Commit Graph

2181 Commits

Author SHA1 Message Date
psydev
585800c953 Fix Obelisk Laser's ROF
The ROF specified in Laser: is cumulative with the delays specified in structures.yaml.
Removing the delay here because it is redundant and interferes, making the ROF slower than intended.
2014-04-18 06:21:19 -07:00
psydev
26f076ffd3 Minor: Chem warriors walk @ normal speed thru tib
This is to make it so that other units are not faster than them through tib or same speed.
2014-04-18 06:19:36 -07:00
psydev
66ea585f5f Increase Guard Tower cost from $500 -> $600 2014-04-18 06:18:09 -07:00
psydev
5d0ee09f74 Fix Obelisk ROF
Obelisk ROF wasn't working properly. Its delay between shots was far higher than the 90 intended.
I think the programming for AttackCharge doesn't work as whoever put the data in thought. It works now. 
It now has a ROF of 90 ticks, as intended. For its first shot in a series, the delay is only 50 ticks. 

I think the problem might be that FireDelay and ReloadTime were counted cumulatively.
2014-04-18 06:10:55 -07:00
psydev
918ac2d64c Minor: ConYard no longer produces 15 power
This is kind of useless and doesn't make much sense. Cutting it out in order to make intended early build order design possibilities fit better.
2014-04-18 05:59:54 -07:00
psydev
cc0d9d4a2c Increase cost of power plant from $300 -> $500
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.
2014-04-18 05:58:27 -07:00
psydev
2c94615814 Increase PROC power consumption 30 -> 50
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.
2014-04-18 05:47:16 -07:00
psydev
b22569e810 Increasing tower sight range +1
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).
2014-04-18 05:44:24 -07:00
psydev
52a91c23fa Minor: chg PROC sale value due to harv price chg
Harvesters now $1000, so this is to reflect that.
2014-04-18 05:41:05 -07:00
psydev
235e188692 Minor: increase SAM site vision
SAM didn't seem to be firing at targets all the time, even when they were visible. Increasing its visual range to match its weapon range.
2014-04-18 05:39:43 -07:00
psydev
163b1e2af2 Reduce DetectCloaked range on towers, HQ
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.
2014-04-18 05:38:38 -07:00
psydev
9510e9caaf Reduce Flamethrower speed to match rifle infantry
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.
2014-04-18 05:35:11 -07:00
psydev
cbd88d0bd4 Minor: increase E3 scanradius to match vision 2014-04-18 05:32:35 -07:00
psydev
64c631fa2b Minor: remove DetectCloaked for individual units
Now set by default in ^Infantry.

Range is supposed to be 1 as well, not 2.
2014-04-18 05:31:01 -07:00
psydev
658525a169 Minor: increase odds infantry will survive crush
Someone complained that infantry are crushed too easily.
So they will have a 2/3rds chance to escape now.
2014-04-18 05:28:15 -07:00
psydev
41ce58ace2 Minor: ^Infantry detect cloaked by default 2014-04-18 05:27:03 -07:00
psydev
e0c3bc67cd Make infantry more likely to walk through Tiberium
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.
2014-04-18 05:23:05 -07:00
psydev
be2355bcc5 Fix Tiberium & make do slightly more damage
Tiberium wasn't hurting veteran units. I think it was because it only did 1 damage at a time. Set to do 2 damage now.

Increased the net rate of tiberium damage slightly. It still doesn't do that much compared to before though, and it typically won't kill your infantry.
2014-04-18 05:21:09 -07:00
psydev
693668e977 Minor: reduce recoil for Mammoth Missiles 2014-04-18 05:08:37 -07:00
psydev
69b848d2e2 Make refineries unload harvesters faster
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.
2014-04-18 05:07:21 -07:00
psydev
c26c4a45d7 Buffing Light/Med. tank HP
Tanks seem to die quickly in this game.
Giving them a buff in HP to increase their usefulness in the role of "tank".
2014-04-18 05:03:46 -07:00
psydev
6c7da795a7 Minor: adjusting sight ranges
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.
2014-04-18 05:02:32 -07:00
Paul Chote
59da851d71 Improve ProductionBar performance.
Also adds an explicit second bar for construction yards.
2014-04-19 00:01:59 +12:00
psydev
271a5b78b8 Minor: Adjusting ROT speeds
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.
2014-04-18 04:59:29 -07:00
psydev
ec29cc61b0 Mammoth Tank HP reduced from 900 -> 800.
Mammoth was a bit OP and kind of impossible to kill. This keeps it tough but makes it possible to defeat.
2014-04-18 04:55:07 -07:00
psydev
3e3e0471de Flame Tank armor now Heavy. Cost reduced to $600.
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. ;)
2014-04-18 04:53:58 -07:00
psydev
6153ad1d9f Reduce Harvester cost from $1200 to $1000
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.
2014-04-18 04:49:56 -07:00
psydev
cc841f3ceb A10 is no longer a targetable unit.
Units on the ground were pursuing A10s until they left the map. Seems inappropriate.
2014-04-18 04:46:59 -07:00
psydev
a1e1f296cf Reduce Orca reload speed, from 24s -> 12s
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.
2014-04-18 04:45:07 -07:00
psydev
ca8dd073b6 Increase Chinook sight range 8 -> 10 2014-04-18 04:42:21 -07:00
psydev
6c342cd04e Buff Orca dmg. vs. Heavy. Nerf vs. Air
Orca damage vs. heavy currently is pretty abysmal. Needs buff to define unit as anti-vehicle (instead of being equal to Apache vs. vehicles/armor).

Orca nerfed a bit vs. air to put it on even footing with Apache in air-to-air combat.

ROF slightly increased.
2014-04-18 04:41:02 -07:00
psydev
1558c23c18 Nerf mammoth missiles
Mammoth missiles are a bit crazy, especially vs. buildings. Nerfing them a bit.
To compensate, increasing their spread a bit.

To increase missile efficiency (avoid extra missiles being wasted on overkill), their damage has been reduced from 75 to 45. They can still kill orcas in 2 shots.
To further avoid wasteful firing of missiles, the burst delay was increased, and the speed of the missiles was increased.
2014-04-18 04:30:58 -07:00
psydev
3d69931912 MLRS buff vs. buildings, infantry
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.
2014-04-18 04:18:09 -07:00
psydev
7a890aeda6 Nerf APC gun.
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.
2014-04-18 04:13:46 -07:00
psydev
bdeaf3a194 Flamethrower buff vs. vehicles
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.
2014-04-18 03:42:10 -07:00
psydev
00404c1a3a Mobile SAM: Damage buffed. Range reduced -1.
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.
2014-04-18 03:36:47 -07:00
psydev
ef072c6041 Nod Artillery buffed. Esp. vs. Heavy armor
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.
2014-04-18 03:33:36 -07:00
psydev
bb6e97700f BikeRockets buff vs. wood. Nerf vs. infantry. 2014-04-18 03:28:02 -07:00
psydev
f2fdbe4e77 Flame Tank damage vs. light increased 2014-04-18 03:23:06 -07:00
psydev
12827b27bf Improve Hum-vee/Buggy machine gun vs. infantry
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.
2014-04-18 03:13:02 -07:00
psydev
0c117775b3 Nerfing guard towers
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.
2014-04-18 03:03:39 -07:00
Paul Chote
7c166449c3 Fix GDI03 airstrike power. 2014-04-18 18:55:34 +12:00
Paul Chote
86f5a39d86 Persist the nuke beacon until detonation. 2014-04-18 18:55:34 +12:00
Paul Chote
3ad35cb803 Support indefinite beacon duration for support powers that remove the beacon on completion. 2014-04-18 18:55:34 +12:00
Paul Chote
56586cb4b5 Add a camera to the nuke. 2014-04-18 18:55:34 +12:00
Paul Chote
14eab38f0b Add a camera to the Ion Cannon. Fixes #5058. 2014-04-18 14:17:15 +12:00
Paul Chote
1178910aa1 Fix volume slider order in the settings panel. Fixes #5088. 2014-04-14 17:00:02 +12:00
Matthias Mailänder
771638c8e8 decide which mirror to choose locally and display result
closes #3904
2014-04-11 10:30:12 +02:00
Paul Chote
4d08093d1d Merge pull request #5044 from Mailaender/better-rule-naming
Renamed old system.yaml descendened files
2014-04-06 20:23:24 +12:00
Paul Chote
a010a0b914 Merge pull request #5065 from Mailaender/hey-bale-unboom
Made hay bales non C4 targetable
2014-04-06 20:21:55 +12:00