Slightly increase maneuverability to compensate for pathfinding, slightly increase the explosion radius and buff hp to 400 for slightly more survivability, notably allowing it to survive an obsidian shot. Make the beetle come close before detonating if it is manually ordered to attack a unit, before it would detonate at max range and miss a lot of potential damage, now it either detonates up close or gets killed before that and detonates closer than before anyway. Added an extra range ring to indicate the detonation trigger radius.
Mobility
-
Max Acceleration:
5
7
-
Turn Rate:
160
200
Other
-
Turn Rate:
200 (improved maneuverability)
Buff
After the numerous veterancy changes as well as experimental BT changes soul ripper has lost most of its strength, this will allow it to rotate around the map easier and be more effective at harassing and sniping.
Intel
-
Stealth:
Add Stealth at -600 energy maintenance cost
Reduce the snowball effect from early strat bomber rushes killing mass extractors continuously and regaining any hp lost, making it very difficult to kill them if you don't have air control.
Economy
-
Energy Maintenance Cost:
65
150
Other
-
Veterancy:
Double the amount of mass killed required to vet
Reduce the snowball effect from early strat bomber rushes killing mass extractors continuously and regaining any hp lost, making it very difficult to kill them if you don't have air control. Adds stun effect to compensate for damage reduction.
Weapon
-
Damage:
3,450
3,000
-
Damage Radius:
4
5.25
-
Stun Effect:
Added a 3s stun of units up to and including T3
Other
-
Veterancy:
Double the amount of mass killed required to vet
Reduce the snowball effect from early strat bomber rushes killing mass extractors continuously and regaining any hp lost, making it very difficult to kill them if you don't have air control.
Weapon
-
Damage:
3,250
3,000
-
Damage Radius:
5
6
Other
-
Veterancy:
Double the amount of mass killed required to vet
Reduce the snowball effect from early strat bomber rushes killing mass extractors continuously and regaining any hp lost, making it very difficult to kill them if you don't have air control.
Weapon
-
Damage:
3,000
3,100
-
Damage Radius:
6
5.5
Other
-
Veterancy:
Double the amount of mass killed required to vet
Navy
Improve handling and micro potential, slightly improve effectiveness vs submarines.
Weapon
-
Turret Yaw Range:
140
160
-
Turret Yaw Speed:
90
100
-
Torpedo Firing Cycle:
Adjusted to combat torpedo defense better
Make it slightly less punishing to have to retreat your navy.
Weapon
-
Turret Yaw Range:
135
140
Slightly reduce the micro potential to soften the snowball effect that can occur with aeon destroyers.
Weapon
-
Turret Yaw Range:
160
150
-
Turret Yaw Speed:
100
90
Improve effectiveness vs submarines with adjusted torpedo firing cycle.
Weapon
-
Torpedo Firing Cycle:
Adjusted to combat torpedo defense better
Fix the AA behaving in a way inconsistent with the stats, adjust the stats to preserve the current balance.
Other
-
Anti-Air Behavior:
Fixed AA behavior to be consistent with stats
ACUs
Gives cybran acu better chances in mid-game against ACUs that can have both T2 and gun at the same time.
Economy
-
Energy Cost:
5,000
14,000
-
Mass Cost:
350
650
-
Build Time:
500
800
Durability
-
Health Bonus:
Provides 2,000 extra HP
This boosts the upgrade's attractiveness over the T2 upgrade and also fixes some inconsistencies where some units were getting more regen from the first upgrade tier than the second.
Durability
-
ACU Regeneration:
Now provides regen to the ACU itself, 10 hp/s for the first upgrade and 20 hp/s for the second
Other
-
Regen Floor Values:
Now uses different regen floor values for units depending on their tier
Basic Tier:
- RegenFloorT1: 3
- RegenFloorT2: 8
- RegenFloorT3: 15
- RegenFloorT4: 25
- RegenFloorSCU: 15
Advanced Tier:
- RegenFloorT1: 15
- RegenFloorT2: 30
- RegenFloorT3: 60
- RegenFloorT4: 120
- RegenFloorSCU: 80