Files
OpenRA/mods/cnc/weapons/smallcaliber.yaml
AoAGeneral 52494e2c91 Changes in TD:
APC vs none decreased from 35 to 30

APC vs wood decreased from 35 to 25

APC vs heavy decreased from 35 to 25

Obelisk HP Increased from 600 (60000) to 750 (75000)

APCs are doing to much damage vs structures and heavy armor. They are managing to kill Guard Towers, light tanks, and power plants to effectively in numbers between 5 and 10. This will help to prevent this from happening. A small decrease vs infantry allows rocket infantry to last just a little bit longer as well.

Obelisk is getting a HP increase. Going from the old notes and responses happening now leaves me to believe its HP is to small. In one testing example an obelisk getting airstriked leaves it with no HP left. 4 minigunner shots and then it dies. Increasing the HP allows an expensive structure to stand longer.
2018-01-16 23:40:29 +01:00

166 lines
2.7 KiB
YAML

Sniper:
Report: ramgun2.aud
ValidTargets: Ground, Infantry
InvalidTargets: Vehicle, Water, Structure, Wall, Husk
ReloadDelay: 40
Range: 8c0
Projectile: Bullet
Speed: 5c682
Warhead@1Dam: SpreadDamage
Spread: 42
Damage: 10000
ValidTargets: Infantry
DamageTypes: Prone50Percent, TriggerProne, BulletDeath
^HeavyMG:
ReloadDelay: 25
Range: 6c0
Report: gun8.aud
Projectile: Bullet
Speed: 1c682
Warhead@1Dam: SpreadDamage
Spread: 683
Damage: 3000
Versus:
None: 100
Wood: 50
Light: 70
Heavy: 30
DamageTypes: Prone50Percent, TriggerProne, BulletDeath
Warhead@2Eff: CreateEffect
Explosions: piffs
VictimScanRadius: 0
ValidTargets: Ground, Water, Air
HighV:
Inherits: ^HeavyMG
Vulcan:
Inherits: ^HeavyMG
Range: 8c0
Burst: 9
BurstDelays: 2
FirstBurstTargetOffset: -2984,0,0
FollowingBurstTargetOffset: 746,0,0
ReloadDelay: 125
Report: gun5.aud
Warhead@1Dam: SpreadDamage
Spread: 426
Damage: 10000
Versus:
Wood: 15
Light: 100
Heavy: 35
HeliAGGun:
Inherits: ^HeavyMG
ReloadDelay: 20
Burst: 2
BurstDelays: 0
Range: 4c0
MinRange: 0c768
Report: gun5.aud
Projectile: Bullet
Blockable: false
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 2000
Versus:
None: 100
Wood: 50
Light: 75
Heavy: 25
HeliAAGun:
Inherits: HeliAGGun
ValidTargets: Air
Warhead@1Dam: SpreadDamage
Spread: 128
ValidTargets: Air
Versus:
Light: 50
Pistol:
Inherits: ^LightMG
ReloadDelay: 7
Range: 3c0
Report: gun18.aud
Warhead@1Dam: SpreadDamage
Damage: 100
Versus:
None: 100
^LightMG:
Inherits: ^HeavyMG
ReloadDelay: 20
Range: 4c0
InvalidTargets: Wall
Report: mgun2.aud
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 1000
InvalidTargets: Wall
Versus:
None: 150
Wood: 30
Light: 40
Heavy: 10
Warhead@2Eff: CreateEffect
Explosions: piff
M16:
Inherits: ^LightMG
MachineGun:
Inherits: ^LightMG
Burst: 5
Report: mgun11.aud
Warhead@1Dam: SpreadDamage
Versus:
Wood: 10
Light: 70
Warhead@2Eff: CreateEffect
Explosions: piffs
MachineGunH:
Inherits: MachineGun
Warhead@1Dam: SpreadDamage
Versus:
Light: 80
APCGun:
ReloadDelay: 18
Range: 5c0
Report: gun20.aud
Projectile: Bullet
Speed: 1c682
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 2000
Versus:
None: 30
Wood: 25
Light: 75
Heavy: 25
DamageTypes: Prone50Percent, TriggerProne, DefaultDeath
Warhead@2Eff: CreateEffect
Explosions: small_poof
ValidTargets: Ground, Water, Air
APCGun.AA:
Inherits: APCGun
Range: 7c0
ValidTargets: Air
Projectile: Bullet
Speed: 2c0
Blockable: false
Warhead@1Dam: SpreadDamage
ValidTargets: Air
Versus:
None: 60
Wood: 60
Light: 125
Heavy: 60
Warhead@2Eff: CreateEffect
Explosions: small_frag