From Unique Porcupine, 1 Week ago, written in Text.
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  1. General:
  2. -Units now gain veterancy a bit faster.
  3. -You can now see enemy veterancy.
  4. -Selfheal has been slightly increased.
  5. -Ore grows slightly faster.
  6. -Tree HP has been greatly reduced.
  7. -Buildings now automatically repair.
  8. Pros: Allows you to focus on the good stuff, no need to click repair (and lose micro actions) on anything that's even been slightly hit.
  9. -Fire buffed.
  10. -All building armours have been revamped.
  11. T3 buildings will now be one of the best armoured buildings in the game, next to the Conyard.
  12. Armour list from strongest to weakest:
  13.     Conyard
  14.     T3
  15.     Ref/WF
  16.     T4
  17.     Nuclear Powerplant
  18.     T2 / Superweapons
  19.     Power
  20. -Some allied, soviet & yuri infantry are now upgradable by building a building.
  21. -Dogs/Spooks HP 70 -> 110
  22. -Most T3 vehicles will now gain EMP immunity upon receiving Elite status.
  23. -Engineers are now 200 and are more resistant to fire.
  24. -Spies are no longer cloakable.
  25. -All heroes now take a lot longer to build. Multiple barracks are recommended.
  26. -Epic units take slightly longer to build.
  27. -MBT costs reduced
  28. -Jets revamped. Hover times greatly reduced. Dont use any jet vs buildings except cuda or you will regret it. :v
  29. -Naval revamped.
  30. -Miner costs slightly reduced
  31. -A few vehicles have a slightly reduced passenger limit.
  32. -All factions now gain ore extractors after building their eco building. This allows for extra income. Build Limit varies.
  33. -T1 defence buildings have decreased hp but higher damage output.
  34. -Coordnode, sensor tower, mind reader & nanocoat are now available for all their factions and provide stealth detection. (Sensor tower loses disguise detection)
  35. -Water defences now exist. You can build several defences on the water. Build Limits exist & vary.
  36. -Construction Yards and powerplants now grant more vision range.
  37. -Units can now automatically attack powerplants
  38. -Warfactory costs 2000 -> 1750
  39. -Destructive superweapon time from 10 -> 12 minutes, others from 8 to 10. (Blasticade is 6 minutes)
  40. -Shipyards can now be build a bit farther away from your base. Should help a lot in maps like Oasis Trouble.
  41. -T3 buildings take slightly longer to create
  42. -A few ingame models have been replaced.
  43. -All factions get a stealth detection support power, this ability has been added to vision.
  44. -Tech sattelite now no longer allows the person who captured it to view the entire map, nor does it remove mapvision upon death.
  45. Instead, it gives the player the ability to place a super gap generator, capable of gapping parts of the map with a semi-low cooldown.
  46. -Tech missile bunker now autofires, does less damage to units and is free.
  47. -Oil derricks give 750 upon first capture instead of 500.
  48. -Tech reinforcement pad recharge 4 -> 5.5
  49. -T3 defences have been tweaked and are now slightly different from eachother.
  50. -Correctly applied 3.3.3 ROT buffs
  51. -You now only need to infiltrate the t3 building again to gain access to stolentech.
  52.  
  53. Allied:
  54. New: Kairo Miner
  55. Allied factions now are able to build 1 Kairo Miner after building the Purifier. Has increased speed and increased cargo.
  56. = Upgradable infantry is GI and Rocketeer.
  57. = Upgraded GI gives increased HP, Range & Damage & receive Scatter upon elite status.
  58. = Upgraded Rocketeer gives the rocketeer more HP and more damage against naval units.
  59. = Coordnode detects stealth and is available for all allied factions. Stats have been tweaked accordingly.
  60. = The gap generator is now no longer buildable. Instead you get a support power that allows you to place a gap generator (that dies in a small amount of time) anywhere on the map at a low cost with semi-low cooldown.
  61. + WCD has been buffed.
  62. + Siege Cadre HP 130 -> 140, Cost 500 -> 400, ROF 50 -> 45
  63. - Rocketeer HP 125 -> 110, Cost 500 -> 525
  64. + Rocketeer damage 25 -> 28, ROF 27 -> 25, range 6 -> 7. Guard range slightly increased.
  65. + Chrono legionnaire now has the ability to deploy. Gains extra range & slightly increased damage. Also now has selfheal.
  66. + Robot tank HP 300 -> 320, sight 7 -> 8, cost 500 -> 450 (MBT decrease), range 6 -> 7
  67. + Dolphins gain a faster ROF and 0.5 increased range.
  68. - GI deployed damage 23->21
  69. - You will need 1-2 more barracudas to snipe stuff.
  70. + Barracuda price 2000 -> 1500. HP 350 -> 375
  71. - Barracuda speed 18 -> 14
  72. - Backwarp AoE decreased 3.3 -> 2.8
  73. + Backwarp recharge time 5 -> 4.5
  74. - Black Widow armour multiplier 2 -> 1.5, cost -1000 to -1200.
  75. + Warp miner cost -3000 -> -2800. Recharge time 8.5 -> 4. Yes 4. "ArE YoU iNSanE?" Yes.
  76. + Sonar pulse recharge time 6 -> 3. Delay before units go invis again 150 -> 450
  77. - Hummingbird effect duration from 420 -> 280
  78. - Hummingbird speed multiplier and firepower multiplier from 50% to 10%
  79. + Hummingbird effects now stack. You'll need 5 hummingbirds to gain the same effect as vanilla.
  80. - Seal damage against higher armoured infantry decreased by 5-10%, seal damage against t1 tanks decreased by 10%
  81. +Powerplant cost 800 -> 750.
  82. -Powerplant turbine cost 200 -> 300
  83. +Powerplant turbine power increase 100 -> 150
  84.  
  85.  
  86. EA:
  87. - Sniper cost 700 -> 900, Sniper undeployed ROF 180 -> 200
  88. + Sniper deployed ROF 150 -> 120, range 12 -> 13. Sniper damaged against all infantry increased.
  89. + Charon tank can no longer target t1 infantry, slightly improved auto attack target select.
  90. + Mirage tank range 7 -> 8
  91. - Siegfried range 12 -> 11
  92. - Forceshield duration 450 -> 400, cost 0 -> -800
  93.  
  94. Harrier: Big AoE damage, and applies armour debuff for a set amount of time.
  95. Not the best single target damage. Best when used in numbers 2 or more.
  96.  
  97. USA:
  98. - Riot trooper strength 290 -> 220
  99. + Riot Trooper cost 1000 -> 950
  100. + Humvees are now opentopped
  101. - Humvee passenger size 2 -> 1
  102. - Tanya laser range 9 -> 8.5
  103. - Tanya now needs 2 C4's to destroy a Conyard. Bombs take slightly longer to detonate and are detachable.
  104. - Abrams Tank damage against infantry decreased by 5-10 %
  105. - Target paint armour multiplier from 20% to 15%
  106. + Target painter AoE 4 -> 4.5
  107. + Warhawk cost 1150 -> 1050
  108.  
  109. Stormchild:
  110. Best single target damage.
  111.  
  112. PF:
  113. NEW: Cryo tank
  114. Tankier t2 unit, slowing enemy units and slowly tearing them down. Some AoE.
  115. Good against infantry especially.
  116. = Hunterseekers now come out of powerplants, with a max of 4. 6.5 instead of 5.5 recharge time.
  117. + Kappa tank HP 360 -> 420
  118. - Battle Tortoise hp 1050 -> 900
  119. + Battle Tortoise cost 2000 -> 1800
  120. - Hailstorm has a slower drone regeneration after it dies. Speed 4->3
  121. - Blizzard tank no longer has opportunity fire.
  122. - Blizzard tank deals damage against allies.
  123. + Blizzard tank slows units for a short period of time.
  124. - Skyray damage 200 -> 175 (has to do with coordnode being available to all factions)
  125. - Norio rocket damage 45 -> 34
  126. - Zephyr range 14 -> 13
  127. + Zephyrbot is better. (increased AoE and damage)
  128. + Zephyr bot recharge time 5.5 -> 4.5, cost -500 -> -400
  129. + Suppressor cost 1100 -> 1000, speed 7 -> 8
  130. - Suppressor firepower multiplier -0.5 -> -0.3
  131. + Cryocopter debuffs now stays for a longer period of time 75 -> 150
  132. - Cryocopter armour debuffs nerfed. Now max reduces armour to 20% from 5%
  133.  
  134. Black Eagle: Best allround jet.
  135.  
  136. Soviet:
  137. New: Stingray
  138. New soviet navy unit, good against lower armoured units. Typhoons are better against higher armoured units now.
  139. = Upgradable infantry = Conscript & Flak Troopers.
  140. Upgradable conscript has increased damage & HP and throws bombs at buildings.
  141. Flak trooper has increased damage and hp.
  142. + Conscript slightly increased damage and range.
  143. - Conscript cost 50 -> 70
  144. + Terror drones can now gain veterancy
  145. + Drakuv cost 1800 -> 1600
  146. + Dustdevil cost 1450 -> 950
  147. - Dustdevil debuff time 180 -> 120, debuff firepower multiplier from 50% to 10%
  148. + Dustdevil, debuff now stacks, so you will need atleast 5 dustdevils to get the same result in vanilla.
  149. + Warminer HP 1100 -> 1200
  150. + Industrial plant hp 1300 -> 1400
  151. + Nuclear reactor cost 1500 -> 1250, Deathweapon damage reduced.
  152. - Nuclear reactor power gain 2000 -> 1000 (Just 1 will no longer support your entire base)
  153. Deathweapon range slightly increased.
  154. + Flak cannon cost 700 -> 600, power -50 -> -40
  155. - Flak cannon damage 24 -> 23
  156. + Battle bunker cost 600 -> 500
  157. - Battlebunker HP 800 -> 650 (Keep in mind other t1 defences their hp were also reduced)
  158. + Instant shelter cost 600 -> 500
  159. + Crazy ivans now throw their bombs from a small range.
  160. + Crazy ivans & arsonists are more resistant to fire.
  161. + Overcharged tesla coil range 8 -> 9
  162. + Seawolf AA damage 18 -> 20
  163. - Ifv Flak damage 25 -> 22
  164. - Flak trooper AA 20 -> 18 (upgraded flak trooper has 21)
  165. + Flaktrack Anti ground ROF 36 -> 28
  166. + Naval mine recharge time 4->3
  167. + Desolators and eradicators can now do a decreased amount of damage to both Volkov and Chitzkoi instead of none.
  168. - Iron Guard Area of Effect 5.2 -> 4.5
  169. - Pyro & borillo & armadillo damage decreased against 2x2 defences.
  170. + Pyro & borrilo & armadillo damage increased against 1x1 defences.
  171. -  Pyro cost 350 -> 450
  172.  
  173. Foxtrot:
  174. Fire now does most of the damage. Great when used against a defensive opponent or when the opponent is in a bad position to move his forces.
  175. (Extra missile damage against demotrucks to help them snipe those.)
  176.  
  177. China:
  178. New: Radiation Truck - Medium damage against buildings. (can't OHKO buildings, need 2 minimum)
  179. Creates a big field of radiation upon explosion, good against infantry.
  180. - Gyrocopter strength 250 -> 225
  181. + Dragonflies now distribute their fire when they auto target, allowing them to be way more reliable in battle without micro.
  182. - Centurion HP 2500 -> 2150, AA range 10 -> 8.5
  183. - EMPulse AoE 6 -> 2.7
  184. + Yunru damage against defences increased.
  185. - Wallbuster damage against plasmerizer decreased (because plasmerizer has lower hp now etc)
  186.  
  187.  
  188. Latin Confederation:
  189. Semi-New: Bomb buggy - Medium damage against buildings. (can't OHKO buildings, need 2 minimum)
  190. Leaves fire upon explosion, good for continuous fire in someone's base & great for zoning.
  191. + Arsonist speed 5 -> 7, ROF 100 -> 60. Bomb Delay 880 -> 690
  192. + Fury drone cost 550 -> 450
  193. - Fury drones now take slightly longer to arm their weapon.
  194. - Vulture HP from 350 -> 310
  195. - Catastrophe tank HP 580 -> 550
  196. + Catastrophe AA range 8.5 -> 9.5
  197. - Flame tower cost 500 -> 600
  198. + Smoke tower 800 -> 650
  199. + Vulture deploy now does increased damage.
  200. - Morales ROF 90 -> 120, range 16 -> 15
  201. - Vulture damage 22 -> 19
  202. + Vulture ROF 8 -> 7
  203. + Flame Tower Support power now deals more damage.
  204. + Quad Mortar range 10 -> 11
  205. + Quad mortar damage against base defences increased
  206. + Buratino damage against base defences increased.
  207. + Mortar ambush cost -2000 -> -1500, recharge time 6.5 -> 5.5
  208. + Smoke Bombs cost -1000 -> -800
  209.  
  210.  
  211. Russia:
  212. New: Tesla Truck - Low damage against buildings.
  213. Cheap & slow, and good damage against both vehicles and infantry.
  214. + Chitzkoi strength 450 -> 475.
  215. - Chitzkoi SuppresionTreshhold 500 -> 365. (Damage you need to do to a vehicle to kill chitzkoi)
  216. - Chitzkoi ROF 25 -> 45
  217. - Stalin's fist 2500 -> 2200.
  218. - Akula now shows itself every so often, similar like the ghost miner.
  219. - Volkov ROF 30 -> 40, Fragment damage reduced by 10
  220. + Tank Drop cost -2500 -> -2100
  221.  
  222. Epsilon:
  223. General Epsi:
  224. NEW: Epsilon Medic.
  225. = Upgradable infantry = Initiates & spooks.
  226. Upgraded initiates have an improved ROF.
  227. Spooks have 2 upgrade paths.
  228. First upgrade: Turns the spook into a revenant.
  229. Revenants do damage to units they couldn't damage before (heroes etc), but can't OHKO them.
  230. Revenants also lose some speed, but get increased HP. No longer amphibious.
  231. Second upgrade: Turns the revenant back into a spook. Increases stealth detection abilities and slightly increased HP.
  232. These spooks will also be amphibious again.
  233. BOTH the revenant & upgraded spook gain toxic immunity.
  234. New: The grinder now grants the "Tornix drop" support power. Allows you to drop floating drones anywhere on the field.
  235.  
  236. + Tank Bunker is slightly better.
  237. + Invaders now drain 75$ per tick instead of 20$. 20 Gave 600 in an entire minute. 75 will give 2250 in an entire minute.
  238. If you aren't playing against a vegetable, you will now drain 225 instead of 60 on average.
  239. + Invaders can now abduct units with a size limit lower than 3 when the enemy unit is below 35% hp. Max passenger size = 8. Units abducted will paradrop from the invader once the invader dies with red hp.
  240. + Archer cost 220 -> 200
  241. + Virus cost 1500 -> 1300.
  242. - Adepts will now have a build limit of 6 and are no longer clonable.
  243. Epsilon Elites however, will have a build limit of 9.
  244. - Adepts & Elite Mind control range 8 -> 7
  245. + Adept/Elite HP slightly increased.
  246. + Dune rider cost 650 -> 550
  247. - Dune rider deploy ability removed.
  248. + Stinger HP 250 -> 290
  249. - Ghost miners now show themselves for a longer period of time.
  250. + Psychic tower is now available for all epsilon factions
  251. - Virus range 11 -> 10, ROF 160 -> 175
  252.  
  253. Epsilon HQ:
  254. Fix: Deployed collosus now has the same (heavy) armour as undeployed collosus. (Used to be light)
  255. New: Bio Tower, grants a new support power -> Brute Drop (as its name suggests, it allows you to drop brutes anywhere on the field)
  256. + Stalker cost 1500 -> 1450
  257. - Hazequad buildlimit is now 2
  258. - Shadow tank cloaks slightly slower, range 6.5 -> 6
  259. - Rahn ambient damage 75 -> 35, ROF 100 -> 110, range 9.5 -> 8.5 (Gains some range and ambient damage back upon reaching elite)
  260. - Irkalla laser range 11 -> 9.5
  261. - Irkalla damage against infantry slightly decreased.
  262.  
  263. PsiCorps:
  264. New: Psi Enhancer, grants the M-Khelkus support power, similar to the drakuv, it's a unit that can be spawned in.
  265. Slows allied units but increases their armour.
  266. + Gehenna can now deploy, this way it won't try to follow enemy aircraft anymore.
  267. - Mastermind ROF 75 -> 90, range 7 -> 6
  268. + Magnet shift recharge time 7.5 -> 7
  269. - Magnet shift AoE decreased.
  270.  
  271. Scorpion Cell:
  272. New: Scorpion Cell gets its own special grinder.
  273. New: Toxic Silo, grants a Toxic Barrel artillery strike. Greatly effective against t1 infantry, effective against other infantry.
  274. New: Upgrade for the Radar spire, allows you to drop fake infantry anywhere on the field. They do no damage at all, but are great for keeping an enemy at bay with mindgames.
  275. Scorpion Cell is now able to reverse engineer all other t1 tanks
  276. And these t2 tanks:
  277. - Mirages
  278. - Zephyrs
  279. - Humvees
  280. - Shadow tanks
  281. - Marauder
  282. - All different demo trucks
  283. - Irritator
  284. - Roadrunner
  285. - Jackal
  286.  
  287. Note: The grinder is spyable, resetting the reverse engineers.
  288.  
  289. + The toxic strike jets have slightly increased hp 440 -> 460, cost -1000 -> -800, recharge time 6.5 -> 5.5
  290. - Plaguesplatter cost 750 -> 800, damage 135 -> 120
  291. = Plaguesplatter change debuff now stays for a longer period of time (150 -> 320) and the debuff STACKS.
  292. Instead of a 10% armour debuff max, the plague splatter now decreases the armour of targets hit by 4%, 3 splatters would decrease it by 12% and so forth.
  293. - Tyrant secondary attack removed
  294.  
  295.  
  296. Foehn:
  297. New: Seeker
  298. Replaces the jackal as t1 unit, can transport 2 units (not opentopped) and detects stealth. (not amphibious)
  299. = Quetzal Drone is no longer selectable
  300. = Jackal moved to cybergenetics core tech.
  301. = Buzzard has its old deploy ability back.
  302. = Foehn now has spies similar to the allieds. Clairvoyant has been moved to t1 and is now foehn its scouting unit.
  303. = All foehn infantry has been revamped. I will only mention crucially important things about them.
  304. = Reprocessor now only gives 20% bounty instead of 25%. It no longer gives 50% from heroes & epics either.
  305. - Minermite speed 7 -> 5, repair speed 25 -> 40
  306. + Minermite slightly increased cargo
  307. - Quetzal drone HP 180 -> 120, slightly slower respawn speed
  308. - Spinblade HP 600 -> 500, effect duration 600 -> 400, speed multiplier 1.75 -> 1.35
  309. + Spinblade recharge time 4 -> 3, cost -500 -> -400, no longer affects enemies.
  310. + Spinblade area of effect 4.5 -> 6
  311. - Signal inhibitor no longer blocks superweapons (nuke, chronosphere etc)
  312. + Signal inhibitor cost 2500 -> 1500, power requirement -300 -> 150
  313. - Stungrids do no longer stun spies & engineers. Foehn now has to do just as much work as other factions to keep spies at bay.
  314. - Stungrid segment power requirement from -1 to -15
  315. - Turmoil grid segment from -1 to -20
  316. + Blast trenches are now stealthed and show themselves within a certain interval. Damages nearby ground units even when turned off.
  317. Cost 200 -> 150
  318. - Blast trench HP from 400 -> 150. Trenches are now powered.
  319. + Clairvoyants now deal some damage with every stun.
  320. + Jackal hp 270 -> 325, range 6 -> 6.5
  321. - Jackal cost 850 -> 950
  322. + Raccoon now has slightly increased range and distributes fire. Making it more reliable in fights.
  323. - Raccoon cost 1000 -> 1100, no longer blocks superweapons
  324. + Buzzard spikes now do slightly more damage.
  325. + Knightfall cost -4000 -> -3500
  326. + Sweeper drop -2600 -> -2000
  327. - Seitaad Emp duration 180 -> 120
  328. +- Tempest will now deal 100% instead of 10% damage against zorbfloaters/trotters
  329.  
  330. Last Bastion:
  331. - Plasmerizer HP 6600 -> 4500, is no longer repairable with engineers/ repair.
  332. + Plasmerizer cost 3000 -> 2100, power requirement -1000 -> -800. Now has selfheal.
  333. - Uragan range 12 -> 11, damage against 2x2 defences decreased by 12%
  334. - Nanocharge heals reduced by 50%
  335. - Bison passive heal reduced by 50%
  336.  
  337. Haihead:
  338. = Blackout missile now disables 1 building (t2 and t3 and CY are immune) for a longer period of time.
  339. Recharge time 7 -> 6.5, cost -1200 -> -750.
  340. + Fin reload speeds increased
  341. - Fin damage decreased, no longer OHKO's every infantry unit.
  342. - Sibling healing decreased
  343. - Madman HP 2500 -> 2100
  344. - Diverbee HP 200 -> 160, speed 33 -> 27
  345. + Diverbee cost 1000 -> 650
  346. - Cyclops speed 6 -> 5
  347. + Irritator HP 240 -> 330, cost 1350 -> 1050
  348. - Megaarena no longer instakills infantry
  349. + Megaarena HP 500 -> 650, speed removal from 3.3.3 reversed. Megaarena range 16 -> 18
  350.  
  351. Coronia:
  352. New: Orthodon
  353. T3 tank that shoots beams. Spinbladable. Still needs a little bit of work.
  354. + Tarchia cannon now has a faster targeting time, minimum range 5 -> 4
  355. - Tarchia cannon cost 1600 -> 1700, range 15 -> 14
  356. - Pteranodon speed 23 -> 22, HP 800 -> 650, Range 7.5 -> 6.5
  357. + Pteranodon cost 2000 -> 1600, ROF 110 -> 100
  358. - Roadrunner can no longer crush infantry, hp 475 -> 435
  359. + Roadrunner cost 1300 -> 1100, damage against infantry increased by 20%
  360. - Alanqa HP 480 -> 440, cost 2400 -> 2500
  361. + Alanqa speed 12 -> 13, damage 120 -> 140, range 6.5 -> 7.5
  362. - Harbinger speed 20 -> 17, Ammo 8 -> 5
  363. + Eureka damage 55 -> 57
  364. + Eureka now has 2 ammo. Allows her to do two shots with faster ROF inbetween if her ammo is full.
  365. +- Eureka can no longer damage herself (Yes, she does damage to herself in vanilla) However this also means she cannot damage another Eureka.