Overcharge and Energy Storage gameplay improvement.
- Energy Storage now costs 250M 1200E (from 120M 2400E), stores 5000E (from 2000E)
- Explodes for 2000 damage in a 5 radius (from 500 damage 3 radius), and has 500 health (from 1200)
- Start resources go to 4000E from 5000E, ACUs now generate 20E instead of 10 to compensate.
- Overcharge has an increased damage radius of 2.5 (from 2), and a reload of 0.3 (from 0.2).
- Overcharge now costs 5000E (from 3000). Damage vs Units is unaltered, damage vs ACUs is 400 (from 100), vs buildings 800 damage from 500)
Factories and Engineers no longer increase Energy Storage.
T3 Air and T3 Naval Factories changed: mass cost equals land t3 factory now.
T3 Air Factory energy cost increased (72000). Mass cost reduced to 2750 from 3150.
T1 Anti-Air Turret
- Reduced mass and energy cost by 25%
- Reduced build time by 25%
- Reduced health to 800 from 1200
T2 Artillery Installation
- Reduced mass and energy cost by 25%
- Reduced build time by 25%
T2 Anti-Air Flak Artillery
- Reduced mass and energy cost by 30%
- Reduced health by 30%
T1 Mass Extractor Health reduced to 600 from 800
T3 SAMs costs reduced significantly from 1400M 12000E to 800M 8000E
- Uef damage = 4 (+2)
- Cybran cloak energy drain -5
- Aeon radar range +5, new health = 20 (-3)
- Seraphim radar range +5
- Mobile Shield Generator: Asylum. Shield Health set to 3800. Shield Regenrate set to 58 Now requires 105 E to operate.
- Shield HP reduced by 500
- Energy consumption reduced by 10
- built time increased by 10% (Aeon: 792 from 720/UEF: 660 from 600)