Balancing Mod (GC 1.1.0.5)

Here you have a list by Stat of all the modifications that the current version of the Balancing Mod adds to the the game.

Reworks/New:

  • CC ADPP repair modules (vehicles only)

    • Heal 12 health per game tick
    • Duration of 20 seconds
    • Can be activated before entering battle
    • Green visual indicator
    • Enabled on every vehicle except for CC lights
    • 3 Charges
  • CC Advanced Telemetry System

    • Replaces Artemis Accuracy Booster (uses same icon)
    • Adds 200 vision
    • Triples accuracy
    • Enabled only on CC artillery, Anti-Air, and Medium tanks
    • Permanent, so single charge to activate at game start

    Notes: equivalent to one artemis and one vision enhancer

  • CC Advanced Powerplant

    • Replaces Vision Enhancer (uses same icon)
    • Increases maximum speed by 20%
    • Increases turn speed by 50%
    • Increases acceleration by 30%
    • Enabled only on CC Heavy tanks, Medium Tanks, Anti-Air, Rocket Vehicles, and Artillery Vehicles
    • Permanent, so single charge to activate at game start

    Notes: Boost is percentage based, so units with faster base speed get a larger boost.

  • CC Repair Station

    • CCRS can now load infantry
    • CCRS can now be healed by APCs (and other CCRSs)
    • Health doubled from 1000 to 2000
    • Armor increased from 80 to 85
    • Stealth increased from 0 m to 250 m
    • Score awarded for kill increased from 1 to 3
    • Radius decreased from 5m to 3.3m
    • CCRS gives vision of the surrounding area
    • CCRS only enabled on CC light tanks now

    Note: The CCRS is now technically an immobile vehicle, which is the workaround to allow infantry to load into it. Decrease in hitcylinder radius was also necessary to allow infantry to load.

  • CC Micro Jannice Warhead

    • Accuracy of 500
    • Range of 450 (slightly shorter than CC scout view range)
    • Damage of 1000 (comparable to Jannice)
    • Damage multiplier of 1.4 (will cause roughly 1/4 the damage of jannice per shot)
    • 3 Charges
    • Minimum fire range of 80 m
    • Blast radius of 30 meters
    • Travels in a high ballistic arc
    • Enabled only on CC light tanks

    Note: this weapon also serves as a suitable counter to turrets.

  • CC Heavy Autocannon

    • Uses Vulcan model
    • Radius of 5.5 m
    • Height of 6 m
    • Health of 2500 (comparable to CC/OND med)
    • Armor of 140 (slight above medium tank armor values)
    • View range of 330 m
    • Stealth of 50 (carryover from the Vulcan autocannon stats)
    • Perception of 50 (carryover from the Vulcan autocannon stats)
    • Awards 5 points when killed
    • 2 Charges

    Note: This unit is based on the Vulcan 9000 unit. Relative to the Vulcan 9000, the hitbox size is increased, armor and health are increased, view range is increased, score awarded upon death increased, and the lower aiming limits were increased (as in, the Vulcan 9000 cannot shoot downhill, but this unit can shoot to a maximum of 20 degrees below level).

  • CC Heavy Autocannon Weapon

    • Accuracy of 150
    • Range of 300 m
    • Damage of 180
    • Damage multiplier of 2.2
    • Reload time of 0.1 s
    • Burst delay of 1.2 s
    • Speed of 550 m/s
    • Blast radius of 7 meters
    • Cooldown set to 30 seconds

    Note: This weapon is based off of the Vulcan weapon. Relative to the Vulcan bullet, damage was decreased, range was increased, burst delay was decreased slightly, blast radius was added.

  • CC Light Missile Sentry Weapon

    • Range of 400
    • Damage of 270 (wheras CC/OND medium tank weapon does 300)
    • Reload time of 0.3 s
    • Burst of 4
    • Burst delay of 1.2 s (fires a 4 missile salvo over 1.2 seconds, then reloads for 1.2 seconds)
    • Brake factor of 260 m/s/s
    • Start Speed of 130 m/s
    • Acceleration of 310 m/s/s
    • Track delay of 0.2 s
    • Blast radius of 25 m

    Note: this weapon has a range larger than the sentry view range because homing weapons give vision of their targets. The Sentry Missile can only engage inside of 350 meters, but, once engaged, can continue shooting until it’s target leaves 400 meters.

  • CC Sentry AA

    • This equipment is no longer available
  • OND Templar Penetrator Round

    • Uses Electro Dagger visual model
    • Range of 300 m (the Templar view range)
    • Damage of 700 (comparable to the base damage of one artillery shot)
    • Damage multiplier of 1.6 (comparable to the damage output from an offensive artillery shot)
    • Brake factor of 1300 m/s/s
    • Start speed of 240 m/s
    • Max speed of 440 m/s
    • Acceleration of 1520 m/s/s
    • Track delay of 0.1s
    • Reload time of 1 s
    • 3 Charges

    Note: This weapon is designed to be a very fast round that does massive damage to a single target. Massive speed makes last-minute reactions to the weapon non-viable, as well as ensuring that, should the target die early, any remaining rounds will hit the ground. Reload time is 0.5 s faster than other special weapons.

  • CC Jeager RAW Round

    • Accuracy of 550
    • Range of 250 m (or 50 m less than OND med range)
    • Damage of 550
    • Damage multiplier of 2.5
    • 4 Charges
    • Minimum fire range of 50 m
    • Speed of 250 m/s
    • Blast radius of 20 m

    Note: This round allows a player to trade the risks of low range for better damage against armor. This round is the only special weapon in GC (beside crusader laser) that is a bullet, meaning this is the only special weapon than can penetrate AMS. The weapon is very slow, encouraging trick shots.

Tweaks:

  • OND Drone weapon tracking

    • Brake factor increased from 20 m/s/s to 37 m/s/s
    • Max speed increased from 40 m/s to 50 m/s
    • Acceleration increased from 30 m/s/s to 47 m/s/s
    • Tracking delay decreased from .4 s to .2 s

    Note: these settings allow the drones to catch OND units as well, yet allow faster units to escape.

  • OND Advanced Spider Drone

    • Burst count decreased from 4 to 1
    • Brake factor increased from 20 m/s/s to 40 m/s/s
    • Max speed increased from 40 m/s to 55 m/s
    • Start speed increased from 10 m/s to 30 m/s
    • Acceleration increased from 30 m/s/s to 65 m/s/s
    • Tracking delay decreased from .4 s to .2 s

    Note: the decrease in burst count decreases the ‘spammability’ if this weapon is equipped to AIs in SP or Coop matches

  • OND Artillery Long Range rounds

    • Range increased from 1000 m to 1300 m
  • CC Command APC

    • Max speed increased from 20 m/s to 24 m/s
    • Health increased from 7000 to 8200

    Note: all APC speeds are set to the speed of balanced medium tanks for the faction. This sets the CC APC to the movement speed of CC Meds on speed loadout.

  • CC HE Grenades:

    • HE Grenades are now low arc
    • HE Grenades range has been increased from 200 m to 300 m
    • HE Grenades are no longer enabled on CC lights
    • Blast radius increased from 40 m to 60 m

    Note: HE Grenades were disabled to allow room for Micro-Jannice on lights. HE Grenade rework lends itself to trick shots, like many of the other updated CC specs.

  • CC Depleted Uranium Rounds

    • Range increased from 300 m to 350 m
    • Damage decreased from 450 to 400
    • Damage multiplier increased from 1 to 2
    • Charges increased from 3 to 4
    • Speed increased from 300 m/s to 500 m/s
    • Blast radius increased from 0 m to 4 m

    Note: the blast radius is just large enough to pop a minefield, it isn’t large enough to be of use in battle.

  • OND Speed Booster

    • Max speed multiplier increase from 1.5 to 2.2
    • Acceleration multiplier increase from 1.5 to 2.2
    • Turn speed multiplier increase to 1.5 from 1.0
    • Timer increased from 60 s to 75 s

    Note: Lights get a special version of the speed booster with an additional charge

  • CC Light Missile Sentry

    • Score awarded for kill increased from 1 point to 3 points
    • View range increased to 350 m from 300 m
    • Health increased from 1000 to 2500 (comparable to CC/OND med)
    • Armor increased from 80 to 110 (comparable to CC/OND med)
    • Cooldown set to 4 seconds from 20
  • OND Frequency Prism

    • Splash range increased from 0 meters to 7 meters
    • Burst time increased to 1 second from 0 seconds
    • Damage multiplier increased to 3 from 2.5

    Note: Even with these buffs, players still seem to prefer focus prism in MP matches. Burst time increase will decrease the ‘spammability’ if this weapon is equipped to AIs in SP or Coop matches.

    OND Templar Micronuke

    • Damage multiplier increased from 1 to 2.2
  • OND Templar Main Weapon

    • Templar main weapon can now engage air

    Note: this counters the removal of the AA spec (which, unsurprisingly, wasn’t very useful against air)

    OND Crusader Flamethrower

    • Charges increased from 3 to 4
  • CC Marine Mortar

    • Range increased from 200 m to 350 m (comparable to OND beam range)

Functional:

    • Alt-tab is never disabled for anyone
    • Special weapon ordering changed so that most common weapons are selected by default
    • Cutscenes removed (this is in a seperate patch)
    • Joxer’s Basic map pack included in map cache
    • Hotkeys reconfigured (you can now press enter to load into the currently open MP room)

4 responses to “Balancing Mod (GC 1.1.0.5)

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