Join GitHub today
GitHub is home to over 28 million developers working together to host and review code, manage projects, and build software together.Sign up
RA Balance changes (December 2017) #14471
Light Tank damage vs wood increased by 10%. Reload delay reduced from 22 to 21.
Minimum range of Artillery and V2 Rocket Launcher increased by 2 cells (5c0).
Grenadier explosion changed to small explosion. Explode chance now 100%.
Pillbox and Camo Pillbox use 20 power, up from 15.
Fake Building DamageThreshold changed to 70% from 90%.
MIG damage vs Heavy increased by 15%. HP Increased to 75 from 70.
Cruiser and Missile Sub range increased from 16c0 to 20c0. Cruiser inaccuracy decreased from 2c938 to 1c938. Missile Sub inaccuracy decreased from 2c938 to 0c614
Depth Charge speed increased from 85 to 125
Submarine vision increased by 2 (8c0)
Only one question regarding the line of sight of the submarine: should the missile sub also get this line of sight increase?
I also wanted to mention something to you @Smittytron, just that you are aware of (not a request). The Yak and Hind does a lot of damage to wood armored buildings compared to other small caliber weapons. Because they are so effective in damaging buildings, the MiGs and Longbows are less interesting to build. Here is a screenshot versus a 1000 HP wood armored building:
They all deal about the same amount of damage.
All changes here are welcome ones. Though I see there are some things that didn't make it to the PR from pt-maps:
I've tested two different nerfs to the AA gun over the last few months, (8 cell range was the first test) and both times it was starkly clear that the nerf was too much. At this point we're pretty much testing if an AA gun nerf is warranted at all, and I didn't feel I had enough time/evidence to go either way.
That's pretty much the reason, there just wasn't enough support to push this change through.