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.
Reload period for orca inreased. Fully reloading is roughly equal to the amount of time it would take to go from the center of an 80x80 map to your home base, land, reload, and return to the center. (About 30 seconds).
There is +1 rocket than before, because each rocket has been weakened. This makes the orca take longer to unleash its full payload.
This is combined with slightly reducing the amount of tiberium stored in Refineries. Part of the reason for this is that refineries are targeted lots by ion cannons (one-shot kill) and nukes. Whenever this happens, you lose the money that's in them. By making a silo that stores more, you can store the tib farther away and keep a bit more of it safe.
The other part of the reason is to bring silos into the game as a somewhat strategic structure. By having more money, they are more capturable, because you can steal what's in them. It might also make sense to maybe airstrike them so that the opponent loses what money is in them.
The way to counteract this problem is to build more silos. They cost a bit more though (double) so that you have to think about how many you want.
APC fires more rapidly. Does same damage vs. ground units, but does much more damage vs. air units now.
APC ground damage vs. infantry changed because since the damage is low (15), strange rounding errors occur that make it do next to no damage.
Missile optimized to fire a 2-burst quickly and kill orcas, but still does same overall damage as before. Uses missiles more efficiently by having them do lower damage and firing more often.
Spread increased from 6 -> 12 since it is too weak against infantry. Damage vs. infantry still low, but at least has some effect vs. groups of infantry.
Increased RangeLimit, instead of increasing missile speed, to keep the building's flavor.
Made turret do less damage (50), and shooting more often. 50 divides well into apc/tank health (200,300,400). 80% damage is 40, which divides well into common vehicle HP (120,160).
Bullet speed increased for greater accuracy.
SAM site receives a buff to counter orca spam.
Missiles now do half as much damage (30). This divides better into Orca's hitpoints (90), to avoid wasted missiles. Missiles fire ~3x as often.
Missiles are faster. RangeLimit reduced to compensate.
Mobile SAMs are at risk of dying quickly, so it's better to have 2 missiles worth half the damage each, in the hopes you'll get more shots off.
BurstDelay was lowered for this purpose, too.
Increased speed of missile, and adjusted RangeLimit to compensate.