Royal Guard weapon/armour rework#369
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MatthewMarinets wants to merge 29 commits intoZiktofel:sc2-nextfrom
Open
Royal Guard weapon/armour rework#369MatthewMarinets wants to merge 29 commits intoZiktofel:sc2-nextfrom
MatthewMarinets wants to merge 29 commits intoZiktofel:sc2-nextfrom
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I'm told there's a way to avoid |
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RG Marine weapon:
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Night HawkDidn't touch any balance numbers or upgrades. I think it would be cool to have them not benefit from advanced lasers and instead have level 3 let them shoot ground with their AA missiles (as the missiles are way cooler than the laser), but will leave that for a future pass. I also just want to get this PR done. AAAGAdvanced Lasers |
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…k stats to co-op level; ATX no longer affects PoA
…hock division weapon
…accumulators; set damage down to co-op levels; removed effect of shaped blast and maelstrom rounds
…ad of accumulators
…onus instead of accumulators
…eapon swaps; reworked and rebalanced bulwark company
…es; increasing Aegis Guard gas cost to 600; increasing Son of Korhal gas cost to 25
…swap/accumulator/fake weapon
…tch/dummy weapons
… perk; slightly lowered base damage of RG and merc liberator attacks
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After a lot of discussion, we know that Royal Guard units are fundamentally on the right track, but are too strong in certain conditions. Long-term this will probably involve a few rebalances and removing the effect of most base unit items on RG. In the next dev cycle, RG units may gain some upgrade items of their own.
The goal of this PR is to:
Balance
Pairs with client PR #409
General
Bugfixes
todo
TODO for future PRs
Battlecruiser / Pride of Augustgrad
Tank / Shock Division
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