Version 1.011 includes the balance changes gathered from the community feedback of 1.01 revision sets. Primarily, this fixes the issue regarding the inaccuracy of missile based units. (UPDATE: new upload fixes horrible Chrono Tank damage output)
All feedback posted regarding 1.01 has been considered, and these are the changes made.
Final list of changes
-Reaper, Javelin, and GKO missile weapons had their scatter radius properties removed. Missiles will now follow the target again.
-Pacifier ammo size increased from 4 to 6, and so is the ammo reload time from 4 to 5 seconds. Removed clip size from the autocannon and changed firing intervals from 0.05 to 0.25.
-Harbinger autocannon damage dealt to structures and aircraft down from 25% to 10%
-Mortar cycle molotov explosion changed to match regular conscript fx. Damage radius decreased from 30 to 15 (5 more than the conscript equivalent.) Damage decrease from 24 to 20. Clip size increased to 3, and throws all at once, with a scatter radius of 5, reload at 1.75s. Mortar explosion replaced with the previous molotov explosion.
-Desolator stream placeholder given with green trails. Resized from 0.7 to 0.9 scale. Splattershot damage over time effect increased from 1.0 to 3.0. Infantry killed by a splattershot will melt.
-Legionnaire death weapon damage interval removed. This weapon no longer affects other legionnaires.
-Twinblade attack animation added to match the new missile trajectory. Damage decreased from 75 to 60. Autocannon range adjusted to match rocket range.
-Future Tank cost decreased to $2650. Instead of damage, ammo reload time decreased from 2.6 to 1.1. Combined with the pre-attack time of 2.4, we have a total of 3 seconds per shot instead of 5.
-Giga-Fortress siege mode (head) laser reload time decreased from 5 to 3. Node explosion set to instant as the laser sweeps the path. Landing speed when going into fortress mode increased to fix splash fx problem. Take-off speed into head mode decreased.
-Dreadnought rocket damage increased from 600 to 750 (250 per v4 volley)
-Increased Yari kamikaze ability range to 350 from 300. Accelerates to the target, added new fx.
-Allied walls rescaled to fix hub-to-segment gaps.-Soviet flak weapons now have projectile models.
-Bullfrogs can attack land, but only useful for infantry suppression.-Tesla weapons no longer needs line of sight, passes through walls and structures.-Soviet Armory reskinned.
Loving this :)
But I don't see any changes for the vindicator, as it did too much damage in 1.01c.
And is there a way to stop the AI spamming Giga Fortresses?
Oh, and the download speed is really slow (135kb/s), can't download from Moddb anymore by the looks of it...
I have been waiting this for ages!
Thanks Shock Therapy Dev team!
Jet mode! NO complaints!
I don't have problem with download speed,~30 minets
vindicator does too little bit too much damage isn't?
hey try to live in Indonesia with my speed of 80 kbps....., and later become 20kbps ;)
There is a mirror, its uploaded on filefront, moddb's server is bit slow and sometimes it randomly disconnects my download.
Major bug: Bullfrogs cannot to attack air units now.
Sorry, 'cannot attack'
Nope, they do. Tested another round with skirmish commanders.
Under what circumstances are you sure?
I tried using it in the campaign, they couldn't attack VX's and Tengus. Will test it again, though.
And there's the word. "Campaign"
Well, we did say "you can now post bugs in the campaign" right? But as long as the multiplayer is still ok, it should be fine. We're focusing on multiplayer bugs first, but will follow with the campaign problems after.
Yes, please report this in the bug section of the forum to be noted. Moddb.com
You're right, it works in multiplayer, I tried it again in the Skirmish. Thanks for your prompt response!
i don't see a point in giving the bullfrog antiground capabilities, especially when they are so low. buffing it further, would take away the soviet sence of specialisation. and it is pretty annoying when it auto attacks infantry instead of enemy vxs that are running you down. either make it so it focuses mostly aircaft or remove the anti ground attack
How can i build the chrono tank if it requires a chronosphere which has been cancelled?
This was bought up in the last mod...
We're getting into it now. Please, classic warfare isn't the only mode you can play with.
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прикольный мод
What of the Radar Alternative?
Under consideration. This is a quick unit balance version.
The changes came from your quick fix thread, and you didn't mention anything about a separate radar structure (in that said thread, of course.)
why have you made the rocket angel so dumb? and i didn't have the chance to chek it but do targets attacked by chrono tank dissapear?
coz it didn't do much damage
New file upload. Same version.
= Fixed Chrono Tank horrible damage output
woot
i see...
but it is very very low now...
It is still comparatively low, but not TOO low that damage to structures are nullified by simple repair icons.
They are intended to cause damage in groups, I'm considering the build costs now.
aha oki that seems rational... and what about the angels?
Also I noticed wierd bug, when grinder grinds and destroyes steel ronin, it still grinds it until the death model actually disappears.
Also sending infantries into greater king oni without a pilot does nothing.
This is actually a game bug, the game itself had this kind of bug where infantries could not enter greater King Oni when it gets pilot shot.
king oni sholden't be abl to be sniped 'cause it's a robo with out a pilot
-so what driver is get killed???
I was wondering if it works on multiplayer.
I tried to play this with my friend then we got desynched , then we both updated and still got desynch.
nvrmind this, I got it working (dont know what was the problem).
Why cant I build any of the uprising units?
Time for a shocker! - Tesla Trooper
Hey I have followed the instructions on the readme file and placed the files downloaded into the "Mods" foler that I had to create in the RA3 user files but it still isnt working, the game doesn't seem to of changed, I've tried changing the name in the shortcuts properties with the -ui on the end but it still doesn't work, can you help please?
the reaper and the twinblade are too overpowerd now.......
When will the new version of the mod.
天啊 下载速度 很慢啊
地址不对 怎么回事
excuse me but does i need red alert 3 only to install this mod or does i need red alert 3 uprising ??
You will need Red Alert 3 not the Red Alert 3 Uprising!...
Erm, how do you access the shogun executioner/ Tsar ballistic missle? I can't seem to get those 2 powers
Hmm... I can get the Tsar Ballastic missile by building the battle lab, but I still can't get the shogun executioner power to appear. What must I build?
I need help installing this mod on the Steam version of this game. Please help!
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Ok, got Red Alert 3 installed, downloaded Shock Therapy and now where do I put it and launch it?
wow nice mod
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God !I like this one!
When build another Allies' MCV,it can only be upgrated once,is it a BUG?
hmm is it only me, or the the empire of the rising sun's production building (Dojo, Mecha bay, Dock) doesn't show the "tier lamp"... the one it has in the tops of the production building...
PLEASE, Tell Me How To Download The Mod :(