The recent armor change for turrets made airstrike no longer killed it.
Made Napalm do more damage to Heavy (and light); made Vulcan do less damage to Heavy so that airstrikes don't do too much damage to advanced towers, obelisks and SAM sites.
Units which cannot target walls (sandbags, chain-link fence or concrete) any longer:
Minigunner
Flamethrower
Hum-vee/Nod Buggy
Flame Tank (can still run over sand bags and chain-link fences)
Civilian
[sniper--already so]
Since turrets have wood armor, they can get killed by flame tanks uber fast. It might be best if turrets are a counter to flame tanks, rather than their prey. If they have heavy armor, they will take far less damage, and not die instantly to a flame tank rush, making them able to contribute to some defense.
It seemed from playing noobs that lack of tiberium storage was an issue for them, because I saw them often building silos, often many of them, and they were usually full. Granted, an experienced player should spend that money faster, but I think it's reasonable to give them $2000 worth of storage in their refinery.
It seems that how pips are displayed has changed from before, so someone set silos to have 10 pips instead of 12 so that it fits the reticle. That's fine. But maybe it would make sense to just change that to an even $2000 capacity also.
Since C&C has no power-down button (and since price of power plant went up), low-power is extra painful in TD vs. RA. Also, since the cost is higher for power plants now, it means you will be in low-power mode longer since you cannot build a power plant as fast.
So, the solution is to make the low power slowdown 1/2 speed instead of 1/3 speed for Conyard.
This does not apply to the support queue, only the building queue.
I've been trying to increase the diversity of available early-game build order choices. To do this, I've increased the cost of early-game buildings like Power Plant and Barracks, while increasing the power consumption of the Refinery. This forces players to make choices with more significant consequences. The cost (money=time spent building) of power and barracks are so low right now that the time you spend building them is totally inconsequential to the build order. This leaves very few options, and most people simply pick Barracks, Refinery, Refinery.
Giving some non-trivial time cost to Power and Barracks will allow people to have more possibilities for different openings.
The Chem Warrior still does good damage vs. wood, but this will allow more distinction between Flamethrower infantry and Chems. People have been complaining there's no reason not to use chem warriors, which is a claim that has some merit.
Currently, the Chem actually does more damage than Flamethrower vs. wood, which doesn't make a lot of sense. This will make the Flamer do a bit more. Chem damage will be at the level of Bazooka now.
After this change, Flamethrower will have double the economic efficiency in damage per dollar vs. wood. (It already had superior efficiency, but not by much).
Moved some traits, including MustBeDestroyed, from ^Building to ^BaseBuilding.
Removed some now superflous traits and trait negations from ^CivBuilding.
Changed Inheritances of all buildable structures to ^BaseBuilding.
Grenade range reduced from 5 -> 4
Grenade speed reduced considerably, from 204 -> 85 (this was its old speed, long ago).
Grenade spread increased to compensate.
Grenadiers are now the fastest infantry. Their weapon is quite powerful but they cannot hit moving targets well. You will have to plan your tactics accordingly.
Tanks are a bit underwhelming in their ability to take down turrets and buildings during an attack. Their ROF has been upped, and their damage vs. wood has been increased.
Their damage % vs. infantry has been lowered to keep it the same DPS.
Light tank bullet speed reduced a bit to make it possible to miss. It's now the same speed as the turret, and still faster than MTNK/HTNK's bullets.
Nuke power plants and HPAD made more resilient vs. airstrike.
Communications Centre made more vulnerable to Ion Cannon. (Used to blow it up, but no more due to spread issue).
Airstrike now destroys basic turrets/GT.
Should not destroy most buildings, though. (Apparently some people were complaining about it being usde for "sniping" buildings too much).
To make damage vs. buildings relatively consistent regardless of how many tiles they occupy, napalm has far less spread now, but much more damage.
Vulcan cannon does more damage vs. heavy armor, but does not damage buildings much. This is because damage it did to buildings varied too much based on building footprint.
Ion Cannon has been a little weak lately. Increasing its spread to make it more effective.
This should maybe be revisited if/when #5120 gets looked at.
Nuke was nerfed into oblivion. Bringing it back.
These values are approximately right. One might ask how much the nuke should be able to destroy adjacent buildings, rather than ones it doesn't hit.