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- ### This is a list of the changes to TD balance proposed for next playtest, by Psydev. The main, significant changes can be found here:
- My pull request with all the changes can be found here: https://github.com/OpenRA/OpenRA/pull/5132
- ## Main Changes:
- Nuke fixed (was broken and weak). Now it can destroy a Construction yard again, and possibly surrounding smaller buildings.
- Obelisk of Light now fires continuously every 3.6 seconds instead of its unintentionally much longer delay. First shot only requires 2 second charge-up.
- Tiberium now hurts veteran units
- Guard tower nerfed vs. infantry and light vehicles. Does lower damage with higher spread.
- All advanced towers have had their range reduced to 7.
- SAM site range reduced to 8.
- Cloak detection range of guard towers/turret reduced to 3. Cloak detection range of Advanced Guard Tower, Obelisk and Comm. Centers reduced to 5.
- Mammoth Tank HP reduced 900 -> 800
- Nod Artillery significantly buffed, especially vs. heavy armor and buildings.
- Orca reload time reduced from 24 seconds to 12 sec. ROF slightly increased.
- Orca buffed vs. Heavy armor
- Flame Tank gets heavy armor, HP adjusted to 300. Buffed vs. light vehicles, cost reduced from $800 to 600.
- Humvee/buggy buffed a bit vs. infantry.
- Flamethrower infantry slowed to same speed as rifleman (making grenadier the only fast basic infantry unit)
- APC nerfed a bit vs. light vehicles.
- Sniper can now only fire at infantry
- Tank HP buffs: Light tank raised from 300 HP -> 360. Medium tank raised from 400 HP -> 450.
- All tank guns' damage vs. buildings increased from 75% -> 100%
- Stealth tank damage vs. buildings increased from 50% -> 75%.
- Guard tower cost increased from $500 -> $600
- Grenadier range reduced from 5 to 4. Grenade speed lowered. Spread on explosion increased.
- Air Strikes can destroy guard towers and turrets again but little else.
- Probability of infantry avoiding being crushed raised from 50% to 67%
- Tiberium damage reduced by a factor of 2 (not enough to kill usually)
- Infantry more likely to walk through tiberium now, since its damage is lower
- Refineries can now support 3 harvesters operating nearby instead of only 2. (unloading time was reduced, and in exchange, harvesters spend more time collecting tiberium.)
- Refinery power consumption increased from 30 -> 50
- Harvester cost reduced from $1200 -> $1000
- Barracks/Hand of Nod cost increased from $300 -> $500.
- Power plant cost increased from $300 -> $500 (adv. power plant also proportionately increased)
- Low-power slowdown of Construction Yard's building queue made 1/2 instead of 1/3
- ##More Minor Changes
- # Units:
- Turret firing rate/damage tweaked slightly
- Recon bike damage vs. wood increased from 50% -> 75%. Damage vs. infantry reduced from 65% -> 25%
- All tank guns fire a bit faster, making them do more damage.
- APC gets slightly slower firing rate and does less damage vs. light, but does a bit more damage vs. heavy armor.
- Flamethrower does more damage vs. light vehicles, and slightly more vs. infantry; slightly less vs. heavy armor
- MLRS does a bit more damage vs. buildings and infantry
- MLRS spread increased from 15 -> 16
- Chem Warrior damage vs. buildings reduced from 75% -> 50%.
- Mammoth tank gun/missile damage balance adjusted. Missiles do not damage buildings quite as quickly now but Mammoth wastes fewer missiles now due to changes in timing of bursts.
- Infantry walk at 90% speed on clear terrain instead of 100% (this was the old setting)
- Chem warrior speed in tiberium is now the same as on open terrain
- Vision range of Artillery, MLRS and Mobile SAM reduced from 10 -> 8.
- Mobile SAM does a bit more damage
- Mobile SAM range reduced from 10 -> 9
- Stealth tank damage vs. buildings increased from 50% -> 75%.
- Stealth Tank rotation speed increased from 8 -> 10.
- Vision range buff: Buggy raised from 7 -> 8
- Orca damage vs. air units reduced to 75% to make it even with the Apache.
- Orca missile speed increased from 213 -> 298
- Rotation speed of light tank turret raised from 5 -> 7, to match the tank's rotation speed
- Rotation speed of light vehicles (bike, buggy, hum-vee) capped at 10.
- Transport helicopter vision range extended to match orca / apache (from 8 -> 10).
- # Other:
- Ion Cannon spread slightly increased, to compensate for latest version doing less damage with spread.
- Air strike does more damage vs. heavy armor.
- A-10 is no longer targetable, since units would start chasing them after airstrikes until they left the map
- SAM site's vision set to 8, to equal its range.
- HPAD only requires refinery to build now. This is to allow for a conceivable early heli/orca opening.
- Sight range has been reduced on some units, partly to accomodate changes in the game engine. For this reason, infantry detection of cloaked units at range=1 instead of 2.
- Construction Yard power output reduced from 15 to 0.
- Refinery sale value increased from $300 -> $500, to reflect change in harvester cost.
- Refinery storage increased from 1500 -> 2000, and Silo storage reduced from 2400 -> 2000
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