Files
OpenRA/mods/cnc/rules/husks.yaml
AoAGeneral 31dcb825b7 Update TD balancing:
Apache damage vs infantry at prone increased from 50 percent to 80 percent.

  Apache damage was cut in half making them less effective versus infantry. Giving them an extra boost damage wise versus prone is enough then going with a universal damage boost.

MCV Price from 4000 to 3500.

  Some say they want 3000 but im still paranoid of the epidemics that have happened in the past with 1v1 and team games. Needs more team game tests if they want 3000.

Repair Pad decrease power from -30 to -20.

 Power consumption is a little high. Specifically if they want to build extras.

APC Price from 550 to 600.

APC HP from 21500 to 19000.

APC turn speed from 8 to 5.

APC build duration from 900 to 938.

APC AA range from 7 to 6.

APC reduce vision range from 7c0 to 6c0.

APC projectile speed reduced from 2c0 to 900.

  See notes below.

Power Plant buff HP from 50,000 to 55,000

  Makes power plant sniping a little tougher. But still effective to take out.

Change power structures (Airstrip/Factory and Refinery to 40 power)

  Important change. This allows more diverse builds to happen such as now able to build refinery > barracks > factory. This combo helps easy defends with quick vehicle herasses.

MRLS Price reduction from 1000 to 900.

  Allows an easier method to build on the field. A unit that is often times killed by airstrikes allows more forgiveness when on the field.

Light vehicle husks HP reduce to 2000. (reduce timer on field wreckage.)

  Prevents early on refinery blocks and other pathing unit issues.

Oil Derrick reduce HP from 100,000 to 80,000

  Oil Derricks were a little to strong. Easily can be killed now.

Change power plant build duration from 12 seconds to 8 seconds. (Low power build duration from 24 seconds to 16 seconds.) Note: Does not include Adv. Power plant

  Due to the struggle of low power this enables players to build regular power plants to help get back up quickly. This however, does not apply to Adv. power plants. The outcome is then scattered extra power plants rather then Adv. power due to the player being on low power.

Change engineer capture threshold from 50 to 55 and added a lower selection priority.

  Fixes the structures from being fixed and preventing the second engineer from getting canceled out or being wasted on damaging the structure again.

NOTES:

I have mentioned that I disagree on the above APC changes. The reasons I conclude may happen is buffing the bikes with a lack of counter. This may result in games where infantry are now used to help counter against buggy/bike play rather then an APC/infantry play or APC/hummer play. If and when players speak about bikes being OP please look back at the changes that happened in the past.
2018-05-28 11:13:09 +01:00

145 lines
2.4 KiB
YAML

MCV.Husk:
Inherits: ^Husk
Tooltip:
Name: Mobile Construction Vehicle (Destroyed)
TransformOnCapture:
IntoActor: mcv
RenderSprites:
Image: mcv.destroyed
HARV.Husk:
Inherits: ^Husk
Tooltip:
Name: Harvester (Destroyed)
TransformOnCapture:
IntoActor: harv
RenderSprites:
Image: harv.destroyed
APC.Husk:
Inherits: ^LightHusk
Tooltip:
Name: APC (Destroyed)
TransformOnCapture:
IntoActor: apc
RenderSprites:
Image: apc.destroyed
FTNK.Husk:
Inherits: ^Husk
Tooltip:
Name: Flame Tank (Destroyed)
TransformOnCapture:
IntoActor: ftnk
RenderSprites:
Image: ftnk.destroyed
ARTY.Husk:
Inherits: ^Husk
Tooltip:
Name: Artillery (Destroyed)
TransformOnCapture:
IntoActor: arty
RenderSprites:
Image: arty.destroyed
BGGY.Husk:
Inherits: ^LightHusk
Tooltip:
Name: Nod Buggy (Destroyed)
TransformOnCapture:
IntoActor: bggy
RenderSprites:
Image: bggy.destroyed
BIKE.Husk:
Inherits: ^LightHusk
Tooltip:
Name: Recon Bike (Destroyed)
TransformOnCapture:
IntoActor: bike
RenderSprites:
Image: bike.destroyed
JEEP.Husk:
Inherits: ^LightHusk
Tooltip:
Name: Hum-Vee (Destroyed)
TransformOnCapture:
IntoActor: jeep
RenderSprites:
Image: jeep.destroyed
LTNK.Husk:
Inherits: ^Husk
Tooltip:
Name: Light Tank (Destroyed)
ThrowsParticle@turret:
Anim: turret
TransformOnCapture:
IntoActor: ltnk
RenderSprites:
Image: ltnk.destroyed
MTNK.Husk:
Inherits: ^Husk
Tooltip:
Name: Medium Tank (Destroyed)
ThrowsParticle@turret:
Anim: turret
TransformOnCapture:
IntoActor: mtnk
RenderSprites:
Image: mtnk.destroyed
HTNK.Husk:
Inherits: ^Husk
Tooltip:
Name: Mammoth Tank (Destroyed)
ThrowsParticle@turret:
Anim: turret
TransformOnCapture:
IntoActor: htnk
RenderSprites:
Image: htnk.destroyed
MSAM.Husk:
Inherits: ^Husk
Tooltip:
Name: Rocket Launcher (Destroyed)
ThrowsParticle@turret:
Anim: turret
TransformOnCapture:
IntoActor: msam
RenderSprites:
Image: msam.destroyed
MLRS.Husk:
Inherits: ^Husk
Tooltip:
Name: Mobile S.A.M. (Destroyed)
ThrowsParticle@turret:
Anim: turret
TransformOnCapture:
IntoActor: mlrs
RenderSprites:
Image: mlrs.destroyed
STNK.Husk:
Inherits: ^Husk
Tooltip:
Name: Stealth Tank (Destroyed)
TransformOnCapture:
IntoActor: stnk
RenderSprites:
Image: stnk.destroyed
TRUCK.Husk:
Inherits: ^Husk
Tooltip:
Name: Supply Truck (Destroyed)
TransformOnCapture:
IntoActor: truck
RenderSprites:
Image: truck.destroyed