The last change log for 1.3, this time containing the important Nod changes. The main focus was to make Nod more versatile, so a lot of abbilities and units should be more usefull, including stealth tanks
Posted by Stygs on Dec 16th, 2007 digg this super bookmark
Article
Nod Changes
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"Computer Counter Measures" is now a Player Power, advaible from the Temple of Nod (costs 500$)
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"Cloacking Field" damage versus infantry lowered (50%)
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"Katalyst Missiles" have a different FX when hitting a blue Tiberium field (based on Waraddicts tutorial)
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"Call Transport" costs 200$ instead of 500$
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Armageddon bomber got 4000 hitpoints instead of 600
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Avatar
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lowered the laser damage (ther same as in TW 1.08, but still got the improved PreAttackDelay )
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instead of stealing parts of own units, Avatars can simply be upgraded with sensor, laser or flamer weapons
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Militant Rocket Squad
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doubled the number from 2 to 4 soldiers
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lowerd hitpoints
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different weapons values
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special abillity: EMP Mines (500$, place some EMP Mines)
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Carryall hitpoins doubbled
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Commandos:
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50% more hitpoints
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can demolish any vehicles with C4 (Note: Commandos still use the defaul attack cursor against vehicles, even when using C4)
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-Flame Tanks
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lowered attack bonus versus building from 150% to 125%
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take less damage from missile weapons
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Laser Turret damage improved (from 140 to 300)
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Secret Shrines can heal infantry
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Black Hand soldiers cant be crushed be normal tanks
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Disruption Tower
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higher buildcost and time (1200$ /12s)
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can cloak themselfs
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Beam Cannon abillity ranges improved
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Reflctor Beam: 600 (same as main weapon attack range)
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Charge Defense: 300
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Stealth Tanks
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need Secret Shrine and Operations Center instead of Tech Lab as prerequisite
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lowered weapon damage back to 1.08 values, but they fire feaster
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can call transports
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Harvester got a distortion effect when stealthed
Hat abou adding Rocket Launcher for Avatar ?