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Beta 54
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Summary of changes:
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DONE:
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Arm Pit Bull is more accurate.
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Core Viper area of effect increased.
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Arm Flea range increased and damage reduced.
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NOTE: This will help Fleas bring their numbers to bear better in a large group, as they're usually used.
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Arm and Core Deep Core Moho Mines metal cost reduced to 1/3, energy cost and build time increased 66%, and energy use almost cut in half.
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Arm Lemmings take less damage from other Lemmings explosions.
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NOTE: This puts Lemmings as taking 2% of the normal damage from their own blasts, which is what crawling bombs take from their own blasts. This allows them to be used in groups more effectively.
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Arm FatBoy and Core Morty weapon velocity increased to fix firing at less than their full ranges.
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Arm Fido ballistic weapon mode now has advanced artillery range and damage reduced.
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NOTE: This lets the Fidos use their secondary/ballistic weapon mode to perform in more of a light artillery role, whereas previously Arm Advanced Kbots only had heavy artillery in the form of the FatBoy.
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Remember that turning Fidos to On switches them to using their long-range ballistic weapon, and to attack the ground in that mode you use the D (D-Gun) button to attack, not the A (Attack) button. Turning the Fidos back to Off switches them to their closer range direct fire Gauss weapon. This lets them flexibly switch from skirmish units to a support artillery role and back again.
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Core Shiva cannon range increased to advanced artillery range and damage reduced.
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NOTE: This put Shivas more into a medium/heavy artillery role, where before Core Advanced Kbots only have light artillery in the form of Morties. Remember that Shivas only fire their rocket when specifically told to with the D-Gun button.
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Arm MERL and Core Diplomat reload and damage increased.
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NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
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Fixed issue with the M.A.T. and the A.M.A.T. triggering a unit drop by themselves without your command.
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Arm and Core Commander and Decoy Commander scripts adjusted to help with units locking up and not firing sometimes.
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Arm Hulk and Core Envoy now use the Exploiter laser as a weapon instead of the Arm or Core Light Laser weapon.
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NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
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