Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- CHANGELOG: Balance updates for psydev's CNC balance test v0.3
- There have been numerous small changes, but I will just outline the most important ones for the lazy reader.
- Nuke fixed (was broken and weak)
- Guard tower nerfed vs. infantry and light vehicles. Does lower damage with higher spread.
- All advanced towers have had their range reduced to 7.
- All anti-air defenses had their 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 significannt 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. It can now be used to charge enemy artillery without dying too quickly.
- 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.
- Air Strikes can destroy guard towers and turrets again (and silos) but nothing else.
- Sniper can no longer fire at vehicles or buildings
- Probability of infantry avoiding being crushed raised from 50% to 67%
- 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; spread on explosion increased a bit. Grenade speed lower.
- 2) Proposal to change how harvesters & refineries work, to create more diversity in early build order.
- 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.)
- Refinery power consumption increased from 30 -> 50
- Harvester cost reduced from $1200 -> $1000
- Power plant cost increased from $300 -> $500
- 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.
- 3) Miscellaneous changes:
- Tiberium does a bit more damage than before (still not enough to kill usually)
- Infantry more likely to walk through tiberium now, since its damage is lower.
Advertisement
Add Comment
Please, Sign In to add comment