResourceLevelSpriteBody.
PlayFetchIndex on a With*Animation trait conflicts
with the animation concept, as it's bound to conflict
with pretty much all 'normal' animation traits and
blocks progress on the animation priority system.
We also already have multiple similar SpriteBody traits,
like WithGateSpriteBody and WithWallSpriteBody.
- Rename WithResources to WithResourceLevelOverlay
Make name more accurate and consistent with sprite body
equivalent.
Also fix TS silo yaml setup (bleed setup stems from times
before WithResources was introduced).
PlayFetchIndex on a With*Animation trait conflicts with the animation
concept, as it's bound to conflict with pretty much all 'normal'
animation traits and blocks progress on the animation priority system.
We also already have multiple precedent SpriteBody traits of similar kind,
like WithGateSpriteBody and WithWallSpriteBody.
This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types.
The new trait will simply play a looping animation as long as the actor is resupplying in any form.
Apache damage vs infantry at prone increased from 50 percent to 80 percent.
Apache damage was cut in half making them less effective versus infantry. Giving them an extra boost damage wise versus prone is enough then going with a universal damage boost.
MCV Price from 4000 to 3500.
Some say they want 3000 but im still paranoid of the epidemics that have happened in the past with 1v1 and team games. Needs more team game tests if they want 3000.
Repair Pad decrease power from -30 to -20.
Power consumption is a little high. Specifically if they want to build extras.
APC Price from 550 to 600.
APC HP from 21500 to 19000.
APC turn speed from 8 to 5.
APC build duration from 900 to 938.
APC AA range from 7 to 6.
APC reduce vision range from 7c0 to 6c0.
APC projectile speed reduced from 2c0 to 900.
See notes below.
Power Plant buff HP from 50,000 to 55,000
Makes power plant sniping a little tougher. But still effective to take out.
Change power structures (Airstrip/Factory and Refinery to 40 power)
Important change. This allows more diverse builds to happen such as now able to build refinery > barracks > factory. This combo helps easy defends with quick vehicle herasses.
MRLS Price reduction from 1000 to 900.
Allows an easier method to build on the field. A unit that is often times killed by airstrikes allows more forgiveness when on the field.
Light vehicle husks HP reduce to 2000. (reduce timer on field wreckage.)
Prevents early on refinery blocks and other pathing unit issues.
Oil Derrick reduce HP from 100,000 to 80,000
Oil Derricks were a little to strong. Easily can be killed now.
Change power plant build duration from 12 seconds to 8 seconds. (Low power build duration from 24 seconds to 16 seconds.) Note: Does not include Adv. Power plant
Due to the struggle of low power this enables players to build regular power plants to help get back up quickly. This however, does not apply to Adv. power plants. The outcome is then scattered extra power plants rather then Adv. power due to the player being on low power.
Change engineer capture threshold from 50 to 55 and added a lower selection priority.
Fixes the structures from being fixed and preventing the second engineer from getting canceled out or being wasted on damaging the structure again.
NOTES:
I have mentioned that I disagree on the above APC changes. The reasons I conclude may happen is buffing the bikes with a lack of counter. This may result in games where infantry are now used to help counter against buggy/bike play rather then an APC/infantry play or APC/hummer play. If and when players speak about bikes being OP please look back at the changes that happened in the past.
APC vs none decreased from 35 to 30
APC vs wood decreased from 35 to 25
APC vs heavy decreased from 35 to 25
Obelisk HP Increased from 600 (60000) to 750 (75000)
APCs are doing to much damage vs structures and heavy armor. They are managing to kill Guard Towers, light tanks, and power plants to effectively in numbers between 5 and 10. This will help to prevent this from happening. A small decrease vs infantry allows rocket infantry to last just a little bit longer as well.
Obelisk is getting a HP increase. Going from the old notes and responses happening now leaves me to believe its HP is to small. In one testing example an obelisk getting airstriked leaves it with no HP left. 4 minigunner shots and then it dies. Increasing the HP allows an expensive structure to stand longer.