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.
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.
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.
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.
Reduced Guard Tower weapon range from 6 to 5
Reduced Gun Turret weapon range from 6 to 5
Reduced Sam Site weapon range from 10 to 7
Reduced Advanced Guard Tower weapon range from 8 to 6
Reduced Obelisk of Light weapon range from 8.5 to 6.5
Problem: orcas in small groups will sometimes get in each other's way and be stuck outside of range. The old range was 5, but this was to nerf large groups.
Orcas have been nerfed in several ways. One of the ways was to reduce their range from 5 to 4. However, when the range reduction is coupled with all the other nerfs, it seems a bit too much. Orcas are fairly vulnerable now that air defense has improved.
Increased ROF of tanks. The guns of Light & Medium Tanks are a bit weak
relative to their role as tanks. They do less damage than bike rockets,
and do less damage against light vehicles than even the hum-vee. Changing
ROF should mitigate this a bit, even though their gun is still not that
powerful (e.g. compared to stealth tank, and even flame tank matched light
tank). The fact that their rivals are often moving fasts also complicates
the slower ROF.
The same proportion of damage was kept between light & medium tanks.
Mammoth Tank was left unchanged.