Files
OpenRA/mods/cnc/rules/vehicles.yaml
AoAGeneral 4a39bc8286 TD Balance Changes. 20172606
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.
2017-07-11 16:25:49 +02:00

588 lines
12 KiB
YAML

MCV:
Inherits: ^Vehicle
Valued:
Cost: 4000
Tooltip:
Name: Mobile Construction Vehicle
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.medium, fix
Queue: Vehicle.GDI, Vehicle.Nod
BuildDuration: 3750
BuildDurationModifier: 40
Description: Deploys into another Construction Yard.\n Unarmed
Selectable:
Priority: 4
Mobile:
Speed: 71
Crushes: crate, infantry
Health:
HP: 1200
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Transforms:
IntoActor: fact
Offset: -1,-1
Facing: 108
TransformSounds: constru2.aud, hvydoor1.aud
NoTransformNotification: BuildingCannotPlaceAudio
MustBeDestroyed:
RequiredForShortGame: true
BaseBuilding:
SpawnActorOnDeath:
Actor: MCV.Husk
SelectionDecorations:
VisualBounds: 36,36
HARV:
Inherits: ^Tank
Inherits@CLOAK: ^AcceptsCloakCrate
Valued:
Cost: 1000
Tooltip:
Name: Harvester
GenericName: Harvester
Buildable:
BuildPaletteOrder: 10
Prerequisites: proc
Queue: Vehicle.GDI, Vehicle.Nod
BuildDuration: 1680
BuildDurationModifier: 40
Description: Collects Tiberium for processing.\n Unarmed
Selectable:
Priority: 7
Harvester:
Resources: Tiberium, BlueTiberium
PipCount: 7
Capacity: 20
BaleLoadDelay: 12
BaleUnloadDelay: 6
SearchFromProcRadius: 25
SearchFromOrderRadius: 15
Mobile:
Speed: 85
Health:
HP: 625
Armor:
Type: Heavy
RevealsShroud:
Range: 4c0
SpawnActorOnDeath:
Actor: HARV.Husk
WithHarvestAnimation:
WithDockingAnimation:
Explodes:
Weapon: TiberiumExplosion
SelectionDecorations:
VisualBounds: 36,36
APC:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetAll
Valued:
Cost: 550
Tooltip:
Name: APC
Buildable:
BuildPaletteOrder: 30
Prerequisites: pyle
Queue: Vehicle.GDI
Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry
Mobile:
TurnSpeed: 8
Speed: 132
RequiresCondition: !notmobile
Health:
HP: 215
Armor:
Type: Heavy
RevealsShroud:
Range: 7c0
Turreted:
TurnSpeed: 10
Armament@PRIMARY:
Weapon: APCGun
Recoil: 96
RecoilRecovery: 18
LocalOffset: 85,85,299, 85,-85,299
MuzzleSequence: muzzle
Armament@SECONDARY:
Name: secondary
Weapon: APCGun.AA
Recoil: 96
RecoilRecovery: 18
LocalOffset: 85,85,299, 85,-85,299
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
WithSpriteTurret:
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
LoadingCondition: notmobile
SpawnActorOnDeath:
Actor: APC.Husk
ARTY:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 600
Tooltip:
Name: Artillery
Buildable:
BuildPaletteOrder: 60
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod
Description: Long-range artillery.\n Strong vs Infantry, Vehicles and Buildings
Mobile:
TurnSpeed: 4
Speed: 85
Health:
HP: 75
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Armament:
Weapon: ArtilleryShell
LocalOffset: 624,0,208
MuzzleSequence: muzzle
AttackFrontal:
WithMuzzleOverlay:
AutoTarget:
InitialStanceAI: Defend
SpawnActorOnDeath:
Actor: ARTY.Husk
Explodes:
Weapon: ArtilleryShell
EmptyWeapon: UnitExplode
LoadedChance: 75
FTNK:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 600
Tooltip:
Name: Flame Tank
Buildable:
BuildPaletteOrder: 50
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod
Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings and Vehicles\n Weak vs Tanks
Mobile:
TurnSpeed: 7
Speed: 99
Health:
HP: 270
Armor:
Type: Heavy
RevealsShroud:
Range: 5c0
Armament:
Weapon: BigFlamer
LocalOffset: 512,128,42, 512,-128,42
MuzzleSequence: muzzle
AttackFrontal:
WithMuzzleOverlay:
Explodes:
Weapon: FlametankExplode
EmptyWeapon: FlametankExplode
SpawnActorOnDeath:
Actor: FTNK.Husk
BGGY:
Inherits: ^Vehicle
Inherits@@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 300
Tooltip:
Name: Nod Buggy
Buildable:
BuildPaletteOrder: 20
Prerequisites: afld
Queue: Vehicle.Nod
Description: Fast scout and anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks
Mobile:
TurnSpeed: 10
Speed: 170
Health:
HP: 120
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Turreted:
TurnSpeed: 10
Offset: -43,0,128
Armament:
Weapon: MachineGun
LocalOffset: 171,0,43
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
WithSpriteTurret:
SpawnActorOnDeath:
Actor: BGGY.Husk
BIKE:
Inherits: ^Vehicle
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetAll
Valued:
Cost: 500
Tooltip:
Name: Recon Bike
Buildable:
BuildPaletteOrder: 30
Prerequisites: afld
Queue: Vehicle.Nod
Description: Fast scout vehicle, armed with\nrockets.\nCan attack Aircraft.\n Strong vs Vehicles, Tanks\n Weak vs Infantry
Mobile:
TurnSpeed: 10
Speed: 213
TerrainSpeeds:
Clear: 70
Rough: 35
Road: 100
Tiberium: 35
BlueTiberium: 35
Beach: 35
Health:
HP: 110
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Armament:
Weapon: BikeRockets
LocalOffset: -128, -170, 170, -128, 170, 170
LocalYaw: 100, -100
AttackFrontal:
SpawnActorOnDeath:
Actor: BIKE.Husk
JEEP:
Inherits: ^Vehicle
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 400
Tooltip:
Name: Hum-Vee
Buildable:
BuildPaletteOrder: 20
Prerequisites: weap
Queue: Vehicle.GDI
Description: Fast scout and anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks
Mobile:
TurnSpeed: 10
Speed: 156
Health:
HP: 160
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Turreted:
TurnSpeed: 10
Offset: -85,0,128
Armament:
Weapon: MachineGunH
LocalOffset: 171,0,85
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
WithSpriteTurret:
SpawnActorOnDeath:
Actor: JEEP.Husk
LTNK:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 650
Tooltip:
Name: Light Tank
Buildable:
BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod
BuildDuration: 1020
BuildDurationModifier: 40
Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry
Mobile:
TurnSpeed: 7
Speed: 110
Health:
HP: 340
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Turreted:
TurnSpeed: 7
Armament:
Weapon: 70mm
Recoil: 85
RecoilRecovery: 17
LocalOffset: 720,0,90
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
WithSpriteTurret:
SpawnActorOnDeath:
Actor: LTNK.Husk
MTNK:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 800
Tooltip:
Name: Medium Tank
Buildable:
BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.GDI
Description: General-Purpose GDI Tank.\n Strong vs Tanks, Vehicles\n Weak vs Infantry
Mobile:
Speed: 85
Health:
HP: 450
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Turreted:
TurnSpeed: 5
Armament:
Weapon: 120mm
Recoil: 128
RecoilRecovery: 26
LocalOffset: 768,0,90
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
WithSpriteTurret:
SpawnActorOnDeath:
Actor: MTNK.Husk
SelectionDecorations:
VisualBounds: 28,28
HTNK:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetAll
Valued:
Cost: 1500
Tooltip:
Name: Mammoth Tank
Buildable:
BuildPaletteOrder: 60
Prerequisites: eye, ~techlevel.high
Queue: Vehicle.GDI
Description: Heavily armored GDI Tank.\nCan attack Aircraft.\n Strong vs Everything
Mobile:
Crushes: wall, heavywall, crate, infantry
Speed: 56
TurnSpeed: 3
Health:
HP: 870
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
WithSpriteTurret:
Turreted:
TurnSpeed: 3
Armament@PRIMARY:
Weapon: 120mmDual
LocalOffset: 900,180,340, 900,-180,340
Recoil: 170
RecoilRecovery: 42
MuzzleSequence: muzzle
Armament@SECONDARY:
Name: secondary
Weapon: MammothMissiles
LocalOffset: -85,384,340, -85,-384,340
LocalYaw: -100, 100
Recoil: 10
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
SelfHealing:
Delay: 10
HealIfBelow: 50
DamageCooldown: 200
SpawnActorOnDeath:
Actor: HTNK.Husk
SelectionDecorations:
VisualBounds: 34,34,0,-3
MSAM:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 1000
Tooltip:
Name: Rocket Launcher
Buildable:
BuildPaletteOrder: 50
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.GDI
Description: Long range rocket artillery.\n Strong vs all Ground units.
Mobile:
Speed: 85
TurnSpeed: 4
Health:
HP: 120
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Turreted:
TurnSpeed: 255
Offset: -256,0,128
Armament@PRIMARY:
Weapon: 227mm
LocalOffset: 213,128,0, 213,-128,0
Armament@SECONDARY:
Weapon: 227mm
LocalOffset: 213,-128,0, 213,128,0
AttackFrontal:
WithSpriteTurret:
AimSequence: aim
SpawnActorOnDeath:
Actor: MSAM.Husk
MLRS:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetAir
Valued:
Cost: 600
Tooltip:
Name: Mobile S.A.M.
Buildable:
BuildPaletteOrder: 70
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod
Description: Powerful anti-air unit.\nCannot attack Ground units.
Mobile:
Speed: 99
TurnSpeed: 7
Health:
HP: 180
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Turreted:
TurnSpeed: 8
Offset: -128,0,128
RealignDelay: 0
Armament:
Weapon: Patriot
LocalOffset: 0,-171,0, 0,171,0
AmmoPool:
Ammo: 2
PipCount: 0
SelfReloads: true
ReloadCount: 1
SelfReloadDelay: 45
AttackTurreted:
WithReloadingSpriteTurret:
AmmoPoolName: primary
AutoTarget:
InitialStanceAI: Defend
RenderRangeCircle:
SpawnActorOnDeath:
Actor: MLRS.Husk
STNK:
Inherits: ^Vehicle
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetAll
Valued:
Cost: 900
Tooltip:
Name: Stealth Tank
Buildable:
BuildPaletteOrder: 90
Prerequisites: tmpl, ~techlevel.high
Queue: Vehicle.Nod
Description: Long-range missile tank that can cloak.\nCan attack Aircraft.\nHas weak armor. Can be spotted by infantry and defense structures.\n Strong vs Vehicles, Tanks\n Weak vs Infantry.
Mobile:
TurnSpeed: 10
Speed: 142
Crushes: crate, infantry
Health:
HP: 150
Armor:
Type: Light
RevealsShroud:
Range: 7c0
Cloak:
InitialDelay: 90
CloakDelay: 90
CloakSound: trans1.aud
UncloakSound: trans1.aud
RequiresCondition: !cloak-force-disabled
GrantConditionOnDamageState@UNCLOAK:
Condition: cloak-force-disabled
ValidDamageStates: Critical
Armament:
Weapon: 227mm.stnk
LocalOffset: 213,43,128, 213,-43,128
AttackFrontal:
AutoTarget:
InitialStance: HoldFire
InitialStanceAI: ReturnFire
Targetable:
SpawnActorOnDeath:
Actor: STNK.Husk
-MustBeDestroyed:
MHQ:
Inherits: ^Vehicle
Valued:
Cost: 1000
Tooltip:
Name: Mobile HQ
Health:
HP: 200
Armor:
Type: Light
Mobile:
Speed: 85
RevealsShroud:
Range: 6c0
WithIdleOverlay@SPINNER:
Sequence: spinner
Offset: -256,0,256
Buildable:
Description: Mobile base of operations