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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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. ;)
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.
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.
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.
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.
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.