This also fixes issues relating to RunAfterTick
calls being run out of order - the downside being
that the list remains empty until the iteration
is complete. This will be fixed in a following patch.
-Odds of getting MCV in a crate w/o a conyard is 80%, so that people aren't tempted to sell their conyard at beginning.
-Changed Hard AI's limits of procs, barracks & factories, since AI has to work within the conyard's build radius and crowding is no good, because it prevents them from building all tech buildings.
Orca missiles fire a bit slower, so that the unit cannot unload all its rockets in 2 seconds. Will give defenses a bit more time to respond before they die or before the orcas run away.
Increased speed of TowerMissile. At present it is very slow and not terribly effective vs. air units because they can quickly leave range before getting hit. Speed stats are same for E3 and RocketBike.
Burstdelay increased. This is to avoid wasted missiles on the same target that might get destroyed.
Rangelimit reduced from 40 to 30 to compensate for increased missile speed.
During playtesting it seemed like having infantry go at full speed on clear terrain was a good addition.
If it seems inappropriate for some infantry, can change it individually later for some units that might be too fast (e.g. flamethrowers and grenadiers, who travel at speed=5).
Seems like Obelisk is not used much and that it is underpowered. Could use +1 range.
Rationale: it uses tons of energy (150) and costs a lot ($1500), compared to ATWR (30 energy, $1000) which has a range of 8. (Obelisk is 7 at the moment).
Obelisk also is comparatively easily destroyed since its HP are lower. Since it's vulnerable to power outages and artillery, it seems a bit more range will help get better use out of it.
8 seconds cooldown time for conyard seems unnecessary and a bit long. Reduced to 5 seconds. The build radius on its own will probably deal with most basewalking problems, so the cooldown time isn't as important.
Increased Turret and Guard Tower's cloak detection range to 5. They need the range, especially since they are relatively easily destroyed by stealth tanks.
Blue tiberium tree was producing at 58% of green tiberium tree.
It seems a bit too good right now, so going to put it at 50%. (It has ~2x value of green)
Someone changed stealth tank and it did not have HoldFire as initial stance anymore.
Apparently Explodes: does not use UnitExplode by default anymore? Fixed.
Orca has been shown in playtesting to be too good in large groups. Reducing HP to 90 so that bike rockets, e3 rockets can kill in 3 shots instead of 4.
Returning ammo to 5 again, because adding that extra rocket ended up making a much bigger difference than expected.
MCV crate set to 0. This will be at the very least until there is a way to delay good units from showing up early game.
Cloak delay raised to 90 since it re-cloaks fast. This is because currently the stealth tank starts countdown while still in "attack mode", after the last missile was fired. Should be changed again to 1-2 seconds after https://github.com/OpenRA/OpenRA/issues/2898 is implemented.
Added hard AI.
Stealth tank range seems too high. It currently exceeds obelisk range. We won't be changing obelisk range until the FireDelay issue is fixed. https://github.com/OpenRA/OpenRA/issues/2710
The detection range for cloaked units for guard towers and guns is low (3).
This is needed so that stealth tanks aren't too good at sneaking by everything.
Since the MCV position limits where you can build, it seems like the adjacent value should be relaxed.
Pchote, scott, mailaender and I were playtesting the new build radius. We played with a value of 5 and it was good.
MCV is more important now since buildings can only be built within its build range. If you need a repair bay first, it's too constrictive. This seems right.
MLRS range reduced. People don't seem to like it's ultra-long range. Hopefully this is a good middle ground.
Orca range reduced -- there's some concern the orca is OP, especially against things designed to kill it (Bike, MSAM, ...). Reducing range will not nerf it but will allow vehicles to approach without getting instantly killed.
Mammoth missiles spread increased. Since mammoth is a top-tier unit, people think it shouldn't be easily killed and should be effective vs. everything. This should help a bit vs. infantry.
MLRS damage vs. wood reduced significantly, to slow down how fast they can destroy buildings.
MLRS damage vs. infantry slightly reduced. They are supposed to be good at killing incoming infantry groups, but they seem slightly too effective.
Nod now can use mobile SAM launcher. This is necessary because Orcas are powerful, esp. in large groups.
MLRS slowed down a bit, so it can't turn and run as swiftly.
MCV gets +1 speed since it will be moving more now.
I made a mistake changing MLRS HP from 120 -> 115 in last patch. (I misread a unit stat and so the change didn't do the thing I thought, and had no purpose).
Returned to previous value of 120.