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Merge branch 'feature/SACU-Rebalance' into Quantum-Gateway-Rebalance
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MrRowey authored Nov 18, 2024
2 parents f2d5eab + cc7353c commit 5ef25e8
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50 changes: 50 additions & 0 deletions changelog/snippets/balance.6301.md
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@@ -0,0 +1,50 @@
- (#6301, #6032, #6303) SACU Rework & Rebalance

The First Part of this Rework is the Nerf of the Base Stat of all the SACUS.

- Aeon:

- Health: 15000 -> 11500
- RegenRate: 17 -> 14
- BuildRate: 56 -> 40
- GunDamage: 300 -> 100
- GunRange: 30 -> 25

- UEF:

- Health: 16000 -> 13000
- RegenRate: 20 -> 16
- BuildRate: 56 -> 40
- GunDamage: 300 -> 100

- Cybran:

- Health: 19000 -> 12500
- RegenRate: 25 -> 21
- BuildRate: 56 -> 40
- GunDamage: 300 -> 100

- Seraphim:

- Health: 15500 -> 12000
- RegenRate: 15 -> 12
- BuildRate: 56 -> 40
- GunDamage: 400 -> 100
- EnergyProd: 300 -> 100
- MassProd: 3 -> 1

- All:
- MassCost: 1650
- EnergyCost: 21,450
- BuildTime: 11500
- Wreck will show on the Seabed when unit dies

Small Buff to the Quantum Gate.

- Health: 10000 -> 7500
- EnergyCost: 30000 -> 25500
- MassCost: 3000 -> 2550
- BuildTime: 4097 -> 4100
- Adjacency Buff:
- T2 Mass Fab: -0.0075 -> -0.0125
- T3 Mass Fab: -0.0375 -> -0.2
20 changes: 10 additions & 10 deletions units/UAL0301/UAL0301_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -54,9 +54,9 @@ UnitBlueprint{
Defense = {
ArmorType = "Normal",
EconomyThreatLevel = 968,
Health = 15000,
MaxHealth = 15000,
RegenRate = 17,
Health = 11500,
MaxHealth = 11500,
RegenRate = 14,
SurfaceThreatLevel = 30,
},
Display = {
Expand Down Expand Up @@ -184,10 +184,10 @@ UnitBlueprint{
},
},
Economy = {
BuildCostEnergy = 27100,
BuildCostMass = 1950,
BuildRate = 56,
BuildTime = 14400,
BuildCostEnergy = 21450,
BuildCostMass = 1650,
BuildRate = 40,
BuildTime = 11500,
BuildableCategory = { "BUILTBYTIER3ENGINEER AEON" },
MaxBuildDistance = 10,
NaturalProducer = true,
Expand Down Expand Up @@ -589,7 +589,7 @@ UnitBlueprint{
},
BallisticArc = "RULEUBA_LowArc",
CollideFriendly = false,
Damage = 300,
Damage = 100,
DamageType = "Normal",
DisplayName = "Reacton Cannon",
FireTargetLayerCapsTable = {
Expand All @@ -598,7 +598,7 @@ UnitBlueprint{
},
FiringTolerance = 2,
Label = "RightReactonCannon",
MaxRadius = 30,
MaxRadius = 25,
MinRadius = 1,
MuzzleChargeDelay = 0.1,
MuzzleSalvoDelay = 0,
Expand Down Expand Up @@ -695,6 +695,6 @@ UnitBlueprint{
HealthMult = 0.9,
MassMult = 0.9,
ReclaimTimeMultiplier = 1,
WreckageLayers = { Land = true },
WreckageLayers = { Land = true, Seabed = true },
},
}
18 changes: 9 additions & 9 deletions units/UEL0301/UEL0301_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -60,9 +60,9 @@ UnitBlueprint{
Defense = {
ArmorType = "Normal",
EconomyThreatLevel = 1028,
Health = 16000,
MaxHealth = 16000,
RegenRate = 20,
Health = 13000,
MaxHealth = 13000,
RegenRate = 16,
SurfaceThreatLevel = 30,
},
Display = {
Expand Down Expand Up @@ -173,10 +173,10 @@ UnitBlueprint{
},
},
Economy = {
BuildCostEnergy = 25200,
BuildCostMass = 2100,
BuildRate = 56,
BuildTime = 14400,
BuildCostEnergy = 21450,
BuildCostMass = 1650,
BuildRate = 40,
BuildTime = 11500,
BuildableCategory = { "BUILTBYTIER3ENGINEER UEF" },
MaintenanceConsumptionPerSecondEnergy = 0,
MaxBuildDistance = 10,
Expand Down Expand Up @@ -602,7 +602,7 @@ UnitBlueprint{
},
BallisticArc = "RULEUBA_LowArc",
CollideFriendly = false,
Damage = 300,
Damage = 100,
DamageRadius = 0,
DamageType = "Normal",
DisplayName = "Heavy Plasma Cannon",
Expand Down Expand Up @@ -694,6 +694,6 @@ UnitBlueprint{
HealthMult = 0.9,
MassMult = 0.9,
ReclaimTimeMultiplier = 1,
WreckageLayers = { Land = true },
WreckageLayers = { Land = true, Seabed = true },
},
}
18 changes: 9 additions & 9 deletions units/URL0301/URL0301_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -58,9 +58,9 @@ UnitBlueprint{
Defense = {
ArmorType = "Normal",
EconomyThreatLevel = 1208,
Health = 19000,
MaxHealth = 19000,
RegenRate = 25,
Health = 12500,
MaxHealth = 12500,
RegenRate = 21,
SurfaceThreatLevel = 30,
},
Display = {
Expand Down Expand Up @@ -174,10 +174,10 @@ UnitBlueprint{
},
},
Economy = {
BuildCostEnergy = 26400,
BuildCostMass = 2000,
BuildRate = 56,
BuildTime = 14400,
BuildCostEnergy = 21450,
BuildCostMass = 1650,
BuildRate = 40,
BuildTime = 11500,
BuildableCategory = { "BUILTBYTIER3ENGINEER CYBRAN" },
MaintenanceConsumptionPerSecondEnergy = 0,
MaxBuildDistance = 10,
Expand Down Expand Up @@ -596,7 +596,7 @@ UnitBlueprint{
},
},
CollideFriendly = false,
Damage = 300,
Damage = 100,
DamageType = "Normal",
DisplayName = "Disintegrator Pulse Laser",
FireTargetLayerCapsTable = {
Expand Down Expand Up @@ -753,6 +753,6 @@ UnitBlueprint{
HealthMult = 0.9,
MassMult = 0.9,
ReclaimTimeMultiplier = 1,
WreckageLayers = { Land = true },
WreckageLayers = { Land = true, Seabed = true },
},
}
22 changes: 11 additions & 11 deletions units/XSL0301/XSL0301_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -61,9 +61,9 @@ UnitBlueprint{
Defense = {
ArmorType = "Normal",
EconomyThreatLevel = 1046,
Health = 15500,
MaxHealth = 15500,
RegenRate = 15,
Health = 12000,
MaxHealth = 12000,
RegenRate = 12,
SurfaceThreatLevel = 40,
},
Display = {
Expand Down Expand Up @@ -195,15 +195,15 @@ UnitBlueprint{
},
},
Economy = {
BuildCostEnergy = 30200,
BuildCostMass = 2400,
BuildRate = 56,
BuildTime = 14400,
BuildCostEnergy = 21450,
BuildCostMass = 1650,
BuildRate = 40,
BuildTime = 11500,
BuildableCategory = { "BUILTBYTIER3ENGINEER SERAPHIM" },
MaxBuildDistance = 10,
NaturalProducer = true,
ProductionPerSecondEnergy = 300,
ProductionPerSecondMass = 3,
ProductionPerSecondEnergy = 100,
ProductionPerSecondMass = 1,
StorageEnergy = 500,
StorageMass = 275,
TeleportEnergyMod = 5.42,
Expand Down Expand Up @@ -585,7 +585,7 @@ UnitBlueprint{
},
BallisticArc = "RULEUBA_LowArc",
CollideFriendly = false,
Damage = 400,
Damage = 100,
DamageType = "Normal",
DisplayName = "Light Chronotron Cannon",
FireTargetLayerCapsTable = {
Expand Down Expand Up @@ -904,6 +904,6 @@ UnitBlueprint{
HealthMult = 0.9,
MassMult = 0.9,
ReclaimTimeMultiplier = 1,
WreckageLayers = { Land = true },
WreckageLayers = { Land = true, Seabed = true },
},
}

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