Combat Changes

Rise of the East follows a medium Rock Paper Scissors method of balancing. Emphasis on medium as multiple units have dual roles, although they are generally only “strong” vs some things and “good” vs others. Some units are 50/50 split on roles and others are strictly single role only, e.g. the Soviet Demolisher infantry who excels at taking down buildings.



Buffs & Debuffs

Debuffs have been introduced and can be applied via special weapons and/or support powers. The following debuffs are ingame as of 3.0:

  •  Damage – This indicator means this unit is doing more/less damage
  •  Armor – This indicator means this unit is taking more/less damage
  •  Speed – This indicator means this unit is moving faster/slower
  •  Attack Speed – This indicator means this unit is attacking faster/slower
  •  Disarm – This indicator means this unit cannot perform any attacks
  •  Reversal – This indicator means this unit’s damage values are reversed. E.g. damage will heal instead

There are also special case debuffs such as Tanya's Cryo slow debuff, Galewing's Cryo bomb which freezes enemies and the Tesla Raider's Shock Grenade which EMPs enemy vehicles.



General Powers & Support Powers

GPs and SPs can completely change the outcome of battle and the play style of any faction.

General Powers are granted at each tier free of charge. GPs give the commander a choice between tools such as unit upgrades, support powers or economy boosts - allowing for a strategy shift or counter to certain combinations.
In future versions of RotE, General Powers will be accessed in a similar fashion to how they work in C&C Generals.

The example below shows Ukraine's Rank 1 choices between upgrading their Bulava Tank with more armor and amphibious tech or gaining access to a new tiered Support Power that spawns Iron Striders anywhere on the map:

Some GPs are also backwards compatible, meaning once you reach a certain tier but end up losing the tech building, the new tech (unit, upgrades etc) granted by the GP will still be available. For SPs, a lesser version is granted.
E.g. USA Rank 3 GP to unlock the Paladin Tank is accessed at T3, but the Paladin Tank itself replaces the M1A1 at T2:

Support Powers now have costs attached and increased utility, whether it is battlefield repairs or calling in an airstrike. Some Support Powers are also tiered and upgrade with each tier, to keep up with the demands of battle.



Permanent Upgrades

Upgrades are one of our most prominent features as it completely changes the way upgrades are obtained. Unlike in the original game, where you can only build upgrades directly onto structures, which removes the upgrade as soon as the structure is destroyed, Rise of the East delivers permanent upgrades via a single click on your sidebar without interrupting build queues.

Currently there are 3 forms of upgrades available to the commander:

Direct Unit Upgrades

  • These upgrades affect future versions of this unit with either a new ability or a new or improved weapon.

    The GLA Scarab Rockets Upgrade adds a rocket pod to the Scarab Tank, increasing damage output.

Weapon Type or Unit Type Buffs

  • These upgrades affect current and future units with a buff. Typically damage, armor or rate of fire buffs.

    Specter's Militant Stealth Suit Upgrade is a special case as it also grants Militants with permanent stealth.
    Germany is also able to apply its shields on existing and new units in the battlefield without replacing units.

Selection Upgrade

  • These upgrades act as an additional prerequisite to a unit choice and are free/instant. Typically the commander is given a choice between two or more units and only one can be selected. Once selected that unit will become available and the other choices will disappear for the rest of the game.

    E.g. Russia is given the option between 2 types of Tesla Tanks:

    1. One that deals additional single target damage (anti vehicle) or;
    2. One with an attack that bounces onto nearby targets (anti infantry)
Below are a few examples of what an upgraded unit may look like in the sidebar:



New Tech Tiers

In the original game, you could tech up to T3 in the blink of an eye. Rise of the East increases tech structure cost and power requirements and introduces a designated T2 building for all factions to delay this transition.

The mod remains fast paced and higher tiers can be reached in a reasonable amount of time, but this change was implemented to reinforce the RPS system above, giving lower tier units a damage disadvantage when fighting against higher tier units. The difference varies between unit type, T1 infantry on average deal 46% less to T3 infantry while T1 tanks deal 26% less to T3 tanks.

T2 and T3 units have increased utility in the form of special abilities, and/or stat immunities and new attributes.



New Ore Types

The expansion of ore types makes every map different and changes play style depending on resources available. There are also new ore drills for each ore type.

HINT: Uranium is explosive, similar to blue tiberium - adding another option to early harrass if your opponent has an uranium field being mined. Keep in mind that miners full of uranium are explosive as well.

As of 3.0, ore values are as follows:

  • Iron: 25
  • Gold: 37
  • Gems: 49
  • Uranium: 61



Power

Low power penalty has been increased to a flat 50% of production speed regardless of whether your power is in red or yellow stages.

As such, the TS toggle-power function that gave the commander the ability to shut down certain buildings is back in Rise of the East.

To use it, you must first set it up in the keyboards section of your ingame options (ESC). Use it again to turn the building back online. Currently only Radars, Factories, Superweapons and Base Defenses can be powered down.

This function is useful for when you need to get your power back up to green levels so production stays at full speed.