diff --git a/balance/3761.html b/balance/3761.html index 22ff5bc..de2ddc7 100644 --- a/balance/3761.html +++ b/balance/3761.html @@ -107,7 +107,7 @@

Tech 2 Amphibious Tanks


Tech 3 Amphibious Tanks

-

Based on a Pull Request by Basilisk3 we have decided to buff the torps and anti-torps of T3 amphibious units. This will make them a bit more viable when they're underwater

+

Based on a Pull Request by Basilisk3 we have decided to buff the torpedoes and anti-torpedoes of T3 amphibious units. This will make them a bit more viable when they're underwater

Brick - Aeon + Aeon @@ -609,7 +609,7 @@

Tech 2 Torpedo Defense

  • Damage: 150 180
  • - Aeon + Aeon @@ -763,7 +763,7 @@

    Economy Structures

    Mass Extractors

    - Tech 1 + Tech 1
    @@ -1145,13 +1145,13 @@

    Navy


    Structures


    - + - + diff --git a/balance/3774.html b/balance/3774.html index f1c87a1..568030e 100644 --- a/balance/3774.html +++ b/balance/3774.html @@ -38,7 +38,7 @@

    Ythotha

  • AA Range: 45 47
  • AA AOE: 1.5 4
  • RightArm, LeftArm and EyeWeapon can now shoot 45 degrees behind them.
  • -
  • AA can shoot at a slightly greater angle to eliminate blindspots.
  • +
  • AA can shoot at a slightly greater angle to eliminate blind spots.
  • Added UseFiringSolutionInsteadOfAimBone = true for better AA performance. Credit to EQ for this AA change.
  • @@ -68,9 +68,9 @@

    Structures

    HP Reductions (Part 1)

    -

    The goal with all the HP reductions in general is to allow more options for aggressive play, especially in the lategame and to bring the game closer to how it is working with the current low t2 pg HP and its impact on the game.

    +

    The goal with all the HP reductions in general is to allow more options for aggressive play, especially in the late game and to bring the game closer to how it is working with the current low t2 pg HP and its impact on the game.

    The goal with increasing the HP differences between the factions is to make them a relevant and interesting part of the game, rather than a visual difference without much impact. The changes are aimed to increase faction diversity and attempt to even out the current differences in power between the factions by giving them more unique strengths and weaknesses, rather than making them more equal. This are rather big changes, but we believe they will make the game more diverse and interesting.

    -

    To compensate cybran a bit for the rather large nerfs, and to accompany their new weakness with a strength that fits to them, all their nerfed buildings do (very slowly) regenerate health now in return. They are more vulnerable, but if you don't kill them they will be back at full HP after about 10 minutes for each building.

    +

    To compensate cybran a bit for the rather large nerf's, and to accompany their new weakness with a strength that fits to them, all their nerfed buildings do (very slowly) regenerate health now in return. They are more vulnerable, but if you don't kill them they will be back at full HP after about 10 minutes for each building.

    T1 Land/Air/Navy and T2 Land/Air Support Factories