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psydev

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Apr 12th, 2014
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  1. CHANGELOG: Balance updates for psydev's CNC balance test v0.2
  2.  
  3. Purpose of changes:
  4. Right now CNC is a bit too static due to overpowered base defenses, which requires large armies to attack with once defenses are up. Currently, some units are not useable enough, and some units are over-used. I tried to make each unit have a purpose or specific strength, but also have a weakness. For GDI, the mammoth tank is rather OP, while the Orca is really weak. It is better that a unit has a counter than to nerf it into oblivion; I think as long as there are strong air defenses in existence, Orca will not be OP (many AA units got upgrades some time ago).
  5. In general, towers have been OP. Artillery has been weak at hurting those towers because they don't do much damage against them, and are inaccurate.
  6. For Nod, recon bike raids have been shut down pretty effectively by guard towers. Now they can stand a chance to destroy guard towers and buildings in small groups; though they do not out-range the towers.
  7.  
  8. Main Changes:
  9. Guard tower nerfed vs. infantry. Does lower damage with higher spread.
  10. Tanks do more damage vs. light vehicles and buildings, and fire a bit more often.
  11. Humvee/buggy buffed vs. infantry, to make them more effective
  12. Mammoth tank gun/missile damage balance adjusted. Does not damage buildings quite as quickly now. But on the bright side, it wastes fewer missiles now due to changes in its missile burst timing.
  13. Cloak detection range of guard towers/turret reduced to 3.
  14. Cloak detection range of Advanced Guard Towers/Obelisk reduced to 5.
  15. Cloak detection range of Communications Centre reduced to 6.
  16. SAM site's vision set to 8, to equal its range.
  17. Nuke fixed (was broken and weak)
  18. All advanced towers have had their range reduced to 7.
  19. All anti-air defenses had their range reduced to 8.
  20. Guard tower damage vs. light vehicles decreased by half.
  21. Recon bike damage vs. wood increased from 50% -> 75%
  22. Recon bike does less damage vs. infantry (65% -> 35%)
  23. Nod Artillery does much more damage vs. heavy armor; more vs. wood & light vehicles; and slightly more vs. infantry
  24. Mammoth Tank HP reduced 900 -> 800
  25. Orca reload time reduced from 24 seconds to 12 sec. ROF slightly increased.
  26. Orca damage vs. Heavy armor increased from 50% -> 75%
  27. Orca air-to-air missiles do less damage than air-to-ground, to make fighting vs. Apaches roughly even
  28. Advanced Guard tower now fires a SAM missile at air units, but a different rocket at ground units.
  29. Adv. Guard Tower damage vs. ground units: less damage vs. vehicles/tanks; more spread for explosion, more damage vs. infantry (25% -> 50%).
  30. APC gets slightly slower firing rate and does less damage vs. light, but now does more damage vs. heavy armor.
  31. Flame Tank gets heavy armor, HP adjusted to 300; does more damage vs. light vehicles. Sight range reduced.
  32. Air Strikes can destroy guard towers and turrets again (and silos) but nothing else.
  33. Airstrike does more damage vs. heavy armor.
  34. Sniper can no longer fire at vehicles or buildings
  35. MLRS does a bit more damage vs. wood and infantry
  36. A-10 is no longer targetable, since units would start chasing them after airstrikes until they left the map
  37. Mobile SAM does a bit more damage
  38.  
  39. Miscellaneous:
  40. Sight range has been reduced on some units, partly to accomodate changes in the game engine. For this reason, infantry detection of cloaked units at range=1 instead of 2.
  41. Transport helicopter lands a bit faster now (rotation speed increased)
  42. Tiberium does a bit more damage than before (still not enough to kill usually)
  43. Infantry more likely to walk through tiberium now, since its damage is lower.
  44. Nod Recon Bike slightly slower; rotation speed faster
  45. Chem warrior fires less often but for more damage (no change in DPS)
  46. Flame infantry firing rate adjusted slightly (no change in DPS)
  47. Refinery holds slightly more ore; silos reduced in price
  48. Infantry walk at 90% speed on clear terrain instead of 100% (this was the old setting)
  49. Apache rotates faster, allowing it to point its guns more quickly at a new target. I think this makes it a bit more even against Orca in air-to-air situations.
  50. Turret now does 100% damage vs. light armor (equalized with heavy armor)
  51. Chem warrior speed in tiberium is now the same as on open terrain
  52.  
  53. Changes that are uncertain, that might not be kept:
  54. Flame Tank cost reduced from $800 to $700
  55. Flamethrower slowed down to same speed as minigunner (leaving grenadier as fastest infantry unit now)
  56. Grenadier range reduced from 5 to 4; spread on explosion increased a bit.
  57. Probability of infantry avoiding getting crushed raised from 50% to 67%
  58. Hum-vee slightly slower
  59. Flamethrower does more damage vs. light vehicles, and slightly more vs. infantry
  60. Mobile SAM range reduced from 10 -> 9
  61. MLRS spread increased from 15 -> 16
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