Piscinex's Rules
Piscinex's Rules is the most important part of the 1.007 Patch. The game uses the rules.ini file to form the fundamental characteristics of every unit, structure and ability found in the game. In this section you will find an explanation for the changes made to the game (i.e. why the game was changed), followed by a list of the main changes.
Piscinex's Rules makes numerous changes with the aim of improving the game in the following ways:
Overall Balance
1.006: In most situations Soviets have a large advantage, this has led to them dominating the ladder and reduced the number of competetive Allied players over time. This makes the game a lot less interesting.
1.007: Changes have been made to both Allies and Soviets to make the game more balanced (some people seem to construe this as meaning that Soviets have simply been made "worse" - this is not the case).
Unit Diversity
1.006: Many units are either rarely useful, or outright useless. Additionally, some units are so overpoweringly strong that they preclude the use of other units (why buy Apocalypses when Rhinos are lower-tech and better?).
1.007: Weaker units are made more effective, stronger ones made less effective. The idea is to make every unit useful and give everything a role.
Country Balance
1.006: There is an accepted hierarchy of countries. Iraq and America and the best and most competetive (they will be chosen much more frequently in Quick Match for example); Korea, Great Britain and France are weaker but can still be very effective in certain situations. The remaining countries have no competetitive value and are used purely for fun purposes.
1.007: The aim is to make each country as effective as the next at a competetive, serious level - without sacrificing the individuality and character of each unit. This means making the strongest country units (like Desolators and Paradrops) weaker, whilst making the very weakest countries (like Germany) stronger.
Strategy
1.006: The game is often said to be dominated by build-orders and economy, with other skills (like micromanagement, game knowledge and unit choice) being sidelined.
1.007: The game should use more skills and be more interesting, tactical and varied.
Changes List
This is an abbreviated list of the most important changes to units, structures and abilities. + means a unit was made better, – means it was made worse. Unlisted units have not been changed (other than extremely minor changes or bug fixes).
Allies
+ GI: Cost reduced to $150 (from $200). Damage scaled down accordingly, but hit points remain the same.
+ Rocketeer: Self-heals over time.
+ Tanya: Tougher, uncrushable and self-heals. Can plant C4 on tanks. Tanya IFV less effective against Terror Drones. Price increased to $1200 (from $1000).
+ Chrono Legionnaire: Cost reduced to $1200 (from $1500). Range increased.
– Spy: Cost increased to $1200 (from $1000). Hit points slightly reduced. Power blackout and money-stealing abilities more effective.
+ Chrono Miner: No longer teleports automatically to far away Refineries.
+ Nighthawk: Resistant to anti-aircraft fire, especially from Patriots and Flak Cannons. Can attack other air units.
– Mirage Tank: Less damaging to Terror Drones and high-tech-infantry (like Tanyas and Yuris).
– Prism Tank: Slightly less damage.
+ Destroyer: Slightly faster; Osprey more resistant to anti-aicraft fire.
– Dolphin: Less damaging to naval structures.
Soviets
– Iron Curtain: Superweapon charge time increased to 6 minutes (from 5).
+ Psychic Sensor: Cost reduced to $600 (from $1000).
+ Tesla Trooper: Tougher and self-heals. Range slightly increased.
+ Flak Trooper: More effective against Rocketeers.
+ Crazy Ivan: Destroys most structures in one Ivan Bomb.
+ Yuri: Slightly increased range and speed.
– Rhino: Slightly reduced range.
– Flak Track: Less effective against Rocketeers.
+ V3: Missile faster and harder to shoot down.
+ Apocalypse: Range and acceleration increased.
+ Kirov: Resistant to low-tech anti-aircraft units (like IFVs and Flak Tracks).
+ Typhoon Submarine: Range slightly increased.
+ Sea Scorpion: Cannot be grappled by Squids. Ground weapon slightly more damaging.
+ Squid: Punch attack highly effective against Dolphins.
Country Units
+ British Sniper: Tougher, uncrushable and self-heals.
+ German Tank Destroyer: Range and rate of turn increased.
– American Paradrop: Number of GIs reduced to 7 (from 8).
– French Grand Cannon: Less effective against structures and infantry.
+ Cuban Terrorist: Auto-attack targets like Drones and Dogs, damage to vehicles increased. Friendly Terrorists no longer harm each other.
+ Libyan Demo Truck: Damage to vehicles increased, tougher.
– Iraqi Desolator: Radiation eruption damage decreased, especially against infantry.
+ Russian Tesla Tank: Damage to light vehicles, Miners and infantry increased. Damage to heavy vehicles reduced.
Other Changes
– Paradrop: Paradrops from Civilian Airports give fewer infantry.
– Engineer: Die in one Pillbox or Sentry Gun shot (down from two). More effective at disarming Ivan Bombs.
+ Wall: Build much more quickly and can be placed further. Units can always fire through friendly walls.
– Dog: Slightly less effective against infantry.
+ MCV: Cost reduced to $1750 (from $3000).
– Naval Shipyard: Cannot be placed as far from the shoreline.
+ Amphibious Transport: Hit points increased.
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