by pip » 12 Oct 2013, 23:53
Here is the full balance changelog:
Build 41 balance changelog:
General Changes:
Projectiles:
- railgun projectile : speed = 600 (from 100), turnrate = 100 (from 20), lifetime in units bp = 1.2 (from 4). This is to allow the SCU weapon to work properly
- A 2nd railgun projectile with more HP (350) is used with single (and heavy) railgun weaponry ; default railgun projectile hp (150) is for railgun carrier only, which has 2 railguns.
NB: Railgun projectiles absorb torpedoes up to their damage value.
Artillery support : a single unit support all units in range instead of just one.
ACU:
Capacitor stats: it starts half full, takes 60 seconds to fill up when extra energy is produced (fills normally with +50 energy, slower if between +1 and +49).
Duration = 15 seconds, Dissipation = 0.1 (when energy storage is not full).
Buffs during capacitor:
- The weapon is buffed with an AOE fiery effect that deals damage over time, the ACU regen twice faster
- The buildrate is doubled
- The regen rate is doubled
- The vision radius is enlarged
Weapons :
- Default weapon : rate of fire changed to 0.6 (from 0.6667), default DPS is now 90; during capacitor: rate of fire = 0.5, damage = 150+200 over 2 seconds, aoe = 1.5 (moving targets won't take ful damage)
- Overcharge : Damage during capacitor = 150 ; Damageradius during capacitor = 2 (from 1.5)
- Sniper mode removed
ACU Enhancements:
- Locomotor upgrade : mass cost = 650 (from 700), energy = 14400 (from 15450), buildtime = 600 (from 700)
- Gun upgrade : new rate of fire = 1.2 (from 1.333); add range = 10 (from 8)
- Double gun is much cheaper : mass cost = 1800 mass (from 3500), energy cost = 80000 (from 250000), buildtime = 2000, on the other hand, it doesn't provide double OC anymore
- Rapid Repair: mass cost = 1000 (from 1250), buildtime = 1200 (from 1500), delay before the repair starts = 15 seconds (from 30)
- Intel probe : energy cost = 9000 (from 1000)
- RAS :mass production = 17 (from 13), Energy production = 2800 (from 3800) ; it speeds up capacitor fill rate by 3.
- Sniper mode is removed
SCU:
General changes
- Capacitor : Cf. ACU ; specific weapons buffs are written below
- Base Health = 14000 (from 15000)
- base mass production = 1 (from 2) and base energy production = 20 (from 200)
Weapons:
- Base weapon damage = 500 (from 350), during capacitor :+300 damages over 2 seconds ; Damage radius = 0 (from 1.2), 1.5 during capacitor ; Rate of fire = 0.6 (from 0.6667) , 0.5 during capacitor
- Gattling weapon in capacitor : damages = 150, rateoffire = 3
- Energy bomb explosion damage (when RAS is equipped) = 7000 (from 7500)
- Railgun weapon:damage = 400, Max Radius = 55 , min radius = 8 , rate of fire = 0.33 and 0.66 during capacitor
- Rocket weapon: 4 rockets, 150 damages each; Max Radius = 55 ; min radius = 8; Damage Radius = 1.25, DPS = 180 (very slight dot effect); during capacitor : radius = 2.5, DPS = 300, and long dot effect (3 seconds)
SCU enhancements:
- Capacitor upgrade : new capacitor duration = 37.5 (x2.5) : cost = 1000 mass, 45000 energy, buildtime = 3000
- both engineer upgrades cost = 700 mass (from 10000), 30000 energy (from 40000), 2000 buildtime (from 2400)
- gunleft cost : cost = 700 mass (from 800),
- gunright cost = 700 mass (from 800)
- gunleft upgrade : New rate of fire = 1.2 (instead of adding 0.6667)
- Rapid repair : delay before repair starts = 15 seconds (from 30)
- Power armor mass cost = 2500 (from 2000), buildtime = 5000 (from 3600)
- RAS mass cost = 3500 (from 4000), buildtime = 4800 (from 6000); significantly speeds up the fill rate of capacitor.
- New Railgun upgrade mass cost = 1400 , energy = 45000, buildtime = 3600
- New Rocket launchers (cost for each) : mass cost = 1000, energy cost = 36000, buildtime = 2400
NB: sniper upgrade is removed, the long range attack capability is now on the rocket launchers
Land Units:
Tank Destroyer:Health = 160 hp (from 150), FiringRandomnessWhileMoving = 1 (from 1.1)
T1 Medium tank:Damage = 30 (from 35),rate of fire = 0.87 (from 0.78)
Mobile Missile Launcher:Health = 650 (from 600), speed = 2.6 (from 2.4)
Fast Hover Tank: Mass cost = 200 (from 220), Vet levels = 6/12/18/24/30 (from 7/14/21/28/35)
Damage = 8 (from 6), Rateofire = 4 (from 5)
Turret Yaw speed = 150 (from 90)
T2 heavy tank:Name changed to "Brute"
Health = 1600 hp (from 1300), Energy cost = 1200 (from 880),Mass cost = 250 (from 198),Buildtime = 1200 (from 880)
Max Range = 26 (from 23)
EMP tank:
Health and max health = 2000 (from 1600)
cost = mass: 300, energy: 1980, build time: 1320 (from mass: 220, energy: 1320, build time: 880)
RateOfire = 0.75 (from 0.8), Total damage to shields = 180 (from 160)
Stun : A Radius that matches the aoe of the weapon is added (1.3)
T3 heavy tank: Rocket weapon damage = 40 (from 38), Plasma canon weapon AOE = 1.5 (from 2)
veterancy level adjusted for FAF = 15/30/45/60/75 (from 9/18/27/36/45)
T3 mobile artillery:rate of fire = 0.09 (from 0.08)
Field Engineer:adds patrolhelper (for automatic reclaim while in patrol),buildrate = 15 (from 10)
Beamer: mass cost = 12 000 ( from 13200), energy = 200 000 (195000), buildtime = 12000 (from 13000)
Veterancy thresholds = 30/60/90/120/150 (from 32/64/96/128/160)
targetting priority = ACU on top of the list (so that you can use it as ACU sniper when loaded in a Comet)
Crawler:MassCost = 24000 (from 22000)
fusion missile damage = 500 (from 350), rate of fire = 0.0834 (from 0.1)
Veterancy thresholds = 50/100/150/200/250 (from 75/125/200/275/350)
Bullfrog:Min range for plasma weapon = 15 (from 8) to prevent it to shoot through the model at close range
Veterancy thresholds = 80/160/240/320/400 (from 100/200/300/400/500)
Air Units:
T1 gunship:Name changed to Titmouse, StartTurnDistance = 2 (from 5)
Both weapons: Damage = 7 (from 10), AOE = 0.4 (from 0), rate of fire = 3 (from 2), Muzzle velocity = 40 (from 20),Leadtarget = true (from false), FiringRandomness = 0.2 (from 0), FiringTolerance = 1 (from 2)
T2 fighter Bomber:Bomb Max Radius = 55 (from 45)
Comet:Veterancy thresholds = 30/60/90/120/150 (from 32/64/96/128/160)
Naval units:
Cruiser:Fusion missile weapon:damage = 500 (from 350), rate of fire = 0.22 (from 0.375)
Stun weapon:Damage = 20 (from 15),Rate of fire = 0.75 (from 0.8),a radius that matches the aoe of the weapon is added (1.3)
Railgun Carrier:damages = 200 (from 250), rate of fire = 0.28 (from 0.25)
Heavy Destroyer:railgun weapon: damage = 400 (from 250), rate of fire = 0.4 (from 0.5)
Heavy Railgun Array:HP reduced to 4800 (from 5500)
Structures:
Stealth field generator: Energy = 3000, (from 5000), Mass = 150, (from 300), BuildTime = 300, (from 500)
MaintenanceConsumptionPerSecondEnergy = 250, (from 350)
RadarStealthFieldRadius = 10, (from 18)
SonarStealthFieldRadius = 10, (from 18)
Heavy Stealth Shield Generator: Energy = 8000, (from 10000), Mass = 400, (from 600), BuildTime = 800, (from 1000)
MaintenanceConsumptionPerSecondEnergy = 500, (from 650)
RadarStealthFieldRadius = 20, (from 28)
SonarStealthFieldRadius = 20, (from 28)