GitHub PushEvent at 2014-05-02 13:31:56
Repository: OpenRA
Actor: Mailaender
Payload: {"shas":[["b7241924f90904c6c93ded58f0afb9f9c318e01f","a78dab5bc165936190e01e19fd0c3df3a5aa10e9@qip.ru","Fixed #3826","Cr0s",false],["f5f9436c8b9d4db62a9e59c013d84faaf7d2bc4f","a78dab5bc165936190e01e19fd0c3df3a5aa10e9@qip.ru","Update structures.yaml\n\nRemoved CanPowerDown trait","Cr0s",false],["0c117775b3323602e309505336e1c7e0aa6c69e2","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Nerfing guard towers\n\nRange of obelisk, Adv. Guard Tower and SAM site reduced.\r\nDamage of Guard Tower reduced vs. infantry and light vehicles; spread increased to compensate a bit.\r\nDamage of Advanced Guard Tower nerfed, especially against light vehicles. Damage vs. infantry increased (though it's still low DPS). Spread also increased to compensate for its lack of power vs. infantry.\r\nTurret damage mostly unchanged, but does less damage per shot. Damage vs. light vehicles increased to match damage vs. heavy armor. Damage vs. infantry slightly reduced.","psydev",false],["12827b27bfef306181bb02a573feb08ff9c25e97","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Improve Hum-vee/Buggy machine gun vs. infantry\n\nHum-vee/buggy machinegun buffed to make them more useful vs. infantry. Currently they are rather weak. \r\nDamage vs. other types of armor reduced to compensate.","psydev",false],["f2fdbe4e7705f59286c0a3c1a3d2299a76678126","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Flame Tank damage vs. light increased","psydev",false],["bb6e97700f340946e7a75b4f5dfc6d188b960585","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","BikeRockets buff vs. wood. Nerf vs. infantry.","psydev",false],["ef072c6041db624e9e6ba1a3911d3f4d4226b69e","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Nod Artillery buffed. Esp. vs. Heavy armor\n\nIf you want to consider increasing the price as a result of this, that might be OK.\r\nBut as far as the unit's tactical effectiveness is concerned, I think these changes are necessary, vs. buildings and heavy armor in particular.\r\n\r\nIn order to keep Arty from being OP, its gun remains inaccurate. It's also slow and vulnerable to exploding.","psydev",false],["00404c1a3a3f0ed0fea52ac7395df59b6fabdbde","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Mobile SAM: Damage buffed. Range reduced -1.\n\nGiven that SAM sites have range of 8, that it would be appropriate if mobile SAMs also had a range reduction. Choosing 9 for now, since battlefield conditions are a bit different than for static defenses, and because turrets sometimes behave funny with respect to range and firing.","psydev",false],["bdeaf3a1942f81cb939bd229f3b409b1e7a24776","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Flamethrower buff vs. vehicles\n\nFlamethrower should be good vs. light  vehicles. Buffing them vs. light, and changing damage to kill most vehicles with 3 hits instead of 4. \r\nThey are also getting an increase vs. infantry from 90% to 100%.\r\nTheir speed will be getting reduced to normal infantry, so I dont think we have to worry about them being OP. \r\nSlight nerf to damage vs. heavy to better define the unit as not a mid-game anti-armor unit.","psydev",false],["7a890aeda6cc6c771b91129048ddae85d6f173de","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Nerf APC gun. \n\nReducing damage vs. light vehicles & buildings, since APCs are kind of hard to kill early game.\r\nIncreasing damage vs. heavy slightly so they are non-useless.","psydev",false],["3d6993191281f87d979decbb305387665ce19615","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","MLRS buff vs. buildings, infantry\n\nArtillery is weak vs. buildings in CNC, so this needs a slight buff (ARTY also buffed). \r\nMLRS needs a slight boost vs. infantry, since GDI relies on it to. \r\nSpread increased from 15 to 16.","psydev",false],["1558c23c181963f0c3e0762b04fc53b5d19625f7","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Nerf mammoth missiles\n\nMammoth missiles are a bit crazy, especially vs. buildings. Nerfing them a bit.\r\nTo compensate, increasing their spread a bit.\r\n\r\nTo increase missile efficiency (avoid extra missiles being wasted on overkill), their damage has been reduced from 75 to 45. They can still kill orcas in 2 shots.\r\nTo further avoid wasteful firing of missiles, the burst delay was increased, and the speed of the missiles was increased.","psydev",false],["6c342cd04e7392c9069b5a6a3a81ef33db3092a7","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Buff Orca dmg. vs. Heavy. Nerf vs. Air\n\nOrca damage vs. heavy currently is pretty abysmal. Needs buff to define unit as anti-vehicle (instead of being equal to Apache vs. vehicles/armor).\r\n\r\nOrca nerfed a bit vs. air to put it on even footing with Apache in air-to-air combat.\r\n\r\nROF slightly increased.","psydev",false],["ca8dd073b600cadf52fe5cb83284c092edc69bf3","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Increase Chinook sight range 8 -> 10","psydev",false],["a1e1f296cfbc0761cceb7abafca8f61016722579","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Reduce Orca reload speed, from 24s -> 12s\n\nOrca's reloading is so slow it can barely do anything. It's painful. \r\n\r\nThis will make it non-useless in smaller groups. \r\nI am not concerned that this will make Orca OP, since air defense power has generally been buffed in the last year considerably.","psydev",false],["cc841f3cebdfe964b8041df0579b3d2053fae025","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","A10 is no longer a targetable unit.\n\nUnits on the ground were pursuing A10s until they left the map. Seems inappropriate.","psydev",false],["6153ad1d9ffb961357b31b3df2423a49084a256a","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Reduce Harvester cost from $1200 to $1000\n\nThis is to make opening with a factory instead of more refineries a bit more feasible. \r\n\r\nGiven that there is a maximum limit of how many harvesters can operate from a refinery in TD, lowering the price shouldn't be a problem, since there can't be harvester spam. How many refineries you have will limit how many harvesters you can effectively use. \r\nBy comparison, RA harvester is $1100.","psydev",false],["3e3e0471ded7fa17b404859871928a5acc8e45df","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Flame Tank armor now Heavy. Cost reduced to $600.\n\nHP reduced to 300 to compensate for new Heavy armor.\r\nFlame tank does good damage but often dies before it can be cost-effective.\r\nSince it is supposed to hunt infantry and light vehicles, this will help it do its job better. It will also be more resistant to flame infantry, which seems fitting. ;)","psydev",false],["ec29cc61b00ffeeb0d1d06269225d543425f3f70","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Mammoth Tank HP reduced from 900 -> 800.\n\nMammoth was a bit OP and kind of impossible to kill. This keeps it tough but makes it possible to defeat.","psydev",false],["271a5b78b8ee94ca04b4d5409e14fdd7671a62ce","b627532fa5d34a078f9d2879737d64a7da8cf85f@live.com","Minor: Adjusting ROT speeds\n\nCapping light vehicle rotation speeds at 10.\r\nLight Tank turret rotation will match vehicle rotation.\r\nStealth Tank rotation increased to keep it maneuverable vs. tough enemies like Mammoth.","psydev",false]],"size":188,"ref":"refs/heads/ts-tiberium","head":"599edcf10aa5f7527b0a958fd34fc84806d54676"}