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A Path Beyond Dev Blog :: Nuclear Winter Approaching - Prepare your jackets!

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Nuclear Winter Development Continues
Thought it was vaporware? Well, you'd be wrong! I put together a new release candidate for the Nuclear Winter release, in which we're gonna try to fix up as many problems as we can with Cold Fusion (and Beta-era gameplay) before moving on to Gamma in earnest. This latest build is promising, and although I don't like to make guarantees of this kind because they always have a way of turning out incorrect, we should be able to have a new release sometime this July if my new job doesn't make me terribly, horribly busy. Which it might!

So what exactly is going into this thing?

Well, first of all, lemme show off a map that we haven't talked about in a while, Camos Canyon:

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Posted Image

Camos Canyon is a map by r34ch that features high income, low defenses, and plenty of cover from the uneven terrain. It's gonna be in Nuclear Winter! Currently it plays quite well - it's fast, fun, frenetic, and other words that also begin with the letter F. Also, check out that new snow texture.

Next, I'm gonna hit you with a big thing, and that big thing is the complete change list from Cold Fusion to Nuclear Winter, in detail, for y'all to dissect. Here ya go!

~~~

===
Balance Changes:
===

---
General
---
-New points system; damaging units and vehicles will now award points, destroying enemy structures will award additional points to your entire team
-Range of light/mounted machine guns reduced to 60m (was 70) -- this affects the Allied Ranger, Allied APC, Allied Captain, and Soviet Kapitan
-MaxEngineTorque of AI Ore Trucks reduced to 22500 (was 25000) -- small speed decrease for AI Ore Trucks
-Super Ore Silos (used on Ore Silo-only maps) award 6 credits/sec (was 4)
-Sniper health/armor (both sides) decreased to 45/45 (was 60/60)
-Snipers (both sides) now cost $650 (was $500)
-Infantry no longer catch fire unless shot with the Dragon's Breath shot (from Sergeants/Starshinas) or when hit with a fireball or when caught in a nuclear explosion
-Dragon's Breath burning damage reduced to 0.5/second (was 2)
-Fireball burning damage reduced to 1.5/second (was 2.5)
-Mine HP (both sides) reduced to 40 (was 75)
-Helipad reload time decreased to 1.5 seconds (was 2)
-Tanya now receives 1 charge of C4 (was 2)
-Tanya's C4 now does 1000 damage (was 375)

---
Allies
---
-Allied Medium Tank cannon range increased to 86 m (was 80 m, for comparison, Heavy Tank cannon range is 90 m)
-Allied Rocket Soldier's LAW rocket velocity increased to 60 m/s (was 50)
-Allied Mechanic repair range increased to 10 m (was 8)
-Allied Phase Tank rate of fire increased to 3.5/sec (was 3.2)
-Allied Phase Tank missile now uses APShell warhead (was Shell) which receives 50% damage bonus against Heavy and SuperHeavy tank armors
-Allied Phase Tank health/armor increased to 150/150 (was 125/125)
-Allied Rocket Soldier's Redeye rocket damage decreased to 90 (was 125)
-Allied Longbow rocket damage reduced to 145 (was 195)
-Allied Longbow rate of fire reduced to 0.9/sec (was 1.0)
-Allied Longbow now carries 8 rockets (was 6)

---
Soviets
---
-Soviet Mammoth Tusk missile velocity increased to 140 m/s (was 70), turn rate reduced to 240 (was 270), damage increased to 80 (was 40), warhead type changed to AntiAircraft (was Shell_NoBuilding) to repurpose it as an anti-air missile. Same damage to infantry as before.
-Soviet Mammoth Tank cannon range decreased to 100 m (was 108)
-Soviet Tesla Tank weapon range decreased to 104 m (was 110)
-Soviet Tesla Tank health/armor decreased to 150/150 (was 175/175)
-Soviet Volkov now costs $1800 (was $1500)
-Soviet Hind ammunition increased to 50/clip and 350/reserve (was 25/clip and 175/reserve)
-Soviet Hind machine gun now has a more accurate primary fire; if you want increased spread that has been moved to secondary fire
-SAM missile damage increased to 40 (was 20)

===
Map Changes:
===
New map: RA_CamosCanyon

---
RA_AS_Seamist
---
-Moved Allied Ore Silo to be better protected by AA Guns

---
RA_Bonzai
---
-Added Flame Tower to protect Soviet Ore field
-Fixed issues with Artillery not hitting its targets correctly
-Fixed some minor texture issues

---
RA_Bunkers
---
-Due to an opinion poll, the map has been reverted to how it appeared in 1.2.0: music track changed to "Floating", now is set at night

---
RA_ClassicFjord
---
-Fixed river blockers to remove holes (prevents players from falling in the river)

---
RA_CamosCrossing
---
-Removed the map from the game, because it sucks really bad

---
RA_Fissure
---
-Fixed some problems with infantry getting stuck
-Added ladders in the tunnels that go to the upper floor
-Removed Grenadiers
-Added Flamethrowers
-Added Technicians

---
RA_KeepOffTheGrass
---
-Reopened the back entrance to the Soviet base

---
RA_Metro
---
-Resized the blocker over the buildings that prevents Artillery b2b attacks to be much larger

---
RA_NorthByNorthwest
---
-Map changed to mid-tech (Medium Tanks, Tesla Tanks, Shock Troopers, Mechanics are now available)

---
RA_PacificThreat
---
-Shore blockers adjusted; submarines should get stuck there less

---
RA_ShallowGrave
---
-Fixed some collision problems regarding submarines and the Allied Naval Yard

---
RA_StormyValley
---
-Fixed the glowing boxes on the lake docks
-Allied Ore Silo is closer to the rest of the base
-Adjusted collisions on some objects

---
RA_Volcano
---
-Lowered flight ceiling to prevent Hinds from attacking Allied base from outside the range of AA Guns
-Volcano now has a caldera! Wow!

---
RA_Wasteland
---
-Vehicles (except for Supply Trucks) removed-
-Pipeline now extends outside of visible map boundaries


===
Misc. Changes:
===
-The Golden Wrench now is in its own weapon slot and can be accessed by hitting the 4 key.

~~~

Anyway, the things still up in the air are basically the points system (which is gonna need some more adjustment, which is why I'm being a little vague about it) and any balance issues that show themselves in the next couple of weeks. Hopefully this will all go smoothly and you'll be playing it soon!


New staff

Longtime tester and community member Wallywood has been promoted to Staff to work with us as a Sound Artist and Engineer. He's quite talented and will be working with us to make Gamma sound really cool.

Newcomer a tea tree will be joining us to help us with "miscellaneous" things like copy editing and voice work. He's cool, I talked to him on Teamspeak.

Everyone give them a nice welcome.

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