Files
OpenRA/mods/cnc/rules/tech.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

126 lines
2.4 KiB
YAML

V19:
Inherits: ^TechBuilding
CashTrickler:
Building:
Footprint: x
Dimensions: 1,1
Health:
HP: 80000
Tooltip:
Name: Oil Derrick
TooltipDescription@ally:
Description: Provides additional funds.
ValidStances: Ally
TooltipDescription@other:
Description: Capture to receive additional funds.
ValidStances: Neutral, Enemy
SpawnActorOnDeath:
Actor: V19.Husk
V19.Husk:
Inherits: ^CivBuildingHusk
WithSpriteBody:
WithIdleOverlay:
StartSequence: fire-start
Sequence: fire-loop
Building:
Footprint: x
Dimensions: 1,1
Tooltip:
Name: Oil Derrick (Destroyed)
HOSP:
Inherits: ^TechBuilding
Inherits@shape: ^2x2Shape
Selectable:
Priority: 0
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 250000
Tooltip:
Name: Hospital
TooltipDescription@ally:
Description: Provides infantry with self-healing.
ValidStances: Ally
TooltipDescription@other:
Description: Capture to enable self-healing for infantry.
ValidStances: Neutral, Enemy
SpawnActorOnDeath:
Actor: HOSP.Husk
WithBuildingBib:
HasMinibib: Yes
ProvidesPrerequisite@buildingname:
HOSP.Husk:
Inherits: ^CivBuildingHusk
Building:
Footprint: xx xx
Dimensions: 2,2
Tooltip:
Name: Hospital (Destroyed)
WithBuildingBib:
HasMinibib: Yes
BIO:
Inherits: ^TechBuilding
Inherits@shape: ^2x2Shape
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 250000
Tooltip:
Name: Biological Lab
TooltipDescription@ally:
Description: Produces Bio-Lab units.
ValidStances: Ally
TooltipDescription@other:
Description: Capture to produce Bio-Lab units.
ValidStances: Neutral, Enemy
Exit@1:
SpawnOffset: 0,-426,0
ExitCell: 0,-1
Production:
Produces: Biolab
ProductionQueue:
Type: Biolab
Group: Infantry
RequireOwner: false
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionBar:
RallyPoint:
Offset: -1,-1
SpawnActorOnDeath:
Actor: BIO.Husk
ProvidesPrerequisite@buildingname:
BIO.Husk:
Inherits: ^CivBuildingHusk
Building:
Footprint: xx xx
Dimensions: 2,2
Tooltip:
Name: Biological Lab (Destroyed)
MISS:
Inherits: ^CivBuilding
Inherits@shape: ^3x2Shape
Building:
Footprint: xxx xxx
Dimensions: 3,2
Tooltip:
Name: Tech Center
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Prerequisites: ~disabled
Valued:
Cost: 2000
WithBuildingBib:
HasMinibib: Yes
WithMakeAnimation:
ProvidesPrerequisite@buildingname: