Guest User

Untitled

a guest
Jan 22nd, 2018
74
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.75 KB | None | 0 0
  1.  
  2. ==GLOBAL/COMMON CHANGES==
  3. - 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.
  4. - Ore Truck ore gathering rate increased 60%.
  5. - MCV build time reduced from 50s to 35s. MCVs now use tank locomotor (movement behavior).
  6. - Construction Yard health increased 1000 to 1600.
  7. - Power Plants, Advanced PP, Barracks and Airfield build radius reduced 20%.
  8. - Most infantry speeds increased significantly to be more in-line with Grenadier.*
  9. - Infantry resistance to Anti-Armor weapons increased by 100%.
  10. - Rifle soldier range increased 125 to 150.
  11. - 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.
  12. - Rocket soldier anti-air weapon damage reduced 50 to 40. Rate of fire reduced 15%. Range reduced 300 to 250.
  13. - Light Armor type vulnerability to Gun (bullet) weapons reduced from 60% to 50%.
  14. - Wood Armor type vulnerability to Gun (bullet) weapons reduced from 50% to 40%.
  15. - Experience points reward for destroying Medium buildings reduced from 2000 to 1000. Reward for destroying Large buildings reduced from 4500 to 2000.
  16. - Large vehicles turn radius removed for better response/pathfinding. Acceleration and deceleration times reduced.
  17.  
  18.  
  19. ALLIES
  20. ===Infantry===
  21. - Tanya health increased 100 to 120.
  22.  
  23. ===Vehicles===
  24. - Artillery range increased 240 to 360. Rate of fire reduced 30%.
  25. - APC/Ranger damage decreased 20 to 7.5. Range increased 160 to 180. APC can now crush non-heavy infantry.
  26. - Chrono Tank teleport range limited to 1500. Speed increased 50 to 55. Now ranks up significantly slower and proportional to its cost.**
  27. - Mobile Gap Generator radius increased 150 to 200. Units within gap do not reveal themselves when firing.
  28.  
  29. ===Aircraft===
  30. - Longbow damage increased 40 to 45. Clip size increased 6 to 8. Health increased 270 to 300. No longer ignores stop commands when firing.
  31.  
  32. ===Structures===
  33. - Pillboxes range increased 200 to 225.
  34. - Units within Gap Generator radius do not reveal themselves when firing.
  35.  
  36.  
  37. SOVIET
  38.  
  39. ===Infantry===
  40. - Dog cost/time reduced 200/6s to 120/2.4s.
  41. - Grenadier grenade scatter vs infantry removed. Health increased 50 to 60. Splash radius increased 15 to 45, Taper Off reduced from 5 to 0. Range reduced from 200 to 160.
  42. - Shocktrooper health increased 80 to 150. Range increased 140 to 180.
  43. - Flamethrower soldier health increased 40 to 80. Damage increased 70 to 75. Splash radius increased 15 to 30. Range increased 140 to 160.
  44. - Flamethrower/Grenadier death explosion splash radius reduced 30 to 20.
  45.  
  46. ===Vehicles===
  47. - V2 move speed increased 50 to 55. Min range reduced from 150 to 75. Rocket speed increased 250 to 300.
  48. - Mammoth health increased 700 to 1000. Speed increased 40 to 50. Cannons damage increased 40 to 75, range increased 190 to 200.
  49. - Mad Tank health (including deployed state) increased 400 to 600.
  50. - Tesla Tank range increased 280 to 300. Can now fire while moving. Now uses same locomotor type as Heavy tank.
  51.  
  52. ===Aircraft===
  53. - Mig damage increased 60 to 75. Reload time reduced from 13s to 6s.
  54. - Yak health increased 120 to 130. Damage increased 40 to 45. Splash radius increased 15 to 20. Min range limit removed.
  55. - Hind health increased 270 to 300. Damage increased 40 to 45.
  56. - Chinook health increased 180 to 200.
  57.  
  58. ===Structures===
  59. - Flame Tower range increased 160 to 180. Splash radius increased 15 to 30.
  60. - Tesla Coil anti-armor damage increased 100 to 150.
  61. - SAM damage increased 50 to 75. Overall rate of fire increased 25%. Rocket speed increased 390 to 500.
  62.  
  63.  
  64. *Infantry speed changes:
  65. Rifleman: 40 -> 55
  66. Rocket soldier: 30 -> 50
  67. Dog: 60 -> 80
  68. Grenadier: 50
  69. Engineer: 40
  70. Medic: 40 -> 55
  71. Mechanic: 30 -> 50
  72. Shocktrooper: 30 -> 45
  73. Flamethrower: 30 -> 50
  74. Spy: 40 -> 50
  75. Thief: 40 -> 50
  76. Tanya: 50 -> 60
  77.  
  78.  
  79. ** 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:
  80. Exp needed for:
  81. rank 1 = unit cost x 3
  82. rank 2 = unit cost x 6
  83. rank 3 = unit cost x 9
  84.  
  85. Exp reward this unit gives out when its killed:
  86. no rank = unit cost
  87. rank 1 = unit cost x 2
  88. rank 2 = unit cost x 3
  89. rank 3 = unit cost x 4
  90.  
  91. Although i think the cnc3 reward system is better (i dont think a veteran unit is worth 2x a non-veteran unit):
  92. no rank = unit cost
  93. rank 1 = unit cost x 1.3
  94. rank 2 = unit cost x 1.6
  95. rank 3 = unit cost x 2
Add Comment
Please, Sign In to add comment