天邈汉化组翻译【初级】 地下先遣军沙虫卫士 寄生坦克
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There are very effective early and late game scouting options in CnCLab, as follows: - Silos and Buzzer Hive now cost 650, build much faster and don’t have any pre-requisites. This is very important because it allows you to have one basic infantry squad for 325 (discounting the 50% refund value) at the very first moment of the match. You should use that to your advantage and scout the opponent’s build order or take critical bunker locations.
- Many units got a wide shroud-revealing (vision) range: Raider Buggy, Sniper, Orca Sensor Pod, Gun Walker and all outposts.
- Stealth Units can no longer be detected by tier 1 infantry, so you can easily use stealth units on hold fire to scout your opponent.
- The minimap is “fixed” so that all units are displayed with at least 4 pixels. So keeping your MCV active is more useful than ever.
Economy, Ground Control and Harassment Changes
The economy was tuned up to fuel multiple effect build orders, and both expansion and harassment options are encouraged. - Harvesters loads up tiberium sensibly slower, and unloads it much faster. Refineries build 10s slower. In practice that means you don’t need as many refineries as in the original game and that having more harvesters is a better investment. A good rule of thumb is having three harvesters for each refinery, in large fields.
- All structures are sensibly weaker to rocket damage, so watch out for rocket infantry and other rocket weaponry raids. Air units don’t have the same harassment benefit, being better used by focusing on the harvesters or weaker structures.
- War Factories and Refineries are weaker overall.
- Harvesters are much weaker to flank and rear attacks, so make sure to retreat-move them out of danger when being harassed.
- Tanks are also more vulnerable to flank and rear attacks, so if a tank force ignores your defending units make sure to flank them.
- Assault vehicles (bike, seeker, pitbull) earned big damage bonuses against harvesters. Make sure to flank them for maximum effect.
- Mini-MCVs now require a refinery, but cost 750 instead of 1500. That means fast scouting can detect expansion in time to react/stop it, but you can also expand more cost effectively and even to more than one area at once. Notice that Mini-MCVs are quite vulnerable to bullets in CnCLab, even while deploying.
- Each outpost has a different secondary function. GDI outposts detect stealth in a long radius, Nod outposts earned a couple vehicle repair drones, and Scrin outposts heal and restore lost infantry squad members.
- All structures that give ground control had it normalized to 175 units, except for the refineries (normalized to 200), construction Yards and outposts
Countering
Countering is more defined in CnCLab, meaning counters are stronger, but not to an extreme point. That’s intended, to respect the original vision and intended army sizes. Air is much better countered by mobile AA and stationary defenses, but basic rocket infantry doesn’t deal much damage to air units anymore. Although air units in general have damage penalties to harvesters, they’re much better against structures due to the structural armor change. Generally speaking, rifle and tank units share the ‘generic and resistant’ role in CnCLab, and the others fit in according to this graphic:

A | B = A doesn't counter B
A |> B = A soft counters B
A > B = A counters B
A >> B = A strong counters B
Tank = Armored Vehicles
Rifle = Rifle Infantry
RPG = Rocket Infantry
AIV = Anti-Infantry Vehicle
Buzz = Buzzers
Dis = Disintegrator - Militant Soldier and Rifle Soldier takes 40% less from gun damage, and deal less damage to GDI and Nod commandos
- All rocket infantry deal 55% less damage to air units, and take +40% from Gun damage
- All anti-infantry vehicles take 33% more cannon damage
Splash countering
In CnCLab, there are many new splash damage (damage caused in a radius) options, and a new “splash countering system” in place - some units deal splash damage to a certain countered class, and only to them. - Tier 1 anti-vehicle infantry (rocket soldier, militant rocket and disintegrator) now deal +60% damage to tier 1 tanks (predator, scorpion and seeker) in a 60-radius area.
- Predator, Scorpion and Devourer tank base weapons now deal +20% damage to assault vehicles (pitbull, bike and seeker) in a 60-radius area.
- All Tier 1 anti-tank defenses now deal +30% damage to assault vehicles in a 60-radius area.
- The Rig, Stealth Tank and Devourer Tank now deal large-radius splash damage
Infantry changes
Multiple major and minor changes were introduced to basic infantry so that it’s not a super-effective raider deterrent and at the same time more useful as a support unit. At the same time tier 2 and tier 3 infanty units were improved in their roles and abilities. - All tier 1 infantry buildtime doubled, cost maintained. This encourages mindful usage of the infantry units instead of massing, and also helps to control the expenditure of resources, since in practice you have a 50 credits per second structure in the barracks while pumping out tier 1 infantry, compared to the 100 credits per second of all other unit production structures. Remember you can get basic infantry earlier and much faster than in the original by using the improved hive and silo sell mechanics.
- No tier 1 infantry untis can detect stealth anymore, except for the saboteur.
- All commandos now only give a (global) detection event after being produced, not everytime they’re spotted.
Technology Availability
Many units and abilities were moved down from tier 3 to tier 2, like the Stealth Tank, buggies EMP, pitbulls mortar, shock troopers blink and more. - Tier 2 structures for both GDI and Nod now cost 2000 and take 20s to build instead of 1500/15s. This is to balance out each faction technology dependency vs the advantage it gives to them.
- Certain key units now require the Tier “1.5” and Tier 2 structures: the Rig (now requires armory and command post) and the Stealth Tank (requires operations center and shrine). The Devourer Tank is available with the Nerve Center, but requires the stasis chamber to drain Tiberium and charge up his weapon.
Other Changes
There are many minor tweaks all around to improve the gameplay and balance, here are some of the most noticeable: - Superweapons now take much longer to build (cost kept) but also have a much shorter chargeup time (4m30 up to 5m30s depending on faction).
- Call for Transport ability is now cheaper (300) and the transports themselves move, load and unload much more swiftly. Nod and GDI airfields now have a ‘call support transport’ upgrade, that produces in a free-controllable air transport able to transport any ground vehicle or infantry except for the MCV.
- Raigun-upgraded Predator and Laser-upgraded scorpion now have a sensible damage penalty towards vehicles, while maintaining their performance against other unit types and structures.
- Tier 1 tanks level up much quicker, which has a cascade effect of increasing the leveling rate across the board. The elite bonus is slightly better and the heroic bonus a bit weaker to compensate.
GDI Key Changes- Foxhole bunker from dig-in ability of riflemen earned a small detection range and is super-resistant to cannon damage, but not very resistant to rockets. Coupled with the airborne power, that can be launched everywhere in the battlefield even without line of sight, makes up for a very good offensive and defensive option.
- APC mines deal more damage and cost 350 instead of 500, are dropped at the immediate location and scattered along a bigger radius.
- Firehawk air-to-air missiles deal 50% more damage and reload much faster (4s from 10s)
- Juggernaut bombard ability deals 2.5x more damage and have a bigger radius, yet take longer to recharge and costs 300 credits everytime you aim it.
- GDI Sniper and Grenadier pre-requisites swapped; the sniper reloads faster and the grenadier moves faster and fires a faster grenade.
- Orcas are sensibly weaker but now outspeed all air combat units and have a 50% bigger shroud-clearing range.
- Mammoth Tank now has +15% health, rockets have 350 range (was 300) with double the splash radius
- Orca Strike support power cost is now 1800 (from 500) but can take out a refinery and put most key structures at red health.
Nod Key Changes- Black Hand and Fanatic pre-requisites swapped; fanatic crush-revenge damage increased by 25%; Black Hand cost/buildtime 900/9s, health and damage reduced, pre-attack delay removed.
- Attack Bikes now turn faster, can fire over structures and vehicles and have a -30% damage penalty vs ground vehicles except harvesters (+15% damage bonus)
- Raider Buggy cost and buildtime 600/6s (was 400/4s), health 2200 (was 1500), EMP ability activates faster, more resistant to gun and grenade damages
- Nod commando now stealth while moving, re-stealth time 4s (from 1s), can now go over hills
- Stealth Tank reloads slower and fire four missiles per clip, with a 50-units radius explosion.
- Flame tank much more resistant to rockets and guns
- Avatar reload is now 2.5s (was 1.2) and 20% more vulnerable to rockets; beam-upgrade weapon now deals double damage and has 420 range; attack-bike upgrade increases the moving speed to 57 (from 50); stealth tank upgrade makes it stealth while moving. Notice that beam-upgraded Avatars are the strongest Tier 3 ground combat unit in CnCLab.
- Cloaking field costs 2200 (from 3000) and now also affects combat aircraft.
- Catalyst Missile now costs 3000 (from 2000) and only deals maximum damage at its center (50-radius)
Scrin Key Changes- Growth accelerator effect reduced to +33% (was +50%)
- Disintegrator speed 80 (was 65), cost/buildtime 400/8s (was 300/3s), takes less damage from gun and has a +30% damage bonus against structures
- Shock Trooper now requires just the Stasis Chamber, range 350 (from 250), blink recharge 15s (from 30s) and activates in 0.5s (was 1s)
- Seeker speed 112 (was 90), +30% damage bonus to harvesters
- Gun Walker cost/buildtime 900/9s (was 700/7s), range increased, damage now grenade-type (was gun)
- Devourer health 2720 (was 3200) but take less damage from flank and rear attacks than by the front; tiberium-enhanced weapon now has three shots activated by force-fire (not automatic) with large splash and damage
- Corrupter now takes much less rocket, gun and cannon damage; faster speed and more attack range, heals slightly slower
- Annihilator Tripod speed 54 (was 60), base health 6750 (was 7500)
- Storm Rider turns faster and deals 10% more damage
- Phase Field Support Power duration 27s (was 40s)
- Swarm Power now requires the Technology Assembler
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