USA AIR
None Needed.
USA LASER
Make the Laser Rocket Launcher do more damage to normal people. Dont you think that a laser would hurt someone? If it can go through metal a human is nothing.
Make the Laser Comanche have an upgrade to potentially give it more health, it is weak at the moment.
Make the Avenger more anti infantry for the laser side.
USA CYBERNETICS
Make the basic tanks a bit faster, as the side is dealing with Cyborg technology surely they would have an update for the speed/armor of basic tanks.
USA SUPERWEAPON
BANG BANG KABOOM! None Needed.
CHINA
The whole of china should have the ability to build a wall "Great Wall of China" , needs to be cheap with a lot of health.
CHINA TANK
None Needed.
CHINA FLAME
None Needed.
CHINA NUCLEAR
Improve the Retaliator, its crap! :P (decrease building time should do it) ; ***DESIGN parameters *** DisplayName = OBJECT:Retaliator Side = ChinaNukeGeneral EditorSorting = STRUCTURE Prerequisites Object = Nuke_ChinaPowerPlant End BuildCost = 1200 BuildTime = 15.00 EnergyProduction = -20 ExperienceValue = 103 149 218 312 WeaponSet Conditions = None Weapon = PRIMARY Nuke_GattlingBuildingGun AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = SECONDARY Nuke_GattlingBuildingGunAir AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Nuke_GattlingBuildingGunUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = SECONDARY Nuke_GattlingBuildingGunAirUpgraded AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End Behavior = WeaponSetUpgrade ModuleTag_Weapon01 TriggeredBy = Upgrade_ChinaNuclearBullets End VisionRange = 360.0 ShroudClearingRange = 360 ArmorSet Conditions = None Armor = BaseDefenseArmor DamageFX = StructureDamageFXNoShake End CommandSet = ChinaGattlingCannonCommandSet ; *** AUDIO Parameters *** VoiceSelect = GattlingCannonSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop VoiceRapidFire = NoSound End UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound;These aren't playing properly (mdp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE Body = StructureBody ModuleTag_05 MaxHealth = 1000.0 InitialHealth = 1000.0 SubdualDamageCap = 1500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = GenerateMinefieldBehavior ModuleTag_04 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 360 // turn rate, in degrees per sec TurretPitchRate = 360 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 45; this keeps it aimed half way between land and sky MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = ProductionUpdate ModuleTag_07 End Behavior = DestroyDie ModuleTag_08 End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureTinyDeath End Behavior = ProductionUpdate ModuleTag_10 End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_LargeStructureDebris End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StealthDetectorUpdate ModuleTag_Detector DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 200;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No;Contained means being in a transport or tunnel network. End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Behavior = WeaponBonusUpgrade ModuleTag_15 TriggeredBy = Upgrade_ChinaChainGuns End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaGattlingCannonCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER EndCHINA INFANTRY
Beef the infantry health for entire infantry forces, add upgrade to make hackers more immune to flame.
GLA
GLA Should be able to build better tanks.
GLA TOXIN
Toxin should be allowed to have 3 types of rebels, (Acid Rebels, Toxin Rebels and Gas stuff Rebels)
GLA STEALTH
None Needed.
GLA ASSAULT
artillery need longer range
GLA DEMOLITION
CILLIT BANG! (none needed)