Generals' balance fixes!
Sunday 5th January, 2003 · 0 commentsPosted by Mats0174, .
Recently Shanahan posted up some balance fixes:
? Gattling Cannon now has own damage type so he doesn't kill guys inside stinger sites.
? Black Lotus now recharges her special abilities much faster so she can use them more often.
? Changed the way you get and spend General's experience. All ranks now give you 1 point. Rank 5 gives you 3 points. Each ability costs one point now.
? This was done to force players to make more careful choices on the Generals screen rather than just choosing lots of different stuff.
? Spy Drone got more hit points so you would still reveal something (if only briefly) when you drop it over an enemy base that is filled with AA.
? Reduced garrison building range to allow Rocket Buggies to fire on garrisoned buildings without being destroyed.
? Improved Black Lotus vehicle hack speed.
? Command Centers and Super Weapons gained a new armor type making them more resistant to super-weapon attacks.
? Paladin build time reduced from 20 to 12
? Paladin experience award now same as Crusader.
? Paladin laser fires once ever second instead of once every 1.5 seconds.
? GLA Command Center went from 4,000 to 5,000 health to make it the equal of other Command Centers.
? All super weapons went from 2,000 health to 4,000 health to allow them to survive super-weapon attacks.
? Stealth Fighter now reveals himself for 1.5 seconds instead of 1 milisecond when he fires.
? Paladins are a little tougher, from 460 health to 500 health. Able to withstand between 1 and 3 more tank shots.
12/20
? Increased the amount of time between shots required to create a firestorm for both the Migs and Inferno cannons. Should be easier to create firestorms now with the right number of units.
? Black Lotus Health from 100 to 150.
? Black Lotus can now detect stealth.
? Black Lotus increased shroud clear range.
? Capture time increased from 10 seconds to 20 seconds.
? Strategy Centers now have a build limit of "1".
? Search and Destroy Battle Plan now works as advertised, giving only a 20% increase to range, not range AND damage.
? Angry mobs now do Molotov damage with all their weapons, meaning that no matter what appears to come out of the mob, it hurts tanks and people really bad.
Thanks to Transnote at Renegade Generals.