Orca rockets will do 15 damage vs. heavy. Hopefully this will take some edge off orca spam. This will:
-Give anti-air APC more lasting power vs. orca, ensuring it can at least down some of them and get their money's worth.
-Mammoth tank will bet better able to survive a mass assault and return fire with its rockets to down some of them (and get better money's worth).
-Give advanced guard towers better ability to defend themselves against air assault. (ATWR has heavy armor and does good damage, but can die quickly against a large group of orcas).
-Give armored units in general more resilience vs. orcas so they aren't completely helpless and quickly annihilated. Maybe then they can reach their target better (e.g. a couple tanks charging an artillery position that is being defended by some orcas).
Damage vs. infantry also slightly reduced as as result (also 20 -> 15 dmg).
Orcas generally aren't a threat to infantry, but E3s should be able to do some credible damage, even if they are in a small group. Enough orca spam will kill a small group of infantry, unfortunately. Since Orca has no business attacking infantry anyway, this slight nerf won't hurt orcas.
(Note: The damage model was simplified a bit, so that it does 100% of 30 dmg instead of 75% of 40 damage, vs. light & wood.)
if people want to take out tanks, they should build a turret. Right now the guard tower hits as strong as a tank shell, roughly.
Reducing advanced tower's damage vs. infantry. Its focus should be more on vehicles. It still is ok vs. infantry with spread of 6, but not supposed to be infantry killer, per se.
Increasing inaccuracy slightly. (3 -> 5)
-reducing turretgun vs. infantry slightly
It's really difficult to kill guard towers once they're up. The only reliable ways are to try to take out their power with airstrikes/orcas/etc. or use artillery from a distance. They are supposed to be tough but they are a bit too much.
Guard tower HP should be nerfed because they are wickedly hard to kill. Adv. tower's power should increase because they are annoying when sprawled everywhere and really hard to take out once established.
Nerfed sniper earlier from 7 -> 5.5. But since decimals dont mean jack in ORA, it's 5.
Since the sniper does cost 10x as much as infantry, and is a top tier unit, it should have some advantage with its sniper rifle in range to be useful on the battlefield. 5 just isn't enough.
Seems like taking cover is a liability much more than a protection. I think it's better if infantry get out of the way of artillery rather than slow down and stay in its way. It's frustrating watching your infantry die pointlessly.
Instead of this, a reasonable alternative might be to double-click orders for your infantry to force them back up.
Starport lack of slowdown is made up for the fact that no units can land (nor more ordered) until you get power back up again.
Infantry slowdown reduced to 2.