- TD C17 and A10 are not targetable and therefore technically invulnerable, so we should remove Health and Armor
- D2k ^carryall.colorpicker and TS ^mmch.colorpicker shouldn't have Health
- TS crash sites are supposed to be indestructible map deco as per original (they had "Immune=yes")
Balancing out some of the small things that makes a big difference with the aircraft. Listings below:
Chinook:
Mobile speed increased from 140 to 150.
This is increasing because a number of vehicles catch up to these. (Bikes, APCs, buggies, humvees.)
Increasing the movement of this unit will help to outrun the APCs and other projectiles a little quicker. It also helps to compensate for travel distances. These units are only used in early game because of the enemies lack of AA. Increasing the speed will help their longevity.
Apache mobile speed decreased from 186 to 180.
This is done to prevent these units from chase killing Orcas as their machinegun fire is on point hits with minimal damage. HP remains the same (Orca 90 Apache 125). Orca being lighter in HP allows it to move more quickly while the apache can soak more damage. In air vs air battles the apache tends to win due to their guns vs slow missile fire.
Both Orca and Apache turnspeed increased from 4 to 7.
This is increased on both units because they take a full second before they are able to aim at targets leaving them stationary and taking hits. Increasing this speeds allows them to be what they are ment to be as hit and strike crafts. The turning speed also allows them to hit targets more effectively on the move.
- 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"
Removes Reloads trait.
This enables adding multiple AmmoPools via @ differentiators and
Name which adds the possibility to assign each armament to a specific
ammo pool.
Furthermore, this moves all Reloads functionality onto AmmoPool.
Now a combination of all three is possible on a single actor: no limited
ammo, limited ammo that can reload on its own, and limited ammo which
needs to be reloaded at a rearm actor.
Additionally moves RearmSound from Minelayer to AmmoPool.
Allows for any helicopter to enable or disable the turn before landing
but sets it to default off for the chinook. (may be desireable for
single player missions visual effect like Allies01?) Also gives the
chinook a faster ascend/descend speed. Fixes#5054
Orca's reloading is so slow it can barely do anything. It's painful.
This will make it non-useless in smaller groups.
I am not concerned that this will make Orca OP, since air defense power has generally been buffed in the last year considerably.
Seems to not make sense that it can't land in tiberium, especially since Chem Troopers can walk through it undamaged, and since tiberium is not quite as deadly in recent patches.