1 |
after a few good games i tweaked the balance a bit
|
1 |
after a few good games i tweaked the balance a bit
|
2 |
\n
|
2 |
\n
|
3 |
raised
min
metal
required
for
wrecks
to
exist
from
400->500
.
.
less
lag
late
game
and
less
punishment
for
feeding
|
3 |
raised
min
metal
required
for
wrecks
to
exist
from
400->500
.
.
|
|
|
4 |
... less lag late game and less punishment for feeding
|
4 |
\n
|
5 |
\n
|
5 |
raised
super
weapon
costs
+50%
zenith,
disco,
starlight
|
6 |
raised
super
weapon
costs
+50%
zenith,
disco,
starlight.
.
.
|
|
|
7 |
... they are op when you have 20 of them.. atleast now you could have 120 detriments instead for same price
|
6 |
\n
|
8 |
\n
|
7 |
fixed
artimus
targeting
ai
vs
cheap
targets
|
9 |
fixed
artimus
targeting
ai
vs
cheap
targets.
.
.
|
|
|
10 |
... no more idle artimus vs swarms
|
8 |
\n
|
11 |
\n
|
9 |
-50%
ultimatum
health
|
12 |
-50%
ultimatum
health.
.
.
|
|
|
13 |
... its still op but atleast now it dies if you can screen it...
|
10 |
\n
|
14 |
\n
|
11 |
made
singu
decloak
radius
bigger
then
hitbox
|
15 |
made
singu
decloak
radius
bigger
then
hitbox.
.
.
|
|
|
16 |
... no more invisible enemy singu in middle of own army
|
12 |
\n
|
17 |
\n
|
13 |
-75%
nebula
health
|
18 |
-75%
nebula
health.
.
.
|
|
|
19 |
... they are a mobile superweapon on par with a nuke that has a super strong shield.. so they now have a weakness
|
14 |
\n
|
20 |
\n
|
15 |
\n
|
21 |
\n
|