Tjo seht selber :):
QuoteDisplay MoreHi guys,
I've been pretty busy with all my surgical stuff but I haven't forgotten you lads! Here's what I've collated thus far for 3.3 (you'll note a few races are a bit thin on changes). Its fairly comprehensive and I'll update it throughout the week. Plz give feedback icon1.gif
DCpro 3.30 Progressive Changelog:
Global:
- more expensive globals with faster research timers. Globals include bionics/target finders and racial equivalents. Eco upgrades have not been price hiked but timers have been reduced. Bionics has typically been recosted higher than target finders or equivalents since it is a superior upgrade. In races such as tau/ork in which the upgrades are more diffusely spread recosting has been done in a fashion that reflects the value of the upgrade.
- Clearer specific upgrades (merging some where necessary), fast timers --> should have gameplay impact and be more cost effective than globals for an individual unit.
** The concept behind the research changes is to have more meaning and better differentiation between cost/benefit for each research. Obviously a upgrade that buffs a single unit has less overall utility than bionics does and thus shouldn't cost as much. However, I also want to ensure the gameplay remains dynamic and more open to specific tech orientated BO's in which multiple techs are needed thus timers are shorter in 3.3 generally. The idea is that the raised costs of superior upgrades will halt massive tech booms whereas previously the long upgrade timers did so. I also hope that this will make wargear a better option since its overcosted atm.- Faster ability reactions ie. less time between click and ability occuring (not currently implemented in any form - I am unlikely to have the time to implement this change since the code needs a LOT of testing in game to ensure no bugs are added....I have minimal time atm)
- More expensive SM/CSM/eldar sarges -> this change will tie in with the more available researches
- Ability costs on certain abilities like grenades, this will permit specific upgrades to be costed cheaper but have an ongoing cost later on in the game and a reliance on leader units.
- Reduce timers on certain structures such as armoury to enhance availability of other options such as no-hero HW bo's
- All ubers should be cost reviewed -> there is a fair bit of inequality atm. Squig/LR/BB should have their veh CC melee penalties halved to +20% taken to make them less vulnerable to melee (currently they get lol raped). Generally ubers will be cheaper
Chaos:
- Raptors 15% light AB nerf. Rap champ +5 power. Rap champ gets speed boost instead of beserk fury. Raptor daemonic flight research moved to t2 speed fiend spot and has a better disruption effect than before.
- +10 req on cult nade launcher
- More expensive globals, faster timers
- Review unit specific researches effects, positioning in tree and timers
- Shift champ/icon bearer HP scaling to hero upgrades away from bionics
- Fix Icon bearer healing aura -> should affect single squad only!
- Fixed CL's banner aura....now it actually has a healing aura but does not function until t2. In t1 it heals only the CL and champions but does detect so can be used as a pseudo auspex...it isn't as good as auspex however
- All champs +5power
- Icon bearers should require sac pit as per apoths
- Sac pit requires t2 (horror recosting negates a t1 use --> thus move sac pit to t2)
- -15 power cost for lp2's
- Global 2 requires Sac pit
- remove +1 pop from champs
- tac HB inf_med nerf
- chaos rhino stormbolter dps fixed to match SM rhino
- detection auspex get +25hp with each comm hp upgrade
- ML morale dmg nerf
- Lascannon morale dmg nerf
- Max 3 preds
- Buff t2 flamer upgrades
- 15% nerf to plasma mons_med
- PSM vs inf_high, inf_hvy_low,Eldar:
- DR's:
* Range 27 for DR's and Exarch
* 20% dps nerf to DR's and Exarch to inf_hvy_med/high/ and monster_low. 20% buff to inf_low. Alter inf_hvy_low dps to = inf_hvy_med to reflect range alterations
* Exarch +5 power
* No setup timers
* Exarch research recosted to 80/40. Effect changed to 1) upgrades exarch's gun 2) exarch grants +3 range to squad (total of 30)
* DR/FD formation revised
- WS: Review t3 squad size - its pretty damn big. Review daemon dmg (fairly uber atm - WS may well hard counter too well atm). Haywires granted by WS exarch only. WS exarch +5 power. Review Haywire research cost to 80/40. Haywire cooldown and cost fixed/updated.
- FD's: Review range -> question reduction to 21. Exarch +15 power (currently cheaper than a FD tongue.gif). Exarch research now grants FD exarch a +3 range bonus that is applied to squad once research is taken and no DPS buff. Recost exarch research to 80/40
- Shee: +5 exarch power. Warshout given with exarch research to exarch not shees.
- Gns: Merge HGD + Plasma nades into a single research. Recost and re-timer as desired.
- -10 sec timer on aspect stones build timer
- +10 sec timer on aspect portal build timer
- Increase exarch HP scaling to match champ scaling
- FP stone should require Ate + 2xSS's
- Falcon stone should require 2xSS's
- WL stone has no special requirements
- Webway timer scaling reduced by 25%
- Exarch morale buff bonuses removed. Exarches grant a dps buff of 10% instead of morale like SM/CSM sarges do.
- Globals 2 requires 2xSS
- FS wargear revised
- -5 ranger detection --> restored with ranger upgrade
- WS nerf to inf_hvy_high, adjust dmg scaling to be %boost not reload buffs
- Check shroud infil so that it does allow decloak
- Reduce Harlie dance of death duration -> too long and good atm
***undecided**
- Remove conceal effects from AtE for exarchs -> its a hidden bonus and does nothing to improve gameplay
- Merge conceal and entanglement - now renamed to mysticism. Remove conceal research.
IG:
- Fix non-CS commissar HP scaling but with uncommon valour research (modifier 7)
- Buff GM lasgun Fotm to .35
- -10 ogryn/kasrkin/mini-hero stone timers
- HH: remove min range, buff dmg +15%
- Chims: +200hp
- Lisk: +200hp
- LR: +15 pop cost
- Remove engine buff research -> apply the buff as stock
- +15% priest melee conceal
- 1/3 Inq plasma pistol building_low/med dps
- Ogryn stone recosted to 80/30
- Rework IG building gun dmg
- Inq beacon gets minimap marker -> rework HP, model size, change to be less spammable and make beacon more important
- check GM plasma dps
- Check t3 war upgrade
- ML morale dmg nerf
- Lascannon morale dmg nerf
- Remove min range on LR executioner/LR battlecannon
- Buff executioner veh_high dps moderately...~15-20%
- GM melee buff
- Buff t2 flamer upgrades
- remove TP detection
- 15% nerf to plasma mons_medNecron:
- more HP from gen upgrades
- lp2 ability bug needs fixing
- wraith mass buff
- fix FO drop timers
- adjust FO morale protection vs flamers slightly weakerOrk:
- Buff t2 flamer upgrades
- rokkits affect point not aoe
- fix TB + BM teleport bug
- 10% nerf to slugga anti-inf CC dpsSM:
- +5 sarg power
- Hero veterancy now buffs sarg/apoth hp instead of bionics
- Globals (target finders/bionics) now more expensive but faster timers
- ASM 15% light AB nerf.
- Globals 2 require SA
- remove +1 pop from sarg
- tac HB inf_med nerf
- GK's can get skull probe as leader
- Skull probes get +25hp with each comm hp upgrade
- ML morale dmg nerf
- Lascannon morale dmg nerf
- Max 3 preds
- Buff t2 flamer upgrades
- term cyclone ml needs SA + armoury
- terms
- Landraider melee penalty halved, landraider machine spirit also buffs vs melee
- GK mind war disables infil
- 15% nerf to plasma mons_medTau:
- double ethereal anti-comm dps. Give ethereal dummy ranged attack
- 30% shaper anti-comm buff
- Shaper requires 1 kroot squad