In my Defense ... by: Frizz on Wednesday the 29th of November 2006 at 07:50pm A balance pass has been made looking-at how defense is handled in TinyWarz. The intent of this update is to increase the amount of damage high complexity units can take and to give players more (and better) options when improving the defense of their vehicles. This update should increase the length of battles between high complexity units and also give higher complexity units better survivability against low-complexity, high-damage units. All mods that affect defense have been considered and many have been changed (some vehicles and commands have also been tweaked). Lastly, two new Merits and three new Commands have been added that provide defense bonuses ... all players who used their re-spec to choose new Commands and Abilties have been given another for free (Note: Free re-specs will not always be given when Commands & Abilities are modified or added). Buckler Light Shield Generator - Increases Shields 25% Kite Medium Shield Generator - Increases Shields 50% Hightower Shield Generator - Increases Shields 100% Backflash Recharger - Increases Shields 50% Hyper-bat Recharger - Shield Regen Increased Masscap Recharger - Shield Regen Increased PlaSteel Armor - Increases Armor 25% Steelcore Armor - Increases Armor 50% Pro-Max Armor - Increases Armor 100% Patchwork Armor - Increases Armor 50% Shield Boost Acti - Activated bonus improved Shield Rush Acti - Activated bonus improved Shield Restore Acti - Now restores all Shields when activated Basic Repair Nanites Acti - Activated bonus improved Repair Nanites Acti - Activated bonus improved Advanced Repair Nanites Acti - Now restores all Armor when activated Improved Hydraulics Acti - Activated bonus improved Powered Hydraulics Acti - Activated bonus improved Natural Armor Acti - Activated bonus improved Overload Capacitor - Damage Reduced Shield Shunt - Max Speed bonus increased, Shield penalty decreased Volley Adaptor is now the Rapidfeed Adaptor (modifies Ballistic weapons instead of Missile weapons) Armor Piercing Missiles - Damage decreased, CE Modifier decreased Explosive Missiles - Damage decreased Triad Missile Launcher - Range decreased Zeus Missile System - Max speed penalty removed, Controlled Speed -5, Damage increased to 14 Neptune Seige Cannon - Max speed penalty removed, Controlled Speed -5, Damage increased to 18 Two New Merits, plus Changes: (New) Engineer - Crew's unit receives +25% Shields (New) Armorer - Crew's unit receives +25% Armor Packrat - Now gives +50% ammo Beserker - Crew does +1 Missile, +2 Ballistic, +4 Energy Damage Three New Commands, plus Changes: (New) Wild Maneuver - Target unit is much harder to hit this turn (3 Gunnery Levels) and receives a penality to-hit (2 Gunnery Levels). (Requires Evasive Action) (New) Energy Shell - Target unit takes 2 less damage per attack for the next 3 turns. (Requires Power Burst) (New) Energy Barrier - Target unit takes 5 less damage per attack this turn. (Requires Energy Shell) Evasive Action - Bonus increased, unit is now always harder to hit (not just when not moving), cool-down increased. Mass Confusion - Unit now loses 2 Movement for 3 turns, cool-down increased. Detect Weakness - Inflicts 1 additional damage per attack this turn. Find Flaw - Shots that hit the target's armor inflict 2 additional damage per attack for 2 turn. Expose Soft-spot - Inflict 1 additional damage per attack for 3 turns. Vehicle Changes: Brightlance - 1 Controlled Speed Super Nova - 0 Controlled Speed Sentry - Damage increased to 7 per weapon Takagi - Ammo increased to 6 per weapon Prowler Ammo increased to 4 Whirlwind CE increased to 390 Firestorm CE decreased to 440 Other Tweaks: You can no longer issue a Mine, Salvage, or Recycle Command to a unit that is moving.