Files
OpenRA/mods/cnc/rules/vehicles.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

681 lines
14 KiB
YAML

MCV:
Inherits: ^Vehicle
Valued:
Cost: 3500
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
DecorationBounds: 36,36
Mobile:
Speed: 71
Locomotor: heavywheeled
Health:
HP: 120000
Repairable:
HpPerStep: 2182
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
OwnerType: InternalName
EffectiveOwnerFromOwner: true
SelectionDecorations:
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
DecorationBounds: 36,36
Harvester:
Resources: Tiberium, BlueTiberium
PipCount: 7
Capacity: 20
BaleLoadDelay: 12
BaleUnloadDelay: 6
SearchFromProcRadius: 25
SearchFromOrderRadius: 15
Mobile:
Speed: 85
Health:
HP: 62500
Repairable:
HpPerStep: 2537
Armor:
Type: Heavy
RevealsShroud:
Range: 4c0
SpawnActorOnDeath:
Actor: HARV.Husk
OwnerType: InternalName
EffectiveOwnerFromOwner: true
WithHarvestAnimation:
WithDockingAnimation:
Explodes:
Weapon: TiberiumExplosion
SelectionDecorations:
APC:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
Valued:
Cost: 600
Tooltip:
Name: APC
Buildable:
BuildPaletteOrder: 30
Prerequisites: pyle
Queue: Vehicle.GDI
BuildDuration: 938
BuildDurationModifier: 40
Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry
Mobile:
TurnSpeed: 5
Speed: 132
RequiresCondition: !notmobile
Health:
HP: 19000
Repairable:
HpPerStep: 1440
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
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
OwnerType: InternalName
EffectiveOwnerFromOwner: true
ARTY:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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: 7500
Repairable:
HpPerStep: 569
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Armament:
Weapon: ArtilleryShell
LocalOffset: 624,0,208
MuzzleSequence: muzzle
AttackFrontal:
WithMuzzleOverlay:
AutoTarget:
InitialStanceAI: Defend
SpawnActorOnDeath:
Actor: ARTY.Husk
OwnerType: InternalName
EffectiveOwnerFromOwner: true
Explodes:
Weapon: ArtilleryShell
EmptyWeapon: UnitExplode
LoadedChance: 75
FTNK:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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: 27000
Repairable:
HpPerStep: 2046
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
OwnerType: InternalName
EffectiveOwnerFromOwner: true
BGGY:
Inherits: ^Vehicle
Inherits@@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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: 12000
Repairable:
HpPerStep: 1819
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
OwnerType: InternalName
EffectiveOwnerFromOwner: true
BIKE:
Inherits: ^Vehicle
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
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
Locomotor: bike
Health:
HP: 11000
Repairable:
HpPerStep: 1000
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Armament:
Weapon: BikeRockets
LocalOffset: -128, -170, 170, -128, 170, 170
LocalYaw: 100, -100
AttackFrontal:
SpawnActorOnDeath:
Actor: BIKE.Husk
OwnerType: InternalName
EffectiveOwnerFromOwner: true
JEEP:
Inherits: ^Vehicle
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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: 16000
Repairable:
HpPerStep: 1819
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
OwnerType: InternalName
EffectiveOwnerFromOwner: true
LTNK:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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: 34000
Repairable:
HpPerStep: 2273
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
OwnerType: InternalName
EffectiveOwnerFromOwner: true
MTNK:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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: 45000
Repairable:
HpPerStep: 2557
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
OwnerType: InternalName
EffectiveOwnerFromOwner: true
SelectionDecorations:
Selectable:
DecorationBounds: 28,28
HTNK:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
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:
Locomotor: heavytracked
Speed: 56
TurnSpeed: 3
Health:
HP: 87000
Repairable:
HpPerStep: 2637
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:
Step: 500
Delay: 10
HealIfBelow: 50
DamageCooldown: 200
SpawnActorOnDeath:
Actor: HTNK.Husk
OwnerType: InternalName
EffectiveOwnerFromOwner: true
SelectionDecorations:
Selectable:
DecorationBounds: 34,34,0,-3
MSAM:
Inherits: ^Tank
Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Valued:
Cost: 900
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: 12000
Repairable:
HpPerStep: 546
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:
Name: secondary
Weapon: 227mm
LocalOffset: 213,-128,0, 213,128,0
AttackFrontal:
WithSpriteTurret:
SpawnActorOnDeath:
Actor: MSAM.Husk
OwnerType: InternalName
EffectiveOwnerFromOwner: true
WithTurretAimAnimation:
Sequence: aim
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: 18000
Repairable:
HpPerStep: 1364
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
AmmoCondition: ammo
AttackTurreted:
WithSpriteTurret:
RequiresCondition: ammo > 1
WithSpriteTurret@OneMissile:
RequiresCondition: ammo == 1
Sequence: turret1
WithSpriteTurret@NoMissiles:
RequiresCondition: !ammo
Sequence: turret0
AutoTarget:
InitialStanceAI: Defend
RenderRangeCircle:
SpawnActorOnDeath:
Actor: MLRS.Husk
OwnerType: InternalName
EffectiveOwnerFromOwner: true
ReloadAmmoPool:
Delay: 45
Count: 1
STNK:
Inherits: ^Vehicle
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
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:
Locomotor: heavywheeled
TurnSpeed: 10
Speed: 142
Health:
HP: 15000
Repairable:
HpPerStep: 758
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
OwnerType: InternalName
EffectiveOwnerFromOwner: true
-MustBeDestroyed:
MHQ:
Inherits: ^Vehicle
Valued:
Cost: 1000
Tooltip:
Name: Mobile HQ
Health:
HP: 20000
Armor:
Type: Light
Mobile:
Speed: 85
RevealsShroud:
Range: 6c0
WithIdleOverlay@SPINNER:
Sequence: spinner
Offset: -256,0,256
Buildable:
Description: Mobile base of operations
TRUCK:
Inherits: ^Vehicle
Buildable:
Queue: Vehicle.GDI, Vehicle.Nod
BuildPaletteOrder: 35
Prerequisites: vehicleproduction
Description: Transports cash to other players.\n Unarmed
Valued:
Cost: 500
Tooltip:
Name: Supply Truck
Selectable:
Priority: 6
Health:
HP: 11000
Armor:
Type: Light
Mobile:
Speed: 128
RevealsShroud:
Range: 4c0
DeliversCash:
Payload: 500
PlayerExperience: 50
SpawnActorOnDeath:
Actor: TRUCK.Husk
OwnerType: InternalName
EffectiveOwnerFromOwner: true