Before this, it was impossible to replicate the behavior of the original games (staying on pad/airfield after reload) without hacking around in Mods.Common.
This allows modders to disable these without meddling with code.
Currently in both playtest and release the bridges for TD used to be 500hp with no armor. Meaning that minigunners and other unit types were able to kill them off fairly quickly. Giving them extra HP and an armor type means units such as minigunners, humvees, flamethrowers, and APCs can't kill bridges off quickly.
Engineer movement speed reduced to 48 from 56.
Helicopter crash damage increased to 100 from 40.
Rocket infantry spread damage reduced to 32 from 128.
------
Engineer movement was the same speed as minigunners and at times would enable them to escape the minigunners. This slight speed reduction helps for this.
Helicopter crash damage was lacking and a slight increase in this enables them to do some damage. With the cost of the helicopter it is still not a good idea to sacrifice aircraft just for exta damage.
Rocket infantry spread is reduced because of the damage done to infantry packs. Games turned into tanks mixed with rocket infantry. Reducing this spread enables them to single target units more closely then in larger armies.
The list of changes do not affect the new hitboxes of the structures.
+ Orca damage increased from 25 to 28.
Damage is increased because of their lack of damage vs armored units and structures.
+ Apache ammo reload reduced from 200 to 40.
Apaches gaining a full clip of ammo is a bit to strong. Firing the first shot starts the timer tick and will reload even if the clip is not fully reloaded. This also fixes so they don't sit on top of infantry and blow them all away to quickly.
+ Apache ammo reload amount reduced from 10 to 1.
Fixed in unison with ammo reload timer.
+ Sam now fires two missiles. (CNC95)
Does extra damage.
+ Sam range increase from 8c0 to 10c0.
Compensate for the aircraft changes. Also had a problem of MSAMs were always the better choice rather then the structure SAMs itself. This change will make them more viable.
+ Sam range limit from 9c614 to 12c0.
Makes it so aircraft can still escape while the missile won't detonate at the edge of the circle range.
+ Humvee damag vs light increased from 50 to 55.
Compensates for the price of the hummer. Having just the HP wasn't enough to counter certian builds of Nod. Enabling them a slightly higher damage allows them to kill buggies and bikes a bit more effectively. Makes them also decent arty and MRLS killers.
+ Crates got some love.
+ Viceroids now spawn.
+ An atomic bomb can now detonate. (CNC95)
+ Veterancy level is now to rank 4.
This makes grabbing crates all the more rewarding and riskier. Such as willing to bring a mammoth tank or commando to the crate rather then a minigunner.
And remove ITargetablePositions from Building.
Also, added UseFootprintOffsets to replicate the old Building behavior for easier setup of TargetablePositions for buildings.
- 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")
This is changing the vision of Artillery and MRLS from 8c0 to 5c0.
The reason behind this is because we have scouting artillery and MRLS units that have a much larger vision range then infantry and the same vision as hummers and buggies. This turns into games where people build infantry and artillery/MRLS armies and march of death to the enemy. Its more counterable in 1v1 and 2v2 but team games of 3v3+ it becomes incredibly spammy of these units and hard to stop.
Rules updated for CNC mod (uncloak on critical HP)
STNK, stealth crate are affected
Rules updated for D2K mod (uncloak on critical HP)
Saboteur, fremen, stealth raider affected
Rules updated for RA mod (uncloak on critical HP)
Affects
Hijacker, sniper, sub, msub, hbox, stnk.
Mines are not affected, they are not exactly "stealth".
Hijackers and snipers aren't machines and should be able to hide
themselves even when they are wounded but for least surprise to
players, uncloaking stays as well.
Rules updated for TS mod (uncloak on critical HP)
Only affects STNK.
Things that are cloak generators will stay cloaked even when critical
HP! The cloak generation mechanism is by the cloak generator!