psydev

CNC balance shortened 0.3

Apr 18th, 2014
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  1. CHANGELOG: Balance updates for psydev's CNC balance test v0.3
  2. There have been numerous small changes, but I will just outline the most important ones for the lazy reader.
  3.  
  4. Nuke fixed (was broken and weak)
  5. Guard tower nerfed vs. infantry and light vehicles. Does lower damage with higher spread.
  6. All advanced towers have had their range reduced to 7.
  7. All anti-air defenses had their range reduced to 8.
  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.
  9. Mammoth Tank HP reduced 900 -> 800
  10. Nod Artillery significannt buffed, especially vs. heavy armor and buildings.
  11. Orca reload time reduced from 24 seconds to 12 sec. ROF slightly increased.
  12. Orca buffed vs. Heavy armor
  13. Flame Tank gets heavy armor, HP adjusted to 300. Buffed vs. light vehicles, cost reduced from $800 to 600. It can now be used to charge enemy artillery without dying too quickly.
  14. Humvee/buggy buffed a bit vs. infantry.
  15. Flamethrower infantry slowed to same speed as rifleman (making grenadier the only fast basic infantry unit)
  16. APC nerfed a bit vs. light vehicles.
  17. Air Strikes can destroy guard towers and turrets again (and silos) but nothing else.
  18. Sniper can no longer fire at vehicles or buildings
  19. Probability of infantry avoiding being crushed raised from 50% to 67%
  20. Tank HP buffs: Light tank raised from 300 HP -> 360. Medium tank raised from 400 HP -> 450.
  21. All tank guns' damage vs. buildings increased from 75% -> 100%
  22. Stealth tank damage vs. buildings increased from 50% -> 75%.
  23. Guard tower cost increased from $500 -> $600
  24. Grenadier range reduced from 5 to 4; spread on explosion increased a bit. Grenade speed lower.
  25.  
  26. 2) Proposal to change how harvesters & refineries work, to create more diversity in early build order.
  27. 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.)
  28. Refinery power consumption increased from 30 -> 50
  29. Harvester cost reduced from $1200 -> $1000
  30. Power plant cost increased from $300 -> $500
  31. 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.
  32.  
  33. 3) Miscellaneous changes:
  34. Tiberium does a bit more damage than before (still not enough to kill usually)
  35. Infantry more likely to walk through tiberium now, since its damage is lower.
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