At 500 it seems to hold since you are spending while the load is emptied which is enough time for the harvester to depart. Going at 700 would be the definition but might encourage refinery stacking (IE: 1400 at 2 refs and 2100 at 3 refs).
The current list below are ideas only and not implemented in anything:
Temple of Nod, Adv Com Center, Com Center detection radius increase from 5c0 to 10c0. (Add detection to Temple.)
Artillery range increased from 11c0 to 12c0.
Guard Tower damage vs heavy reduced from 30 to 15.
Mammoth Tank HP increase from 800 to 825.
Ion time increase from 3:00 to 4:30.
Nuke timer from 5 to 6.
Nuke damage spread from 2c512 to 5c512.
A10 timer increased from 3:30 to 4:00.
MSAM HP from 120 to 180.
Commando weapon range increased from 6c0 to 8c0.
Commando weapon projectile speed increased from 1c682 to 5c682.
Husks interval timer increased from 2 to 7.
SAM range (Problem. Both AGT and Sam use same missile. Create new AA weapon for AGT.)
MLRS minimum range increased from 3c0 to 4c0. (Cannot shoot as close)
Bike damage increase from 30 to 32.
Chem damage vs none reduced from 100 to 50.
Chem damage vs armor increased from 50 to 75.
Grenadier accuracy reduced from 213 to 1c0. (Makes them miss a lot more)
Flamer damage vs armor reduced from 20 to 10.
Harv build timer increase from 24 to 29.
Refinery power reduced from 50 to 40.
Refinery sell no longer refunds. (Requires feedback)
AGT HP from 600 to 550.
Light Tank price reduced from 700 to 650. (Requires more testing)
Visceroid spawn reduce from 10 to 5.
Obelisk Mechanic
https://github.com/OpenRA/OpenRA/issues/11415
Grenadier/Chem Mechanic
https://github.com/OpenRA/OpenRA/issues/11409
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NOTES:
Buggies and Hummers.
Im looking to do some experimenting with the buggy and hummer. Since the price difference between these two units I would like to try increasing the buggy speed by a very slight margin and the hummer HP by a slight increase and see how this rolls out. Going to play around with this and see how it works.
Artillery.
The artillery damage spread modifier is something ive been tweaking around. Doing spread increases does more damage in packed armies. This needs to be tweaked and tested as this could make the unit far to strong.
Detection radius on defenses.
I have some ideas on defenses to increase the detection for cloaked units by a very small margin. Requires more work.
Gun Turret thoughts.
Im looking to do some experimenting with the gun turrets. Changing the price from 600 to 500 and the power from 20 to 10. But im not sure on the power just yet with how strong they can be. Specially if I have some ideas to give them a HP increase. (IE: HP from 400 to 415)
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-=+PRIORITY NUMBER ONE+=-
I want the Obelisk fixed.
https://github.com/OpenRA/OpenRA/issues/11415 Its been an incredibly long time since these structures had any sort of use because of their firing issues. Nod has strong potential but they lack the base defenses that stands up to some of GDIs abilities. There are a few plans I have for the obelisk as far as testing goes and moving it around in the tech tree (IE: Com Center tech) but none of this matters if it has a firing bug. This is going to be the main and major focus before any other balance is released.
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Developers:
I know the devs are hard at work and often times stressing themselves out. So things like the mentioned above on the obelisk I won't bother in doing until later on. Much of the hard work is seen in the games and it shows. Bugs will always crop up but that is the life and way of life. (As unfortunate as it is). Big thanks to the devs for their continued work and support on multiple operating systems and future plans. Just don't overwork
