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  1. ==GLOBAL/COMMON CHANGES==
  2. - All units sight/fog clearing range increased significantly; most units now have a fog clearing range of 400, scout units 600, helicopters 350, airplanes 300, artillery 300, V2 360, trucks 300. Overall most units have over twice their previous fog clearing range.
  3. - Ore Truck ore gathering rate increased 60%.
  4. - MCV build time reduced from 50s to 35s. MCV now uses tank locomotor.
  5. - Construction Yard health increased 1000 to 1600.
  6. - Power Plants, Advanced PP, Barracks and Airfield build radius reduced 20%.
  7. - Most infantry speeds increased significantly to be more in-line with Grenadier.*
  8. - Infantry resistance to Anti-Armor weapons increased by 100%.
  9. - Rifle soldier range increased 125 to 150.
  10. - Rocket soldier anti-ground weapon range increased 200 to 225. Rate of fire reduced 15%. Splash radius reduced 15 to 5. Rocket projectile speed increased 260 to 300.
  11. - Rocket soldier anti-air weapon damage reduced 50 to 40.
  12. - Experience points reward for destroying Medium buildings reduced from 2000 to 1000. Reward for destroying Large buildings reduced from 4500 to 2000.
  13. - Large vehicles turn radius removed for better response/pathfinding. Acceleration and deceleration times reduced.
  14.  
  15.  
  16. ALLIES
  17. ===Infantry===
  18. - Tanya health increased 100 to 125.
  19.  
  20. ===Vehicles===
  21. - Artillery range increased 240 to 360. Rate of fire reduced 30%.
  22. - Chrono Tank teleport range limited to 1500. Now ranks up significantly slower and proportional to its cost.**
  23.  
  24. ===Aircraft===
  25. - Longbow damage increased 40 to 45. Clip size increased 6 to 8. Health increased 270 to 300. No longer ignores stop commands when firing.
  26.  
  27. ===Structures===
  28. - AA Gun range increased 250 to 275.
  29.  
  30.  
  31. SOVIET
  32.  
  33. ===Infantry===
  34. - Dog cost/time reduced 200/6s to 120/2.4s.
  35. - Grenadier grenade scatter vs infantry removed. Health increased 50 to 60. Damage increased 50 to 55. Splash radius increased 15 to 45. Range reduced from 200 to 160.
  36. - Shocktrooper health increased 80 to 150. Range increased 140 to 180.
  37. - Flamethrower soldier health increased 40 to 80. Damage increased 70 to 75. Splash radius increased 15 to 30. Range increased 140 to 160.
  38. - Flamethrower/Grenadier death explosion splash radius reduced 30 to 20.
  39.  
  40. ===Vehicles===
  41. - V2 move speed increased 50 to 55. Rocket splash radius increased 45 to 55. Min range reduced from 150 to 75. Rocket speed increased 250 to 300.
  42. - Mammoth health increased 700 to 1000. Speed increased 40 to 45. Cannons damage increased 40 to 75, range increased 190 to 200.
  43. - Mad Tank health (including deployed state) increased 400 to 600.
  44. - Tesla Tank range increased 280 to 300. Can now fire while moving. Now uses same locomotor type as Heavy tank.
  45.  
  46. ===Aircraft===
  47. - Mig damage increased 60 to 75. Reload time reduced from 13s to 9s.
  48. - Yak health increased 120 to 130. Splash radius increased 15 to 20. Min range limit removed.
  49. - Hind health increased 270 to 300.
  50. - Chinook health increased 180 to 200.
  51.  
  52. ===Structures===
  53. - Flame Tower range increased 160 to 180. Splash radius increased 15 to 30.
  54. - Tesla Coil 'main' zap damage increased 100 to 150.
  55. - SAM damage increased 50 to 75. Rate of fire increased 25%. Range increased 300 to 330. Rocket speed increased 390 to 500.
  56.  
  57.  
  58. *Infantry speed changes:
  59. Rifleman: 40 -> 55
  60. Rocket soldier: 30 -> 50
  61. Dog: 60 -> 80
  62. Grenadier: 50
  63. Engineer: 40
  64. Medic: 40 -> 55
  65. Mechanic: 30 -> 50
  66. Shocktrooper: 30 -> 45
  67. Flamethrower: 30 -> 50
  68. Spy: 40 -> 50
  69. Thief: 40 -> 50
  70. Tanya: 50 -> 60
  71.  
  72.  
  73. ** Experience levels for units are pretty random in TRA, and need to be reworked. Too many units simply rank up too quick, making the veterancy system rather meaningless. I have addressed it for the Chronotank and aircraft for now, but i think it should be reworked for all units. Experience levels in TRA should work like ra3/cnc3 as shown below:
  74. Exp needed for:
  75. rank 1 = unit cost x 3
  76. rank 2 = unit cost x 6
  77. rank 3 = unit cost x 9
  78.  
  79. Exp reward this unit gives out when its killed:
  80. no rank = unit cost
  81. rank 1 = unit cost x 2
  82. rank 2 = unit cost x 3
  83. rank 3 = unit cost x 4
  84.  
  85. Although i think the cnc3 reward system is better:
  86. no rank = unit cost
  87. rank 1 = unit cost x 1.3
  88. rank 2 = unit cost x 1.6
  89. rank 3 = unit cost x 2
  90.  
  91.  
  92. ===Reasoning behind changes===
  93. GLOBAL
  94. - Previously the combination of fast growing fog+short unit sight ranges made scouting the map a real chore. The high accuracy of weapons in TRA compared to RA1 also greatly reduces the survivability of scouts.
  95. I believe the Fog of War implementation in the SAGE engine games was a very sensible advancement over the classic conceal-everything shroud of the classic games, so I think it has just as much right to be in TRA as the modern engine features that help enrich the RA1 experience for the modern day RTS player such as the refined UI, improved aircraft logic, unit control commands etc.
  96.  
  97. - This change makes for a much smoother income flow, whereas previously income even with several ore trucks on multiple fields.
  98. Note that this change was done by increasing the amount of 'room' each mineral patch takes up in the truck's capacity, which means the truck fills up its capacity sooner, but still takes home the same worth of minerals (700 for ore, 1400 for diamonds) as before.
  99.  
  100. - MCVs take a rather long time to build and vulnerability makes expanding rather cumbersome and inhibit the flow of the game (although powerplant spam crawl is still superior in many ways, terrain changes leave MCV expansions the sole option). Although it would be much better to simply have MCVs re-deployable, this is a placeholder I put in just to help make MCV expansions easier for the moment.
  101.  
  102. - Conyards were a bit too weak for their cost and critical importance to gameplay, so their health has been increased. MCVs however are unchanged which means they are still vulnerable in that state.
  103.  
  104. - Build radius for smaller buildings has been reduced slightly to bring them more inline with RA1 and also to make MCV expansions a slightly more viable alternative.
  105.  
  106. - Most infantry have received increases in speed, range and resistance to anti-tank weapons to help make them more viable in both combat and scouting.
  107.  
  108. - Rocket infantry have had their ground weapon splash damage and rate of fire reduced to further tone down their effectiveness vs infantry. They have however received a slight range increase to help serve better as anti-tank support units. Rocket infantry have also received a reduction in AA damage; this makes air units noticeably more durable and more viable to use vs armies. Yaks/Migs now take 1 hit more while helicopters take 2 hits more.
  109.  
  110. - The experience system currently seems a bit nonsensical with several units turning heroic at rapid rates. This change makes it slightly hard to rank up by killing buildings.
  111.  
  112. - Large vehicles including Mammoths, Chronotanks, Demo trucks etc previously had a turn radius which, was not only un-RA1-istic, but combined with the SAGE engine's renowned bad pathfinding made them quite cumbersome to use at times. This has been removed (allowing them turn 360's on a dime like treaded vehicles can in real life) to help make the units easier and more fun to control.
  113. (turntime/turntimedamaged 2.5s, acceleration 0.2s, deceleration 0.1s, turnthresholdHS 90d, slowturnradius 0, fastturnradius 25)
  114.  
  115.  
  116. ALLIES
  117. - Tanya health increased slightly to justify her high cost.
  118.  
  119. - Artillery range increased to outrange defences easier, rate of fire reduced so its not too strong vs units.
  120.  
  121. - Chronotanks teleporting instantly anywhere on the map was clearly a bit of a broken mechanic. The range limit means chronotanks will usually need a couple of 'jumps' to reach the enemy base. Experience levels for the Chronotank was also oddly disproportionate to its cost, allowing it to gain veterancy very rapidly in just a few kills; this has now been addressed. Damage is still untouched so they are still extremely lethal units that the enemy needs to watch out for.
  122.  
  123. - Longbow improved so its a more viable unit.
  124.  
  125. - AA Gun slight range increase to compensate for air units that are now stronger overall.
  126.  
  127.  
  128. SOVIET
  129. - Previously Dogs were just plain useless at everything except for detecting spies. The cheaper cost+speed increases+ global infantry buffs now makes them a more viable unit both as cheap 'quickfix' anti-infantry and scouts.
  130.  
  131. - While Light Tanks happily run infantry over while artillery tear infantry to bits with inpunity, Soviets have it a little harder vs infantry masses. Here is where the Grenadier needs to come in... but they are just terrible in TRA, particularly as their accuracy is noticeably worse than even RA1. These improvements hopefully make the Grenadier a half-decent early game counter to infantry masses, which the Soviets are in dire need of. Their splash area may now seem higher than many other area of effect weapons, but unlike other AOE weapons grenades have a 'damage taper off with distance from centre of explosion' effect on their damage which counteracts the splash a little.
  132. ps- now just needs a more awesome looking explosion to go with it :p
  133.  
  134. - Shocktroopers losing 1 on 1 vs a Heavy Tank that costs about the same and has over 2x the speed just makes them a pretty worthless addition to the Soviet arsenal. With these improvements I think they can finally live upto their credentials as kickass heavy infantry.
  135.  
  136. - Flame weapons have received some significant improvements to make them worthwhile to use particularly vs mass infantry.
  137.  
  138. - Improvements to V2 to help deal better with infantry.
  139.  
  140. - One of the strengths of the Tesla Tank in exchange for its very poor armor is its relatively long range, and it is rather difficult to make use of that advantage when it has to stop to shoot and physically behaves like a large vehicle. These changes should help make it a more fun and unique support unit.
  141.  
  142. - Mammoths were the epitome of overpriced junk in RA1, and although there has been some effort to improve them in TRA, it seems insufficient. What is the point of a tank that is half as slow as all other tanks, can kill only either infantry or tanks one-at-a-time (while smaller tanks can just fire at vehicles on the move while crushing infantry), loses horribly to smaller tanks cost-to-cost and is... worst of all, a high tier unit that is supposedly meant to be a 'mother of all tanks'?
  143. With these improvements perhaps it may actually be closer to being worthy of that title.
  144.  
  145. - MAD tank, although better than RA1, still feels a bit meh. Keep in mind that its a suicide unit that affects both sides so its pretty much a gamble. Could use a survivability buff considering its high cost and sluggish pace.
  146.  
  147. - Some buffs to Soviet aircraft to help make them more viable vs armies. It could open up a range of interesting tactics like Migs to pick off tanks/artillery, Yaks to kill small groups of infantry, Hinds providing air cover for ground forces, Shocks+Chinook harassment etc.
  148.  
  149. - Soviet defences felt slightly below-par for their cost compared to their Allied counterparts, so some buffs are in order there.
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