I added some balancing changes to one of more popular 1v1 map.
https://resource.openra.net/maps/26108/
These ideas was made by ZxGanon, Anjew and Void.
I increased the Service Depot repair rate by 100%
APC:
Cost changed from 550$ to 700$
Health reduced by 10%
Damage against heavy armor from 35 to 30
reverting the other changes that have been done before
In the current release the APC is dominating.
It is pretty tanky, has a lot of speed, can transport infantry, does have an instant hit projectile, does good to decent damage against everything and has the ability to attack air.
On top of this list is the spammability of this unit with 550$ which makes this unit unrivaled.
Through the spammability and the speed it can even counter masses of infantry.
It also counters Light Tanks and even Medium Tanks.
GDI mirror has devolved into APC and rocket soldiers spam only.
To not danger the identity of the unit and fight the issues and cost increase and a slight nerf of its damage against heavy is suggested to stop the cheer spamm of this unit and helping the counters (heavy armored units) to hold better against them.
Also GDI units are supposed to be expensive strong. Currently it feels like a tanky Nod unit.
Engineer:
SabotageHPRemoval increase from 50% to 55%
This change shall help evolving Engineer capture strategies. Currently if you try to capture a building with 2 Engineers you can simply repair your building before the second engineer enters which causes the building to not switch it's owner since the building HP goes beyond 50%. With 55% engineer SabotageHPRemoval it should no longer be the case.
Service Depot:
Heal rate increase by 100%
The repair speed of Service Depot has been very slow for quite a while.
It takes a long time to repair tanks like Light Tanks.
TD is a very fast paced game and the current Repair Rate is too slow to compensate and players rather throw their damaged units into the fight instead of choosing the ability to healing them.
Even in RA the repair rate got increased where vehicles play a minor role.
MCV:
Speed nerf from 71 to 60
Cost reduction from 4000$ to 3400$ (but still same build duration)
The MCV with its current speed enables to many possibilites for allin strategies since it can be used to not only tank but also for crushing.
Allins on most of the current maps in TD are very hard to defend against and can sometimes only be scouted when its already too late.
With that change it should weaken the allining without touching the HP of the MCV.
The cost decrease of the MCV has been debated for quite a while and its time to do the first step with a minor cost decrease by 300$.
Right now it is impossibile to build a second MCV without dying to a much larger army. Also replacing your dead MCV is rather not useful since it takes too much money.
Rocket Launcher:
Cost decrease from 1000$ to 800$
Despise of the fact that GDI is currently dominating the meta the Rocket Launcher is a unit that needs a bit adjustment.
Nod´s early game is nothing compared to the current GDI one (which we try to weaken a bit see above) but Nod´s lategame is superior to that of GDI to the fact that GDI´s artillery is overpriced.
While the Nod artillery is a very cheap and strong unit overall we would rather try to help out GDI than weaken Nod´s tools.
With a cheaper artillery GDI might be able to have a few of them to snipe light vehicles in the back like Attack Bikes that are laying waste of Medium Tanks.
Apache Longbow:
Damage increase against None from 100% to 125%
The apache is currently the weakest Helicopter.
Its role is supposed to be not only anti air but also anti infantry which the apache doesnt fullfil.
Infantry survives shots due to the fact they go prone after the first salvo.
With an increase in damage against None we try to fight this issue.