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yr rebalance 3.0

Sep 29th, 2023
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  1.  
  2. Version: 28092023
  3.  
  4. General Changes
  5.  
  6. • Players are able to build anywhere their allies can, similar to how building near allied construction yards works, this includes captured tech structures.
  7.  
  8. • Cost to fully repair a structure increased from 15% to 25%.
  9.  
  10. • Structure repair time per minute increased from 0.016 to 0.020 per second.
  11. (This helps to prevent a structure repairing faster than a unit can damage it).
  12.  
  13. • Health repaired increased from 8 to 10 hit points per repair step.
  14.  
  15. • Vehicle repair time per minute decreased from 0.016 to 0.008.
  16. (This makes service depots repair vehicles faster, allowing players repairs more often rather than throwing units away due to time taken to repair.)
  17.  
  18. • Reduced cloaking stages from 9 to 3 to reduce lag caused by submerged naval units surfacing and submerging.
  19. • Increased the delay before a surfaced naval unit submerges again from 0.2 to 0.3. (Makes Boomer Submarines and other submerged units more vulnerable.)
  20.  
  21. • Reduced radiation damage to:
  22. o Infantry ‘none’ armour from 100% to 18%. (Conscripts, GI, Engineers…)
  23. o Infantry ‘flak’ armour from 100% to 16%. (Seal, Tanya…)
  24. o Infantry ‘plate’ armour from 100% to 14%. (Tesla Troopers, GGI...)
  25. o Vehicle ‘light’ armour from 50% to 18%. (Mirage Tanks, Prism Tanks, Harrier Jet…)
  26. o Spawned rocket armour from 100% to 10%. (V3, Dreadnaught, Boomer Sub...)
  27.  
  28. Construction Yards
  29. • Increased sight range of all construction yards from 8 to 10. (Helps with early game build orders.)
  30.  
  31. Miners and Harvesters
  32. • No longer avoid threats taking long routes to avoid them. (Removes the annoyance where miners refuse to approach a target when given an attack command.)
  33.  
  34. Dogs
  35. • Reduced hit-points from 100 to 60. (Fixes dog spam with tanks, makes anti-scouting with Conscripts, GI and Initiates more viable, makes all infantry more useful.)
  36. • Now able to gain veteran experience bonuses.
  37. • Added veteran bonuses for self-healing, faster movement speed and stronger armour.
  38. • Added elite bonuses for rate of fire and automatic scattering.
  39.  
  40. Mobile Construction Vehicles (M.C.V.)
  41. • Reduced price from 3000 to 2000.
  42. • Reduced grinding refund from 3000 to 1000.
  43.  
  44.  
  45. Allied Structures
  46.  
  47. Power Plant
  48. • Reduced price from 800 to 600.
  49.  
  50. Allied Ore Refinery
  51. • Reduced price from 2000 to 1750.
  52.  
  53. Airforce Command
  54. • Increased sight range from 5 to 10.
  55.  
  56. Pillbox
  57. • Enabled radial indicator to display weapon firing range.
  58.  
  59. Patriot Missile
  60. • Enabled radial indicator to display weapon firing range.
  61. • No longer drainable by Floating Disks, will be fired upon as normal structures.
  62.  
  63. Prism Tower
  64. • Reduced the maximum number of towers that can support each other from 8 to 3. (This prevents wasted prism towers as 8 towers firing on one target wastes their opportunity from firing on other targets.)
  65. • Reduced hit points from 600 to 500.
  66. • Enabled radial indicator to display weapon firing range.
  67.  
  68. Grand Cannon
  69. • Enabled radial indicator to display weapon firing range.
  70. • No longer drainable by Floating Disks, will be fired upon as normal structures.
  71. • Increased minimum firing range restriction from 3 to 4 cells. (Allows tanks to group nearby to stay safe from the cannon.)
  72. • Reduced rate of firing from every 120 frames to 150.
  73. • Reduced damage to infantry plate armour from 100% to 80%. (Tesla Troopers, GGI...)
  74. • Reduced damage to vehicle medium armour from 100% to 50%. (Harvesters, Miners...)
  75. • Reduced damage to vehicle heavy armour from 100% to 50%. (Rhino Tanks, Grizzly Tanks…)
  76. • Increased damage to structure wood armour from 50% to 100%. (Power Plants, Factories, Labs...)
  77. • Reduced damage to structure steel armour from 100% to 50%. (Base defences…)
  78.  
  79. Gap Generator
  80. • No longer extends base build area. (As this is considered a base defence structure.)
  81.  
  82. Weather Control Device
  83. • Reduced price from 5000 to 3000.
  84.  
  85.  
  86.  
  87.  
  88.  
  89.  
  90.  
  91.  
  92.  
  93. Allied Infantry
  94.  
  95. GI
  96. • Reduced deployed weapon damage from 25 to 20.
  97. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  98. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  99.  
  100. Guardian GI
  101. • Armour type changed from none to plate.
  102. • Movement speed increased from 3 to 4.
  103. • Reduced normal weapon rate of fire from 40 to 50.
  104. • Reduced elite weapon rate of fire from 20 to 40.
  105. • Changed warhead damage versus the following:
  106.  Infantry ‘none’ armour from 20% to 50%. (Conscripts, GI, Engineers...)
  107.  Infantry ‘flak’ armour from 20% to 50%. (Seal, Tanya...)
  108.  Infantry ‘plate’ armour from 20% to 50%. (Tesla Troopers, GGI...)
  109.  Vehicle ‘light’ armour from 100% to 150%. (Mirage Tanks, Prism Tanks, Harrier Jet...)
  110.  Vehicle ‘drone’ armour from 100% to 150%. (Terror Drone.)
  111.  Structure ‘wood’ armour from 10% to 20%. (Powerplants, Factories, Labs...)
  112. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  113. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  114.  
  115. Rocketeer
  116. • Increased price from 600 to 800.
  117. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  118. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  119.  
  120. Seal
  121. • Reduced normal weapon rate of fire from every 10 frames to 40.
  122. • Reduced elite weapon rate of fire from every 10 frames to 25.
  123. • Changed warhead damage versus the following:
  124. o Infantry ‘plate’ armour from 100% to 50%. (Tesla Troopers, GGI...)
  125. o Vehicle ‘drone’ armour from 1% to 50%. (Terror Drone.)
  126. • Reduced Seal IFV weapon rate of fire from every 10 frames to 30.
  127. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  128. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  129.  
  130. Chrono Commando (Seal)
  131. • Same weapon changes as for Seal.
  132. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal.
  133. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  134.  
  135. Spy
  136. • Money stolen by a spy reduced from 50% of player total to 25%.
  137.  
  138. Tanya
  139. • Reduced veteran bonuses from stronger armour, firepower, rate of fire and sight range to faster movement speed.
  140. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  141.  
  142. Chrono Legionnaires
  143. • Reduced price from 1500 to 1400.
  144. • Changed armour type from ‘none’ to ‘plate’.
  145. • Increased weapon range for normal and elite from 5 to 8 cells.
  146. • Reduced weapon damage from 8 to 1. (Increases the time to erase its target.)
  147. • Increased IFV chrono weapon range from 6 to 10 cells.
  148. • Reduced IFV chrono weapon damage from 10 to 4. (Increases the time to erase its target.)
  149. • Reduced IFV chrono weapon rate of fire from 120 to 200.
  150. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal.
  151. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  152.  
  153. Psi-Corp Trooper
  154. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  155. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  156.  
  157. Chrono Ivan
  158. • Now able to gain veteran experience bonuses.
  159. • Added veteran bonuses for self-healing.
  160. • Added elite bonuses for stronger armour.
  161.  
  162. British Sniper
  163. • Changed warhead damage versus the following:
  164. o Infantry ‘plate’ armour from 100% to 50%. (Tesla Troopers, GGI...)
  165. o Vehicle ‘drone’ armour from 1% to 50%. (Terror Drone.)
  166. • Reduced IFV weapon rate of fire from every 100 frames to 150.
  167. • Changed IFV weapon warhead damage versus the following:
  168. o Infantry ‘none’ armour from 100% to 200%. (Conscripts, GI, Engineers...)
  169. o Vehicle ‘drone’ armour from 1% to 100%. (Terror Drone.)
  170. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  171. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  172.  
  173.  
  174.  
  175.  
  176.  
  177.  
  178.  
  179.  
  180. Allied Vehicles
  181.  
  182. Chrono Miner
  183. • Increased storage from 20 to 30. (Results in longer trips but returns more money per trip, fixing an early game economy deficiency in Allied factions.)
  184.  
  185. Grizzly Tank
  186. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  187. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour and faster movement speed.
  188.  
  189. IFV
  190. • Movement speed reduced from 10 to 8.
  191. • Rate of turn reduced from 5 to 4.
  192. • Added ability to crush infantry.
  193. • Reduced elite weapon missile count from 4 to 2.
  194. • Reduced President IFV weapon damage from 300 to 50.
  195. • Reduced President IFV weapon range from 8 to 5.
  196. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  197. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour and faster movement speed.
  198.  
  199. Robot Tank
  200. • Increased price from 600 to 700.
  201. • Now able to gain veteran experience bonuses.
  202. • Added veteran bonuses for self-healing.
  203. • Added elite bonuses for stronger armour and faster movement speed .
  204.  
  205. Mirage Tank
  206. • Fixed a possible issue with the elite weapon not being used.
  207. • Reduced normal weapon rate of fire from 70 frames to 85.
  208. • Reduced warhead damage versus infantry ‘plate’ armour from 80% to 50%.
  209. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  210. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour.
  211. • Fixed a missing muzzle flash animation on the elite weapon.
  212.  
  213. Prism Tank
  214. • Reduced normal and elite weapon rate of fire from every 100 frames to 150.
  215. • Increased normal and elite weapon range from 10 cells to 12.
  216. • Removed splash damage from normal and elite weapons.
  217. • Added the ability to damage walls.
  218. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  219. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour and faster movement speed.
  220.  
  221. Battle Fortress
  222. • Reduced cost from 2000 to 1750.
  223. • Removed ability to crush other vehicles.
  224. • Removed damage bonus of 20% given to infantry inside.
  225. • Increased fortress Chrono Legionnaire weapon range from 7 to 10 cells.
  226. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  227. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour.
  228.  
  229. German Tank Destroyer
  230. • Increased price from 900 to 1000.
  231. • Increased normal weapon range from 5 cells to 7.
  232. • Increased elite weapon range from 6.75 cells to 7.
  233. • Reduced normal weapon rate of fire from every 70 frames to 100.
  234. • Changed warhead damage versus the following:
  235. o Infantry ‘none’ armour from 2% to 20%. (Conscripts, GI, Engineers…)
  236. o Infantry ‘flak’ armour from 2% to 20%. (Seal, Tanya…)
  237. o Infantry ‘plate’ armour from 2% to 100%. (Tesla Troopers, GGI...)
  238. o Vehicle ‘medium’ armour from 40% to 50%. (Harvesters and miners...)
  239. o Vehicle ‘drone’ armour from 2% to 100%. (Terror Drone.)
  240. o Structure ‘wood’ armour from 2% to 10%. (Powerplants, Factories, Labs...)
  241. o Structure ‘steel’ armour from 2% to 20%. (Base defences.)
  242. o Structure ‘concrete’ armour from 2% to 10%. (Construction Yards...)
  243. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  244. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour.
  245.  
  246. Black Hawk Transport
  247. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal, faster movement speed and invisible to radar.
  248. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour.
  249.  
  250. Landing Craft
  251. • Changed armour type from ‘light’ to ‘heavy’.
  252. • Changed speed type from Hover to Amphibious.
  253. • Changed locomotor from Hover to Amphibious. (This is a possible fix for loading bug and movement issues.)
  254. • Changed movement zone from Amphibious to AmphibiousCrusher.
  255. • Added the ability to crush infantry.
  256.  
  257. Destroyer
  258. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  259. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour and faster movement speed.
  260.  
  261.  
  262.  
  263. Destroyer Osprey (ASW)
  264. • Increased hit-points from 30 to 100.
  265. • Increased price from 50 to 500. (This increases veterancy gained from eliminating it, while slowing down rate of promotion for itself.)
  266. • Added a missing elite weapon which is a copy of its normal weapon with a burst of 3.
  267. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  268. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour.
  269.  
  270. Dolphin
  271. • Increased price from 500 to 600.
  272. • Reduced movement speed from 8 to 6.
  273. • Changed warhead damage versus the following:
  274. o Vehicle ‘heavy’ armour from 80% to 60%. (Submarines, Destroyers...)
  275. o Structure ‘concrete’ armour from 60% to 30%. (Naval Yards.)
  276. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal and faster movement speed.
  277. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour.
  278.  
  279. Aegis Cruiser
  280. • Reduced normal and elite weapon damage from 100 to 80.
  281. • Reduced normal weapon rate of fire from every 15 frames to 40.
  282. • Increased warhead splash radius from 0.30 cells to 0.75.
  283. • Reduced the damage dealt at edge of the splash radius from 100% to 50%.
  284. • Changed warhead damage versus infantry ‘none’ armour from 100% to 170%. (This is to improve effectiveness against rocketeer spam.)
  285. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal.
  286. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour and faster movement speed.
  287.  
  288. Aircraft Carrier Hornet Jet
  289. • Increased price from 50 to 500. (This increases veterancy gained from eliminating it, while slowing down rate of promotion for itself.)
  290. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal and faster movement speed.
  291. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour.
  292.  
  293. Harrier Jet
  294. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal, stronger armour and faster movement speed.
  295. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to invisible to radar.
  296.  
  297. Korean Black Eagle Jet
  298. • Reduced veteran bonuses from stronger armour, firepower, sight range and faster movement speed to self-heal, stronger armour and faster movement speed.
  299. • Reduced elite bonuses from self-heal, stronger armour, firepower and rate of fire to invisible to radar.
  300. Soviet Structures
  301.  
  302. Sentry Gun
  303. • Enabled radial indicator to display weapon firing range.
  304.  
  305. Flak Cannon
  306. • Reduced rate of firing from every 20 frames to 40.
  307. • Enabled radial indicator to display weapon firing range.
  308. • No longer drainable by Floating Disks, will be fired upon as normal structures.
  309.  
  310. Tesla Coil
  311. • When charged by Tesla Trooper range is increased by 2 cells (from 8 to 10).
  312. • Charged weapon deals splash damage and has a chance to hit up to 3 targets (2 with greatly reduced damage on additional targets.)
  313. • Enabled radial indicator to display weapon firing range.
  314. • No longer drainable by Floating Disks, will be fired upon as normal structures.
  315.  
  316. Battle Bunker
  317. • Opponents can no longer see garrisoned infantry indicator pips.
  318.  
  319. Nuclear Reactor
  320. • Reduced power output from 2000 to 1000.
  321.  
  322. Iron Curtain Device
  323. • Increased charge time from 5 minutes to 6.
  324.  
  325. Nuclear Missile Silo
  326. • Reduced price from 5000 to 3000.
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  349.  
  350. Soviet Infantry
  351.  
  352. Conscript
  353. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  354. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  355.  
  356. Shock Trooper
  357. • Increased normal weapon range from 3 to 5 cells.
  358. • Reduced normal weapon rate of firing from every 60 frames to 100.
  359. • Reduced elite weapon rate of firing from every 40 frames to 70.
  360. • Enabled alternative tesla bolt colour on the elite weapon. (Same as charged Tesla Coil.)
  361. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  362. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  363.  
  364. Flak Trooper
  365. • Increased both normal and elite weapons range from 5 to 6 cells.
  366. • Fixed incorrect damage value of 8 to 20 on elite weapon.
  367. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  368. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  369.  
  370. Crazy Ivan
  371. • Ivan bombs are now visible to all players as long as they have units or structures on the map.
  372. • Ivan bomb damage increased from 450 to 9999. (It will act like C4 and destroy targets with a single bomb.)
  373. • Ivan bomb timer increased from 8 seconds to 16. (Allowing time for engineers to defuse the bombs.)
  374. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  375. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour and automatic scatter.
  376.  
  377. Boris
  378. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and scatter to self-heal and faster movement speed.
  379. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  380.  
  381. Cuban Terrorist
  382. • Increased hit-points from 75 to 125.
  383. • Can no longer be crushed by vehicles.
  384. • Added the ability to detonate by using the deploy shortcut key D or the command-bar button.
  385. • Is now able to acquire its own targets.
  386. • Defaults to guarding the area within a range of 5 cells.
  387. • Permanently disguised as Conscripts to the opponent.
  388. • Increased damage to vehicle light armour from 90% to 130%. (Mirage Tanks, IFVs, Prism Tanks.)
  389. • Increased damage to vehicle medium armour from 50% to 100%. (Harvesters, Miners.)
  390. • Increased damage to vehicle heavy armour from 50% to 90%. (Rhino Tanks, Grizzly Tanks.)
  391. • Reduced damage to structure wood armour from 100% to 60%. (Power Plants, Factories, Labs.)
  392. Iraqi Desolator
  393. • No longer self-healing.
  394. • Reduced veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  395. • Reduced elite bonuses from self-heal, stronger armour, firepower, rate of fire to stronger armour.
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  445.  
  446. Soviet Vehicles
  447.  
  448. War Miner
  449. • Replaced elite weapon with a more damaging version of normal weapon. (As opposed to switching to a cannon weapon at elite it maintains its machinegun.)
  450. • Changed warhead damage versus the following:
  451. o Infantry ‘plate’ armour from 70% to 50%. (Tesla Troopers, GGI...)
  452. o Vehicle ‘drone’ armour from 400% to 200%. (Terror Drone.)
  453. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to faster movement speed.
  454. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  455.  
  456. Terror Drone
  457. • Increased price from 500 to 600.
  458. • Reduced movement speed from 10 to 8.
  459.  
  460. Flak Track
  461. • Increased price from 500 to 600.
  462. • Increased normal and elite anti-ground weapon range from 5 cells to 6.
  463. • Anti-ground weapon is now able to fire upon targets on top of a cliff.
  464. • Anti-ground weapon is now able to fire over walls.
  465. • Changed anti-ground warhead damage versus the following:
  466. o Infantry ‘plate’ armour from 100% to 50%. (Tesla Troopers, GGI...)
  467. o Vehicle ‘light’ armour from 60% to 50%. (Mirage Tanks, Prism Tanks, IFV...)
  468. o Vehicle ‘drone’ armour from 100% to 50%. (Terror Drone.)
  469. o Structure ‘wood’ armour from 30% to 50%. (Powerplants, Factories, Labs...)
  470. • Reduced splash damage at maximum splash range from 100% to 50%.
  471. • Reduced rate of fire of normal and elite anti-air weapon from every 25 frames to 40.
  472. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal.
  473. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour and faster movement speed.
  474.  
  475. Rhino Heavy Tank
  476. • Reduced normal weapon rate of fire from every 65 frames to 80.
  477. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal and faster movement speed.
  478. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  479.  
  480. V3 Rocket Launcher
  481. • Increased V3 Rocket damage from 200 to 300.
  482. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal and faster movement speed.
  483. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  484.  
  485.  
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  487.  
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  489.  
  490.  
  491. Apocalypse Tank
  492. • Removed self-heal.
  493. • Is now able to shoot while moving.
  494. • Is now immune to radiation.
  495. • Increased targeting range of anti-air weapon by 4.
  496. • Reduced normal weapon rate of fire from every 80 frames to 100.
  497. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal.
  498. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  499.  
  500. Kirov Airship
  501. • Reduced price from 2000 to 1750.
  502. • Reduced hit-points from 2000 to 1800.
  503. • Increased movement speed from 5 to 7.
  504. • Removed self-heal.
  505. • Is now able to drop bombs while moving.
  506.  
  507. Siege Chopper
  508. • Increased price from 1100 to 1200.
  509. • Increased hit-points from 300 to 400.
  510. • Changed machinegun warhead damage versus the following:
  511. o Infantry ‘none’ armour from 100% to 150%. (Conscripts, GI, Engineers…)
  512. o Infantry ‘plate’ armour from 80% to 50%. (Tesla Troopers, GGI...)
  513. o Vehicle ‘medium’ armour from 25% to 50%. (Harvesters and miners...)
  514. o Vehicle ‘rocket’ armour from 100% to 50%. (V3, Dreadnaught and Boomer rockets...)
  515. o Structure ‘wood’ armour from 75% to 50%. (Powerplants, Factories, Labs...)
  516. • Reduced normal siege weapon rate of fire from every 100 frames to 150.
  517. • Added a minimum firing range restriction of 1 cell.
  518. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal and faster movement speed.
  519. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  520.  
  521. Russian Tesla Tank
  522. • Reduced movement speed from 7 to 6.
  523. • Is now able to shoot while moving.
  524. • Increased normal weapon range from 4 to 8.
  525. • Reduced normal weapon damage from 135 to 60.
  526. • Reduced normal weapon rate of fire from every 75 frames to 150.
  527. • Normal weapon Tesla bolts will now hit additional targets up to 2-3 with 30 damage on additional targets.
  528. • Increased elite weapon range from 6 to 8.
  529. • Reduced elite weapon damage from 150 to 100.
  530. • Reduced elite weapon rate of fire from every 60 frames to 120.
  531. • Added an alternate tesla bolt colour for the elite weapon.
  532. • Elite weapon Tesla bolts will now hit additional targets up to 2-3 with 40 damage on additional targets.
  533. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal.
  534. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  535.  
  536.  
  537. Libyan Demolition Truck
  538. • Reduced price from 1500 to 1200.
  539. • Increased hit-points from 150 to 200.
  540. • Added ability to be detonated with the deploy shortcut key ‘D’ or the button on control bar.
  541. • Increased radiation released by demolition bomb from 100 to 1000.
  542. • Reduced splash damage from 8 cells to 6.
  543. • Increased damage at the edge of splash radius from 10% to 25% of total.
  544. • Changed warhead damage versus the following:
  545. o Vehicle ‘heavy’ armour from 50% to 65%. (Rhino Tanks, Grizzly Tanks...)
  546. o Structure ‘concrete’ armour from 10% to 50%. (Construction Yards...)
  547. • Now deals damage to trees and walls.
  548. • Added veteran bonuses for stronger armour and faster movement speeds, which can be gained through spying a war factory.
  549.  
  550. Armored Transport
  551. • Changed speed type from Hover to Amphibious.
  552. • Changed locomotor from Hover to Amphibious. (This is a possible fix for loading bug and movement issues.)
  553. • Changed movement zone from Amphibious to AmphibiousCrusher.
  554.  
  555. Sea Scorpion
  556. • Increased price from 600 to 800.
  557. • Reduced movement speed from 8 to 7.
  558. • Change normal and elite anti-air weapon from Flak Cannon’s weapon to Flak Track’s weapon.
  559.  
  560. Typhoon Attack Sub
  561. • Increased normal and elite torpedo rate of fire from every 120 frames to 80.
  562. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal and faster movement speed.
  563. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  564.  
  565. Giant Squid
  566. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal and faster movement speed.
  567. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  568.  
  569. Dreadnought
  570. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal and faster movement speed.
  571. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour.
  572.  
  573.  
  574.  
  575.  
  576.  
  577.  
  578.  
  579.  
  580.  
  581.  
  582.  
  583. Yuri Structures
  584.  
  585. Bio Reactor
  586. • Reduced extra power provided by each inserted infantry from 100 to 50.
  587.  
  588. Slave Miner / Refinery
  589. • Removed build time multipliers, refinery and miner build at same rate from both construction tab and factory.
  590. • Reduced number of slaves from 5 to 4 per each miner.
  591. • Increased harvesting rate per slave from 195 to 230.
  592. • Increased movement speed from 3 to 4.
  593. • Reduced hit-points from 2000 to 1200.
  594. • Increased Slave cost from 10 to 100. (For faster promotion of units harassing slave miners.)
  595. • Reduced Slave veteran bonuses from stronger armour, firepower, rate of fire, sight range and faster movement speed to self-heal and faster movement speed.
  596. • Reduced Slave elite bonuses from self-heal, stronger armour, firepower and rate of fire to stronger armour and automatic scatter.
  597.  
  598. Grinder
  599. • Increased price from 600 to 1200.
  600. • Reduced the grinding refund of all vehicles from 100% to 50% of their full price.
  601.  
  602. Tank Bunker
  603. • Damage bonus provided by the tank bunker removed originally 30%.
  604. • Rate of fire bonus provided by tank bunker removed originally 30%.
  605. • Increased tank bunker price from 400 to 500.
  606. • Reduced Tank Bunker hit-points from 1000 to 800.
  607.  
  608. Gattling Cannon
  609. • No longer requires power to function.
  610. • Reduced hit-points from 810 to 400. (Equivalent to a Sentry Gun and Pillbox.)
  611. • Enabled radial indicator to display weapon firing range.
  612. • No longer drainable by Floating Disks, will be fired upon as normal structures.
  613.  
  614. Psychic Tower
  615. • Reduced rate of mind-control from every 100 frames to 200.
  616. • Opponents can no longer see mind-controlled unit indicator pips.
  617. • Enabled radial indicator to display weapon firing range.
  618. • No longer drainable by Floating Disks, will be fired upon as normal structures.
  619.  
  620. Genetic Mutator Device
  621. • Increased charge time from 5 minutes to 6.
  622.  
  623. Psychic Dominator
  624. • Reduced price from 5000 to 3000.
  625. • Increase the delay at which psychic dominator deals damage within its activation animation from 20% into the animation to 60%. (Giving time for players to move their units or force shield their structures.)
  626.  
  627.  
  628.  
  629. Yuri Infantry
  630.  
  631. Initiate
  632. • Increased weapon range from 4.5 to 5.
  633. • Reduced normal garrison weapon damage from 63 to 20.
  634. • Reduced elite garrison weapon damage from 73 to 25.
  635. • Changed warhead damage versus the following:
  636. o Infantry ‘none’ armour from 100% to 200%. (Conscripts, GI, Engineers.)
  637. o Vehicle ‘drone’ armour from 100% to 50%. (Terror Drone.)
  638. o Structure ‘wood’ armour from 75% to 30%. (Powerplants, Factories, Labs.)
  639. o Structure ‘steel’ armour from 50% to 30%. (Sentry Guns, Pillboxes.)
  640. o Structure ‘concrete’ armour from 25% to 20%. (Construction Yards.)
  641. • Veteran bonuses reduced from boosted armour, firepower, rate of fire, increased sight, faster movement speed to self-heal and faster movement speed.
  642. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to increased armour and automatic scatter.
  643.  
  644. Brute
  645. • Reduced price from 500 to 400.
  646. • Reduced grinding refund from 250 to 100.
  647. • Changed armour type from ‘plate’ to ‘none’.
  648. • No longer self-heals.
  649. • Guards area by default at a range of 5 cells.
  650. • Able to pick up its own targets and retaliate when attacked.
  651. • Veteran bonuses reduced from boosted armour, firepower, rate of fire, increased sight, faster movement speed to self-heal and faster movement speed.
  652. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to increased armour and automatic scatter.
  653.  
  654. Yuri Clone
  655. • Increased price from 800 to 1000.
  656. • Reduced mind-control range from 7 to 6.
  657. • Added veteran bonuses for self-heal, faster movement speed and automatic scatter which are obtainable through spying a barracks.
  658.  
  659. Virus
  660. • Increased price from 700 to 800.
  661. • Increased both normal and elite weapon range from 10 to 12.
  662. • Reduced weapon rate of fire from each 100 frames to 150.
  663. • Reduced elite weapon rate of fire from each 80 frames to 100.
  664. • Veteran bonuses reduced from boosted armour, firepower, rate of fire, increased sight, faster movement speed to self-heal and faster movement speed.
  665. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to increased armour and automatic scatter.
  666.  
  667. Yuri Prime
  668. • Reduced movement speed from 6 to 5.
  669. • Added veteran bonuses for self-heal, faster movement speed and automatic scatter which are obtainable through spying a barracks.
  670.  
  671. Yuri Vehicles
  672.  
  673. Lasher Light Tank
  674. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal.
  675. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour and faster movement speed.
  676.  
  677. Gattling Tank
  678. • Increased price from 600 to 700.
  679. • Increased hit-points from 210 to 300.
  680. • Added ability to carry 1 infantry passenger.
  681. • Added ability to crush infantry.
  682. • Reduced the amount of time it takes for the Gattling-gun to spin up to full firing rate by 50% for normal and elite weapons.
  683. • Reduced the rate at which the Gattling-gun spins down to starting stage from nearly instantaneous cooldown to 2 seconds per stage.
  684. • Improved automatic targeting of low hit-point targets before higher hit-point targets.
  685. • Reduced rate of fire of anti-ground and anti-air weapon from
  686. o 16 frames to 40 on first stage.
  687. o 16 frames to 24 on second stage.
  688. o 16 frames to 8 on third stage.
  689. (This reduces damage to Rocketeers, Jets and infantry, but increases damage to targets with higher hit-points due to faster rate of fire at the third stage.)
  690. • Changed warhead damage versus the following:
  691. o Infantry ‘flak’ armour from 80% to 100%. (Seal, Tanya…)
  692. o Infantry ‘plate’ armour from 70% to 50%. (Tesla Troopers, GGI...)
  693. o Vehicle ‘light’ armour from 50% to 100%. (Harvesters and miners...)
  694. o Vehicle ‘medium’ armour from 30% to 25%. (Harvesters and miners...)
  695. o Vehicle ‘drone’ armour from 200% to 150%. (Terror Drone.)
  696. o Vehicle ‘rocket’ armour from 50% to 200%. (V3, Dreadnaught and Boomer rockets...)
  697. o Structure ‘wood’ armour from 10% to 7%. (Powerplants, Factories, Labs...)
  698. • Veteran bonuses reduced from stronger armour, firepower, rate of fire, sight range, faster movement speed to self-heal.
  699. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to stronger armour and faster movement speed.
  700.  
  701. Chaos Drone
  702. • Reduced price from 1000 to 800.
  703. • Reduced berserk gas effect duration to infantry by 70%.
  704. • Reduced berserk gas effect duration to vehicles by 30%.
  705.  
  706.  
  707.  
  708.  
  709.  
  710.  
  711.  
  712.  
  713.  
  714.  
  715. Magnetron
  716. • Increase price from 1000 to 1200.
  717. • Reduced damage caused by dropped vehicles from 100% of total health to 30%.
  718. • Removed the ability to fire on targets on-top of a cliff.
  719. • Reduced normal vehicle lifting beam rate of fire from every 20 frames to 50. (This reduces the effectiveness of auto-magging with a non-elite Magnetron.)
  720. • Increased the range of anti-structure weapon from 10 to 12. (Same as its magnetic lifting beam.)
  721. • Reduced damage of the anti-structure weapon from 60 to 80.
  722. • Veteran bonuses reduced from stronger armour, sight range and faster movement speed to self-heal and faster movement speed.
  723. • Elite bonuses reduced from self-heal, stronger armour and rate of fire to stronger armour.
  724.  
  725. Mastermind
  726. • Removed self-heal.
  727. • Increased movement speed from 4 to 5.
  728. • Able to detect disguised units such as Spy and Mirage tank within a range of 7 cells.
  729. • Increased mind control range from 6 to 7.
  730. • Reduced rate of mind control from every 10 frames to 200. (This is to directly address the mind control with Grinder issue.)
  731. • Overload now occurs faster, instead of increasing at 4-6,10,50 controlled units the overload increases at 4,5,6 units.
  732. • Overload damage is reduced per level from 50,100,500 to 30,40,50 at each 1 second. (Allowing time for players to remove any overloading units.)
  733.  
  734. Floating Disk
  735. • Removed self-heal.
  736. • Reduced hit-points from 600 to 500.
  737. • Increased movement speed from 15 to 18.
  738. • Increased normal and elite laser weapon range from 7 cells to 8.
  739. • Increased normal laser weapon damage from 90 to 100.
  740. • Increased elite laser weapon damage from 90 to 150.
  741. • Reduced normal and elite laser weapon rate of fire from every 80 frames to 100.
  742. • Changed laser weapon warhead damage versus the following:
  743. o Infantry ‘none’ armour from 100% to 200%. (Conscript, GI, Initiate…)
  744. o Infantry ‘flak’ armour from 100% to 200%. (Seal, Tanya…)
  745. o Infantry ‘plate’ armour from 100% to 50%. (Tesla Troopers, GGI...)
  746. o Vehicle ‘heavy’ armour from 50% to 25%. (Rhino Tanks, Grizzly Tanks...)
  747. o Structure ‘concrete’ armour from 100% to 50%. (Construction Yards, Naval Yards...)
  748. • Veteran bonuses reduced from stronger armour, sight range and faster movement speed to self-heal and faster movement speed.
  749. • Elite bonuses reduced from self-heal, stronger armour and rate of fire to stronger armour and radar invisibility.
  750.  
  751. Hover Transport Yuri
  752. • Changed speed type from Hover to Amphibious.
  753. • Changed locomotor from Hover to Amphibious. (This is a possible fix for loading bug and movement issues.)
  754. • Changed movement zone from Amphibious to AmphibiousCrusher.
  755.  
  756.  
  757.  
  758. Boomer Submarine
  759. • Removed redundant launch stages from rockets namely the pause and tilt frames, which don’t get used in the rocket launch animation.
  760. • Reduced rockets from 2 to 1.
  761. • Increased rocket reload time from 80 to 165 frames (about 1 second to 3).
  762. • Reduced rocket damage from 200 to 80. (At 200 the Boomer can destroy certain structures with 1 or 2 rockets which combined with its invisible nature makes it over powered, this damage reduction allows the player time to react either to counter the Boomer Sub or defend against its rockets.)
  763. • Reduced Elite rocket damage from 250 to 150.
  764. • Reduced Boomer acceleration from 1.0 to 0.6 increasing the flight time of the rocket.
  765. • Reduced rocket range from 20 to 16 cells.
  766. • Increased torpedo range from 7 to 8 cells.
  767. • Reduced Elite torpedo burst from 4 to 2 projectiles. (Elite Boomer Subs once in play are very difficult to eliminate, reducing the torpedoes to 2 makes it more manageable.)
  768. • Veteran bonuses reduced from boosted armour, firepower, rate of fire, increased sight, faster movement speed to self-heal and faster movement speed.
  769. • Elite bonuses reduced from self-heal, stronger armour, firepower, rate of fire to increased armour.
  770.  
Tags: yr rebalance
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