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.
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.
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.
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.
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.
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.
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.
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.