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.
Use Shift and navigation key (cursor, home, end) to select a portion of
text, and replace/delete/cut as appropriate.
Also provides support for selection with mouse (click and drag)
WithReloadingSpriteTurret was bound to run into conflicts with any WithTurret*Animation traits due to overriding the turret sequence constantly via ITick.
Using (stacked) conditions instead avoids that.
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.
The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.
Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.
CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.
Fixes#14151.
Changed the build timer for APCs from 14 seconds to 15 seconds.
An oddity here is that it wasn't exactly on 14 seconds. It was closer to 13.6 seconds.
Changing this to be about 14.8 seconds will help a little from the mass production problem
rather then changing damages or HP further.
APC vs none decreased from 35 to 30
APC vs wood decreased from 35 to 25
APC vs heavy decreased from 35 to 25
Obelisk HP Increased from 600 (60000) to 750 (75000)
APCs are doing to much damage vs structures and heavy armor. They are managing to kill Guard Towers, light tanks, and power plants to effectively in numbers between 5 and 10. This will help to prevent this from happening. A small decrease vs infantry allows rocket infantry to last just a little bit longer as well.
Obelisk is getting a HP increase. Going from the old notes and responses happening now leaves me to believe its HP is to small. In one testing example an obelisk getting airstriked leaves it with no HP left. 4 minigunner shots and then it dies. Increasing the HP allows an expensive structure to stand longer.