Advertisement
psydev

CNC changes v0.3

Apr 14th, 2014
77
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.52 KB | None | 0 0
  1. CHANGELOG: Balance updates for psydev's CNC balance test v0.3
  2.  
  3. Purpose of changes:
  4. Right now CNC is a bit too static due to overpowered base defenses, which requires large armies to attack with once defenses are up. Currently, some units are not useable enough, and some units are over-used. I tried to make each unit have a purpose or specific strength, but also have a weakness. For GDI, the mammoth tank is rather OP, while the Orca is really weak. It is better that a unit has a counter than to nerf it into oblivion; I think as long as there are strong air defenses in existence, Orca will not be OP (many AA units got upgrades some time ago).
  5. In general, towers have been OP. Artillery has been weak at hurting those towers because they don't do much damage against them, and are inaccurate.
  6. For Nod, recon bike raids have been shut down pretty effectively by guard towers. Now they can stand a chance to destroy guard towers and buildings in small groups; though they do not out-range the towers.
  7.  
  8. 1) Changes; proposed for inclusion in next playtest:
  9. Nuke fixed (was broken and weak)
  10. Guard tower nerfed vs. infantry. Does lower damage with higher spread.
  11. Guard tower damage vs. light vehicles decreased by half.
  12. All advanced towers have had their range reduced to 7.
  13. All anti-air defenses had their range reduced to 8.
  14. Adv. Guard Tower damage vs. ground units: less damage vs. vehicles/tanks; more spread for explosion, more damage vs. infantry (25% -> 50%).
  15. Advanced Guard tower now fires a SAM missile at air units, but a different rocket at ground units.
  16. Turret gets slight nerf: fires smaller-damage shots more often, and does slightly less damage vs. infantry. Lower-damage shots makes them slightly less effective vs. recon bikes.
  17. Cloak detection range of guard towers/turret reduced to 3.
  18. Cloak detection range of Advanced Guard Tower, Obelisk and Comm. Centers reduced to 5.
  19. Humvee/buggy buffed vs. infantry, to make them more effective
  20. Recon bike damage vs. wood increased from 50% -> 75%. Damage vs. infantry reduced from 65% -> 25%
  21. Nod Artillery does much more damage vs. heavy armor; more vs. wood & light vehicles; and slightly more vs. infantry
  22. Orca reload time reduced from 24 seconds to 12 sec. ROF slightly increased.
  23. Orca damage vs. Heavy armor increased from 50% -> 75%
  24. Orca air-to-air missiles do less damage than air-to-ground, to make fighting vs. Apaches roughly even
  25. Flame Tank gets heavy armor, HP adjusted to 300, cost reduced from $800 to 600. Does more damage vs. light vehicles, bit less vs. Heavy armor. Sight range reduced.
  26. Mammoth Tank HP reduced 900 -> 800
  27. 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.
  28. Flamethrower infantry slowed to same speed as rifleman (making grenadier the only fast basic infantry unit)
  29. Flamethrower does more damage vs. light vehicles, and slightly more vs. infantry; slightly less vs. heavy armor
  30. APC gets slightly slower firing rate and does less damage vs. light, but does a bit more damage vs. heavy armor.
  31. All tank guns fire a bit faster, making them do more damage.
  32. Air Strikes can destroy guard towers and turrets again (and silos) but nothing else.
  33. Air strike does more damage vs. heavy armor.
  34. Sniper can no longer fire at vehicles or buildings
  35. MLRS does a bit more damage vs. buildings and infantry
  36. Probability of infantry avoiding being crushed raised from 50% to 67%
  37. Infantry walk at 90% speed on clear terrain instead of 100% (this was the old setting)
  38. Mobile SAM does a bit more damage
  39. SAM site's vision set to 8, to equal its range.
  40. Vision range of Artillery, MLRS and Mobile SAM reduced from 10 -> 8.
  41. Speed of Artillery shell increased. Change is to make it more likely to hit Mammoth Tanks slowly approaching with defensive artillery.
  42. Mobile SAM range reduced from 10 -> 9
  43.  
  44.  
  45. 2) Changes that I'm not 100% sure of yet.
  46. Tank HP buffs: Light tank raised from 300 HP -> 360. Medium tank raised from 400 HP -> 450.
  47. All tank guns' damage vs. buildings increased from 75% -> 100%
  48. Stealth tank damage vs. buildings increased from 50% -> 75%.
  49. Stealth Tank rotation speed increased from 8 -> 10.
  50. Guard tower cost increased from $500 -> $600
  51. Grenadier range reduced from 5 to 4; spread on explosion increased a bit. Grenade speed lower.
  52. MLRS spread increased from 15 -> 16
  53. MLRS missile speed increased to preserve noticeable difference between Arty and MLRS.
  54. Vision range buffs: Buggy raised from 7 -> 8; Mammoth raised from 6 -> 7; Stealth Tank raised from 7 -> 8
  55.  
  56.  
  57. 3) Proposal to change how harvesters & refineries work, to create more diversity in early build order.
  58. (I made some changes to make it a bit more affordable to build a factory early, instead of buying 2 or 3 refineries being the only economical option. This is accomplished by making players buy a power plant before a new refinery, and by reducing the cost of harvesters to 1000. It also required changing how many harvs a refinery can support.)
  59. Changes:
  60. Refineries changed to support 3 harvesters unloading there, instead of only 2. (unloading time was reduced, and compensated for by increasing time spend harvesting tiberium.)
  61. Refinery power consumption increased from 30 -> 50
  62. Harvester cost reduced from $1200 -> $1000
  63. Power plant cost increased from $300 -> $500
  64. Construction Yard power output reduced from 15 to 0.
  65. Low power slowdown for ConYard sped up from 1/3 -> 1/2. This is to make losing a power plant less catastrophic, since it takes more time to build a new one now that the price has gone up.
  66.  
  67.  
  68. 4) Miscellaneous changes:
  69. HPAD only requires refinery to build now. This is to allow for a conceivable early heli/orca opening.
  70. A-10 is no longer targetable, since units would start chasing them after airstrikes until they left the map
  71. 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.
  72. Transport helicopter vision range extended to match orca / apache (from 8 -> 10).
  73. Transport helicopter lands a bit faster now (rotation speed increased)
  74. Tiberium does a bit more damage than before (still not enough to kill usually)
  75. Infantry more likely to walk through tiberium now, since its damage is lower.
  76. Chem warrior speed in tiberium is now the same as on open terrain
  77. Refinery holds slightly more ore; silos reduced in price
  78. Rotation speed of light tank turret raised from 5 -> 7, to match the tank's rotation speed
  79. Rotation speed of light vehicles (bike, buggy, hum-vee) capped at 10.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement