Files
OpenRA/mods/cnc/rules/infantry.yaml
AoAGeneral 99dac05fd7 TD Balance Changes. (20170802)
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.

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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.
2017-08-07 09:35:20 +02:00

278 lines
5.4 KiB
YAML

E1:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 100
Tooltip:
Name: Minigunner
Buildable:
BuildPaletteOrder: 10
Queue: Infantry.GDI, Infantry.Nod
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Mobile:
Speed: 56
Health:
HP: 50
AutoTarget:
ScanRadius: 4
Armament:
Weapon: M16
AttackFrontal:
WithInfantryBody:
IdleSequences: idle1,idle2,idle3,idle4
DefaultAttackSequence: shoot
E2:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 160
Tooltip:
Name: Grenadier
Buildable:
BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium
Queue: Infantry.GDI
Description: Fast infantry armed with grenades. \n Strong vs Buildings, slow-moving targets
Mobile:
Speed: 71
Health:
HP: 50
AutoTarget:
ScanRadius: 4
Armament:
Weapon: Grenade
LocalOffset: 0,0,427
FireDelay: 15
TakeCover:
ProneOffset: 300,0,-227
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: throw
Explodes:
Weapon: GrenadierExplode
EmptyWeapon: GrenadierExplode
Chance: 50
E3:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetAll
Valued:
Cost: 300
Tooltip:
Name: Rocket Soldier
Buildable:
BuildPaletteOrder: 20
Queue: Infantry.GDI, Infantry.Nod
Description: Anti-tank/Anti-aircraft infantry. \n Strong vs Tanks, Aircraft\n Weak vs Infantry
Mobile:
Speed: 42
Health:
HP: 45
AutoTarget:
ScanRadius: 6
Armament:
Weapon: Rockets
LocalOffset: 256,43,341
FireDelay: 5
TakeCover:
ProneOffset: 180,0,-200
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: shoot
E4:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 200
Tooltip:
Name: Flamethrower
Buildable:
BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium
Queue: Infantry.Nod
Description: Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Tanks
Mobile:
Speed: 56
Health:
HP: 90
AutoTarget:
ScanRadius: 4
Armament:
Weapon: Flamethrower
LocalOffset: 341,0,256
FireDelay: 3
MuzzleSequence: muzzle
TakeCover:
ProneOffset: 190,0,-198
AttackFrontal:
WithMuzzleOverlay:
WithInfantryBody:
DefaultAttackSequence: shoot
E5:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 300
Tooltip:
Name: Chemical Warrior
Buildable:
BuildPaletteOrder: 50
Prerequisites: tmpl, ~techlevel.high
Queue: Infantry.Nod
Description: Advanced general-purpose infantry.\n Strong vs all Ground units
Mobile:
Speed: 56
TerrainSpeeds:
Tiberium: 90
PathingCost: 90
BlueTiberium: 90
PathingCost: 90
Health:
HP: 90
AutoTarget:
ScanRadius: 4
Armament:
Weapon: Chemspray
LocalOffset: 341,0,256
FireDelay: 3
MuzzleSequence: muzzle
TakeCover:
ProneOffset: 190,0,-190
AttackFrontal:
WithMuzzleOverlay:
-DamagedByTerrain:
WithInfantryBody:
DefaultAttackSequence: shoot
E6:
Inherits: ^Soldier
Valued:
Cost: 500
Tooltip:
Name: Engineer
Buildable:
BuildPaletteOrder: 30
Queue: Infantry.GDI, Infantry.Nod
Description: Damages and captures enemy structures.\n Repairs destroyed vehicles\n Unarmed
Mobile:
Speed: 48
Health:
HP: 30
Passenger:
PipType: Yellow
EngineerRepair:
RepairsBridges:
Captures:
CaptureTypes: building, husk
PlayerExperience: 50
RMBO:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 2000
Tooltip:
Name: Commando
Buildable:
BuildPaletteOrder: 50
Prerequisites: eye, ~techlevel.high
Queue: Infantry.GDI
BuildDuration: 2000
BuildDurationModifier: 40
Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Mobile:
Speed: 71
Voice: Move
Guard:
Voice: Move
Health:
HP: 150
Passenger:
PipType: Red
Voice: Move
RevealsShroud:
Range: 6c0
AutoTarget:
ScanRadius: 8
Demolition:
DetonationDelay: 45
Voice: Demolish
Armament:
Weapon: Sniper
AttackFrontal:
Voice: Attack
AttackMove:
Voice: Attack
WithInfantryBody:
DefaultAttackSequence: shoot
IdleSequences: idle1,idle2,idle3
AnnounceOnBuild:
AnnounceOnKill:
Voiced:
VoiceSet: CommandoVoice
PVICE:
Inherits: ^Viceroid
Mobile:
Crushes: crate
Buildable:
Queue: Biolab
BuildPaletteOrder: 40
Description: Mutated abomination that spits liquid Tiberium.\n Strong vs Infantry, Buildings\n Weak vs Aircraft
Tooltip:
ActorLostNotification:
STEG:
Inherits: ^DINO
Tooltip:
Name: Stegosaurus
Armament:
Weapon: tail
WithDeathAnimation:
DeathSequencePalette: terrain
DeathPaletteIsPlayerPalette: false
Buildable:
Description: A large, heavily built, herbivorous quadruped
TREX:
Inherits: ^DINO
Tooltip:
Name: Tyrannosaurus rex
Armament:
Weapon: teeth
Selectable:
Bounds: 48,36,2,1
SelectionDecorations:
VisualBounds: 52,38
Buildable:
Description: Bipedal carnivore with a massive skull
TRIC:
Inherits: ^DINO
Tooltip:
Name: Triceratops
Armament:
Weapon: horn
SelectionDecorations:
VisualBounds: 34,24,0,2
Buildable:
Description: Quadruped with large bony frill and three horns
RAPT:
Inherits: ^DINO
Tooltip:
Name: Velociraptor
Armament:
Weapon: claw
Buildable:
Description: Bipedal with enlarged sickle-shaped claw on each hindfoot