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Another small but significant update! Addresses some balance issues in preparation for our first tournament!
# #### General Changes
- Updated tooltips for vehicles that can crush walls/vehicles.
# #### Balance Changes
# ---- General
- Tier 4 structures reverted to Wood (Building) armor (100k HP, same as tech centers).
- Removed husk capture. Mechanics can salvage husks for $100 each.
- Increased projectile speed of standard cannons (682 to 750).
- Increased cost of tech centers from 1500 to 1800.
- Increased base soldier vision to 5c0 (e.g. so rifles can shoot as far as they can see).
- If player has no MCV or Construction Yard, MCV can be built without SD.
- Normalised power consumption (150) and HP (100k) of tech centers and superweapons.
# ---- Soviets
- Sukhoi HP reduced from 22.5k to 18k. Reduced damage slightly. Removed splash vs infantry.
- Seismic Missile damage increased vs vehicles, particularly heavy armor.
- Increased V3 damage vs buildings and defenses by ~20%.
- Increased Hind HP from 30k to 32k.
- Increased Tesla Track damage from 10k to 11.5k.
- Increased Tesla Tank rate of fire slightly.
- Increased projectile speed of BTR against ground (520 to 682).
- Increased standard Sukhoi splash damage.
- Increased Seismic Sukhoi damage vs heavy armor.
- Increased Kirov bombs dropped before reloading (from 8 to 10). Increased damage from 12k to 13k.
- Hind will use rockets and gun against vehicles/structures, damage more evenly spread between both. Lowered rocket reload time.
- MAD Tank can be deployed when Iron Curtained. Will do 40% of normal damage while invulnerable.
- Reduced Tesla Coil damage vs defenses.
- Increased Brute HP from 25k to 27k. Increased damage vs defenses.
- Increased Tesla Tank/Tesla Track damage vs light armor slightly.
# ---- Allies
- Prism Cannon Upgrade removed speed penalty and brief immobilisation after firing from Prism Cannon.
- Prism Tank added opportunity fire
- Increased Scout Tank damage vs heavy armor slightly.
- Reduce Mechanic cost to 400.
- Increased concussion duration from Sniper AP rounds by ~1 second.
- Reduced IFV HP from 28k to 27k. Reduce MG IFV rate of fire.
- Increased Chrono Tank burst (lower rate of fire) and damage vs heavy armor.
- Increased Grand Cannon damage vs buildings.
- Reduced Prism Tower damage vs buildings.
- Increase base IFV AA damage slightly.
- Reduced Scout Tank/Mirage Tank damage vs infantry.
- Simplified GPS Timer (Reveals after first launch - 6:30)
# ---- GDI
- Disruptor range reduced (5c512 > 5c0)
- Aurora increased damage vs vehicles, particularly heavy armor.
- Increased X-O Powersuit laser rate of fire slightly.
- Increased Bombardier projectile speed, splash damage and damage vs infantry/buildings.
- Increased Jumpjet damage vs light armor.
- Increased Vulcan damage vs light armor.
- Corrected TOW missile range (didn't account for S&D bonus).
- Increased Sonic Tower damage vs defenses.
- Increased Orca Bomber HP from 22.5k to 26.5k.
- Reduced base Disruptor range from 6 to 5.5.
- Increased X-O Drop cooldown from 5:30 to 6:30.
# ---- Nod
- SSM added opportunity fire
- Microwave Tank added opportunity fire
- Reduced Inferno Bombs damage vs buildings and defenses.
- Increased Spectre price from 1200 to 1350.
- Reduced Acolyte damage vs buildings and defenses.
- Increased Venom damage vs buildings and heavy armor.
- Reduce Mechanic cost to 400.
- Reduced Light Tank speed (80 to 66).
- Reduce Shadow Team cooldown from 4:30 to 4:00. Increase vision from 6 to 8 (beacon from 7 to 8). Reduced re-cloaking time.
- Reverted Shadow Team cooldown to 4:30.
- Reduced Mobile Stealth Generator cloak radius by 1.
- Cyborg conversion no longer needs full cost to be paid in lump sum, will subtract funds like normal production.
- Reduced Light Tank damage vs infantry.
# ---- Scrin
- Moved Feeder Mutation power to Nerve Center (from Tech Center).
- Slight increase to Corrupter/Leecher damage vs buildings.
- Increase Leecher HP from 24k to 28k.
- Increase PAC vision by 1.
- Increase Buzzer Swarm vision by 3.
- Corrected Lacerator cost (650) and reduced rate of fire by 20%.
- Reduced Devourer damage vs infantry.
- Reaper Tripod gains double charge capacity from Resource Conversion upgrade.
- Removed passive drain from conversion reserves.
- Intruder cost reduced to 375. Teleport moved to upgrade. Re-tuned stats.
- Shields to T3. Advanced Articulators to T2. Increased upgrade time.
- Moved Blink Packs upgrade to Nerve Center (increased upgrade time to 2:00).
- Reduced Devourer damage vs infantry a little more.
- Removed damage splitting from Stormcrawler. Increase HP from 74k to 94k. Increased damage vs defenses and buildings.
- Reduced Storm Column damage vs defenses.
- Reduced Darkener rift tick damage against heavy armor.
- Increased Intruder price from 375 to 425. Increased HP from 8k to 11k. Increased DPS (increased rate of fire, increased burst vs vehicles).
- Increased Corruptor price from 1k to 1100.
- Reduced Interloper damage vs infantry.
# #### Bug Fixes
- Corrected Disruptor damage output.
- Titan/Tripods/Juggernauts are now uncrushable.
- Corrected Kirov ammo pip count.
- Adjusted SSM/Juggernaut so their attack move behaviour is close to other turreted units (previously they would hold fire until reaching destination).
- Added rally point to Hospitals.
- Fixed Sniper wandering into melee.
- Fixed Nighthawk not moving into range when attack moving after firing cryo missiles.
- Chrono Miner teleport sound no longer audible through fog.
- Map fixes.
- Fixed Disruptor cancelling attacks at certain ranges.
- Fixed faction bonuses only applying when a conyard of the faction is deployed.
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Good one. :D
pretty awesome! love your mode and of course will try this new version, downloading now
replace installer with regular zip.
had to extract
CombinedArms-0.82-x64.exe\ユ\
CombinedArms-0.82-x64.exe\゚\mods\
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does the OS matter ?