Commit Graph

111 Commits

Author SHA1 Message Date
Orb370
e1ade59a32 TD Balance Fall 2021 Commit
TD-Balance-Fall-2021 Commit

TD-Balance-Fall-2021-Commit
2021-11-20 17:37:43 -06:00
VonNah
0e33d08384 Fixed incorrect voice lines for Generic-, Vehicle-, Moebius- and CommandoVoice.
Signed-off-by: VonNah <vonnahora@gmail.com>
2021-10-03 19:39:28 -05:00
darkademic
ca2bef3cd1 Updated TD unit speeds to account for move jumpy-ness fix. 2021-06-04 23:20:13 +02:00
Paul Chote
7c0e4b25ae Specify interaction bounds relative to the mod tile size. 2021-03-27 16:31:50 +01:00
Orb
d49bf81d95 TD Balance 2020 3 Commit 2020-10-16 17:52:41 +01:00
Paul Chote
afc9c6ef85 Update TD decorations. 2020-03-24 00:07:10 -05:00
Ivaylo Draganov
93e42b0b27 Add selection tiers as inheritable templates 2019-12-08 18:39:21 +01:00
Ivaylo Draganov
e23054631d Add "Flat" and "Low Priority" selection modes to default mods 2019-06-29 20:46:12 +02:00
tovl
9abf715fd7 Allow opportunity fire for aircraft. 2019-05-04 23:40:16 +02:00
Clément Bœsch
a162cdda41 CNC: set UpdatesPlayerStatistics.AddToArmyValue where appropriate 2019-01-01 18:25:44 +00:00
Paul Chote
3e7caa2faa Fix Commando/Tanya build announcements. 2018-12-08 15:27:06 +01:00
Paul Chote
1b9f23eca0 Replace AnnounceOnBuild with VoiceAnnouncement. 2018-11-03 15:09:14 +01:00
Paul Chote
ccad3bd185 Add MergeCaptureTraits update rule. 2018-10-07 18:46:21 +02:00
Paul Chote
6359d32946 Fix overlapping veterancy/hospital/hazmat indicators in TD.
This also changes the hazmat indicator to only be visible when on
tiberium, and the hospital indicator to blink while active and only
be visible when the infantry is damaged.
2018-06-02 18:12:08 +02:00
AoAGeneral
31dcb825b7 Update TD balancing:
Apache damage vs infantry at prone increased from 50 percent to 80 percent.

  Apache damage was cut in half making them less effective versus infantry. Giving them an extra boost damage wise versus prone is enough then going with a universal damage boost.

MCV Price from 4000 to 3500.

  Some say they want 3000 but im still paranoid of the epidemics that have happened in the past with 1v1 and team games. Needs more team game tests if they want 3000.

Repair Pad decrease power from -30 to -20.

 Power consumption is a little high. Specifically if they want to build extras.

APC Price from 550 to 600.

APC HP from 21500 to 19000.

APC turn speed from 8 to 5.

APC build duration from 900 to 938.

APC AA range from 7 to 6.

APC reduce vision range from 7c0 to 6c0.

APC projectile speed reduced from 2c0 to 900.

  See notes below.

Power Plant buff HP from 50,000 to 55,000

  Makes power plant sniping a little tougher. But still effective to take out.

Change power structures (Airstrip/Factory and Refinery to 40 power)

  Important change. This allows more diverse builds to happen such as now able to build refinery > barracks > factory. This combo helps easy defends with quick vehicle herasses.

MRLS Price reduction from 1000 to 900.

  Allows an easier method to build on the field. A unit that is often times killed by airstrikes allows more forgiveness when on the field.

Light vehicle husks HP reduce to 2000. (reduce timer on field wreckage.)

  Prevents early on refinery blocks and other pathing unit issues.

Oil Derrick reduce HP from 100,000 to 80,000

  Oil Derricks were a little to strong. Easily can be killed now.

Change power plant build duration from 12 seconds to 8 seconds. (Low power build duration from 24 seconds to 16 seconds.) Note: Does not include Adv. Power plant

  Due to the struggle of low power this enables players to build regular power plants to help get back up quickly. This however, does not apply to Adv. power plants. The outcome is then scattered extra power plants rather then Adv. power due to the player being on low power.

Change engineer capture threshold from 50 to 55 and added a lower selection priority.

  Fixes the structures from being fixed and preventing the second engineer from getting canceled out or being wasted on damaging the structure again.

NOTES:

I have mentioned that I disagree on the above APC changes. The reasons I conclude may happen is buffing the bikes with a lack of counter. This may result in games where infantry are now used to help counter against buggy/bike play rather then an APC/infantry play or APC/hummer play. If and when players speak about bikes being OP please look back at the changes that happened in the past.
2018-05-28 11:13:09 +01:00
reaperrr
7441badc96 Make TD use Locomotor 2018-05-03 10:49:21 +02:00
Arular101
2e681ba674 Increase damage and HP by 100x 2017-12-12 22:18:41 +01:00
Paul Chote
c87409ed1a Remove legacy bounds code. 2017-12-11 19:45:07 +01:00
Paul Chote
d588854cc5 Add assault move to TD. 2017-09-11 19:08:33 +02:00
AoAGeneral
baa4b61d3f TD Prerequisite changes.
Adds prerequisite labels to E1, E3, E6, and TDTRUCK.

Closes #13780
2017-08-08 12:21:37 +02:00
AoAGeneral
99dac05fd7 TD Balance Changes. (20170802)
Engineer movement speed reduced to 48 from 56.

Helicopter crash damage increased to 100 from 40.

Rocket infantry spread damage reduced to 32 from 128.

------

Engineer movement was the same speed as minigunners and at times would enable them to escape the minigunners. This slight speed reduction helps for this.

Helicopter crash damage was lacking and a slight increase in this enables them to do some damage. With the cost of the helicopter it is still not a good idea to sacrifice aircraft just for exta damage.

Rocket infantry spread is reduced because of the damage done to infantry packs. Games turned into tanks mixed with rocket infantry. Reducing this spread enables them to single target units more closely then in larger armies.
2017-08-07 09:35:20 +02:00
AoAGeneral
dc61c98098 TD Engineer Description.
Closes #13720
2017-07-25 18:59:47 -05:00
Paul Chote
d7f9c2f852 Update cnc AutoTarget definitions. 2017-06-11 17:14:21 -05:00
AoAGeneral
af85ca8f18 TD Commando ScanRadius. 2017-04-02 14:01:31 -07:00
abcdefg30
55dd61ebe5 Fix the ProneOffsets of TakeCover 2017-02-08 20:14:02 +01:00
AoAGeneral
8266c96a38 Add detection to temple of Nod.
(Nice to have detection then stealthers sneaking by it)

artillery minimum range increase from 2c896 to 3c0.

mammoth tank HP increase from 800 to 870.
(Dies by medium tank spams and e3 a little to easily from recent changes. With a longer build time they fall prey to mass numbers.)

ion time increase from 3:00 to 4:30.
(Ion strikes go off a little to fast. Mammoth armies take about 2:00 to build back up. By the time base attacks happen close to 3:00)

nuke timer from 5 to 6.
(Because the nuke damage has been buffed)

nuke damage spread from 2c512 to 5c512.
(Nuke damage spread was to weak. Barely killing a power plant where it lands just a few cells away from base hit)

nuke spread damage increased from 100 to 110. (First spread modifier)
(See line above)

a10 timer increased from 3:30 to 4:00.
(Timer increased because they were going off a little to fast still. These planes kill infantry builds as it is.)

MSAM HP from 120 to 180.
(To weak vs air. Missiles drain takes a few seconds to reload and then sniped within that time. Specially since dedicated AA)

Commando weapon range increased from 6c0 to 8c0.
(They had the same range as e3 and minigunners were able to close distances on them extremely fast. Take note they shoot farther then their vision range.)

Commando weapon projectile speed increased from 1c682 to 5c682.
(This was super annoying. You fire a shot and the infantry doesn't die because bullet travel to slow. Increased this fixed the problem.)

Commando price increase from 1000 to 2000.
(Extremely cheap when buffed. Increased price to match their power.)

Commando build time increased from 24 to 32. (2000 Build duration)
(Build time a little to fast. Compensates this with multiple barracks.)

Husks interval timer increased from 2 to 6.
(Husks blow up to fast to capture anything. Kept on low timer to prevent vehicle block. Only possible way is to have an engineer in an APC ready. Which Nod is unable to have APCs.)

Bike damage increase from 30 to 31.
(HP changes on harvs, structures, and mammoth. A very small change leading to a decent buff. Granting a 2 damage increase with constant hits)

Chem damage vs none reduced from 100 to 70.
(Chems performing a little to well by themselves. Having mixed units is a better solution. IE: My recent flame tank chem trooper mix)

Chem damage vs armor increased from 50 to 75.
(Chems performed a little to weak vs armor. Doing less damage then infantry and getting squashed by medium tanks and light tanks. This will make players think twice about squashing tactics. Also more damage vs armored defenses.)

Grenadier accuracy reduced from 213 to 813. (Makes them miss a lot more).
(Grenadiers were to accurate and unable to kill infantry packs. Looking at CNC95 and RA in ORA they miss their targets as well. Having them miss spreads their AoE damage and able to take out infantry packs. Players maye want to think of spreading infantry when fighting grenadiers)

Flamer damage vs armor reduced from 20 to 10. (Flame infantry)
(To much damage to APCs and light tanks)

Flamer damage vs none increased from 100 to 110. (Flame infantry.)
(Made them stronger vs infantry to balance out vs chems. Makes them a strong viable choice.)

Harv build timer increase from 24 to 27. (1680 build timer)
(Harv spamming is like a disease. Its gotten to strong to quickly. Increasing their timer slightly also increases other viable builds.)

Harvester HP increase from 600 to 625.
(Both medium tanks and bikes doing a little to much damage. Compensates slightly for build timer)

Refinery power reduced from 50 to 40.
(Offers more build choices. Opening barracks becomes stronger then going strip/factory all the time. Both openings strong strats just requires scouting.)

Refinery sell no longer refunds.
(Includes with the harv spamming. Gave 250 back which counted towards buggy/bike money. IE: PP > Ref > Strip (Strip makes 2-3 buggies 2 bikes then a harv) > Ref (Sell ref gain harv) > Strip (Because power only 30) > PP

Refinery tiberium hold reduced from 2000 to 700.
(This has had no impact to force people to build silos. But it opts people to protect refineries rather then "Lost a ref. Meh. Got 3 others.". Losing a ref now loses earned money. If it holds money. Also prevents sell trick to save power.)

Silo hold increase from 2000 to 3000.
(Compensate for Refinery. Also has extra HP now. See below.)

AGT HP from 600 to 550.
(Way to strong when it came to units coming to these in mass amounts. Also hard for artillery units to shell due to small box size and HP pool.)

Light Tank price reduced from 700 to 650.
(700 was a bit to high. 650 seems to hit the right spot but left build time as is. 0:17)

Visceroid spawn reduce from 10 to 5.
(This was a weird one. Infantry dieing in tiberium was at a good spot. But for some reason when chems kill infantry it would create 2-3 visceroids. Then those visceroids would create 2-3 at a time. RNG issue so was reduced.)

Increase all building HP by 100.
(Help balance vs medium tanks, bikes, light tanks, chems, grenadiers, air units, and stealth tanks.)

Gun turret HP increase from 400 to 410.
(This is taking baby steps. I want them a little tougher vs medium tanks but not at the point of RA style. Same logic as obrakmann taking baby steps with MCV.)

Starting units adjusted.
(This created a big problem in competitive scenes. Having early units is good to prevent infantry rushes. But starting with a bike/apc while your opponent starts with a hummer/buggy is to off balancing.)

MCV build time decreased from 1:36 to 1:00. (3750)
(Price unchanged. Takes a little to long in team games and some 1v1 scenarios to get one built. Also now drains money faster to compensate)

Engineer HP increase from 25 to 30.
(Dies a little to quick hummers/buggies. Same kill time as minigunner (If takes a hit while standing)

APC HP increase from 210 to 215.
(These are dieing a little to fast and weak vs certian units. IE: buggies/hummers and bikes. Tested vs light tanks and more optimal. Baby steps.)

APC Damage vs light decreased from 105 to 100.
(I don't want them killing bikes to fast now that they are cheaper.)

APC cost decreased from 600 to 550.
(APCs for infantry builds as GDI was waaaaay to expensive. Having a slightly faster build timer of 0:14 instead of 0:15 will help too. Helps to withstand early onslaught of Nod. Keep note bikes still 0:12 timer)

(Created new Sam weapon Dragon from RA e3 AA. Reason: Shared weapon with AGT.)

Samsite range increased from 8c0 to 12c0.
(Dedicated AA. Keep note: Longer range = longer time to kill a unit and able to escape. Closer it is the faster air units die.)

Samsite spread damage decreased from 682 to 128.
(To much AoE damage)

Samsite range limit increased from 9c614 to 15co.
(Missiles would die out within its own range circle.)

Samsite reveal shroud decreased from 8c0 to 6c0.
(Prevents the RA logic of build an AA in front of your base and all good. You need units/structures to make good use of its range.)

Samsite now fires two shots at a time.
(Increases damage and intuitive to home base of CNC95.)

Recon Bike HP decreased from 120 to 110.
(Takes to long to kill these units when vs minigunners and light vehicle types. APCs taking to long to kill these.)

Airstrip/Weapon Factory power increased from 30 to 50.
(Increased like a disease. Nod players going with an extremely fast 4 strip build without com center. GDI maxing at 3 factories with non stop vehicles. Infantry became to weak.)

Communication Center power increased from 40 to 50.
(See above.)

APC movement speed increased from 128 to 132.
(A little to slow vs light tanks and dealing with buggies. Buggies being faster still they are able to get a few extra shots off. Provides better base entry.)

MRLS range reduced from 12c0 to 11c0.
(Out ranging Nod artillery. Extremely accurate as is and to strong vs several units. Shorter range allows faster vehicles to reach them better.)

MRLS damage vs none reduced from 35 to 25.
(To much damage vs infantry. Specially to e3.)

Obelisk power reduced from 150 to 90.
(Having to build an adv power plant after each Obelisk is put up is insane. Two Obelisk = 180 now and adv power plant is 200.)
2017-01-04 10:57:29 -08:00
Paul Chote
a4227757b6 Move ^GainsExperience inherit to the actors. 2016-12-23 11:29:24 +00:00
Tyson Liddell
8a760fedf2 Yaml files updated with Description moved from Tooltip to Buildable 2016-10-16 12:10:07 +11:00
abc013
268dcd7d41 changed AttackSequence to DefaultAttackSequence 2016-10-14 14:53:02 +02:00
Oliver Brakmann
d292f15cc2 Enable player experience tracking in mod rules 2016-07-19 20:20:38 +02:00
Matthias Mailänder
8df4e9e04c Merge PoisonedByTiberium and DamagedWithoutFoundations
into DamagedByTerrain.
2016-07-10 19:44:19 +02:00
Matthias Mailänder
3e011a74af Rename C4Demolition to Demolition. 2016-05-26 19:27:40 +02:00
reaperrr
d1e926e007 Remove custom TD engineer selection priority 2016-04-13 20:37:14 +02:00
Alexandre Oliveira
5ce454ce7b Decrease Engineer, Medic and Mechanic priority
Fixes the issue that engineers would just run straight at the target while
mixed with a group and attack moved.
2016-01-15 14:18:10 -02:00
Paul Chote
4f1d8b7ac9 Remove spurious final newline from mod files. 2016-01-02 20:06:53 +00:00
reaperrr
48babec519 Use aggregate sequences for all TD flame/chem muzzles 2015-10-18 03:23:05 +02:00
Paul Chote
940bc310c3 Use aggregate sequences for TD flame muzzle. 2015-10-17 22:50:22 +01:00
reaperrr
5b5164211e Rename WithMuzzleFlash to WithMuzzleOverlay 2015-09-24 20:23:31 +02:00
clemty
4351094bd7 TD tooltip fixes
- mention Apache being strong vs aircraft
- mention engineers will damage buildings, not just capture them

reverted:
- Sentences are now (mostly) lowercase, end with full-stop
- Changed "defence" tab tooltip to "defense"
2015-08-19 12:53:08 +02:00
reaperrr
1814c4c4cc Cleaned up TD yaml rules.
Streamlined defaults, removed duplications.
2015-06-29 20:02:10 +02:00
Matthias Mailänder
7faebe874a check for missing sequence entries using lint 2015-06-20 22:22:59 +02:00
Matthias Mailänder
50e5e9df24 check voice actor references 2015-06-20 12:09:58 +02:00
reaperrr
332b7a374e Changed Bounds/added VisualBounds in TD mod
Where necessary/applicable.

Tweaked Refinery Offsets.
2015-06-17 20:13:55 +02:00
reaperrr
f88ada8648 Cleaned and fixed TD infantry rules a little
Fixes TD infantry not going visually prone.
2015-06-01 23:27:47 +02:00
reaperrr
0d05fdefbb Extract actor voice set into Voiced trait 2015-05-22 01:51:51 +02:00
abcdefg30
4d864c9aaf Add selection boxes for dinos 2015-05-14 14:07:17 +02:00
Paul Chote
4ea55809ca Decompose RenderInfantry into WithInfantryBody and RenderSprites. 2015-03-21 13:04:17 +00:00
huwpascoe
43cd1fc7a8 Balancing: Reduced Commando HP 2014-10-03 22:33:21 +01:00
reaperrr
f0705f532b Remove duplicate death sequences from dinos and ants.
Fixes stegosaur death anim palette (no longer shows team color).
2014-09-13 17:22:28 +02:00
Curtis Shmyr
fa8229d53b Implement IRenderInfantrySequenceModifier for ScaredyCat and TakeCover 2014-08-23 14:42:55 -06:00