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Derek
05-10-2007, 09:00 PM
http://www.gamereplays.org/community/index.php?showtopic=236434&st=0&gopid=2864202&

Long read. Enjoy.
Hey everyone,

You've won me over, instead of revealing this to newsletter subscribers first, i'm posting it to the boards, we won't be denied in our quest to win you guys over.

So, before you read the extensive list below, here is a reiteration of our plans surrounding patch 1.05 which we feel is going to set the landscape for Command & Conquer 3 for the coming months, WCG, the ladder, etc, etc, etc... and of course, I expect there will be many who agree and disagree, but such is life in RTS la la community land

-We are targeting the patch release for later this month and we are currently on track. Since this is such a huge patch, our QA team has mandated a much more extensive amount of testing time on it. That is the primary reason we have not put the patch live yet. As i've said before our patche go through extensive QA testing efforts, and especially one of this magnitude.

-The balance changes that are addressed in this patch are absolutely reflective of thousands of hours of testing and play, thousands of matches and generated opinions from you...the community...we listened and we made conscious choices that we feel are going to diversify the factions greatly. I ask that you please save your final judgement until you PLAY THE PATCH extensively. We had balance testers here and they all really felt it brings a new dynamic to the game. I consider our balance testers indicative of the general community player, you. Can't have everyone come in and test, but it certainly helps to get that added layer!

-The notes below do not encompass all of the technical bug fixes in this patch but they do include the primary fixes that would be most visually apparent to you.

-We just fixed the auto-map transfer issue for custom maps, that is not noted in the patch notes, but it will be included in patch 1.05. So for anyone having issues automatically transferring custom maps, this patch should fix your problem.

-We are working on a strict disconnection and cheat policy that we plan to coincide with the release of patch 1.05. We will not rest on our laurels and let these people ruin the competitive aspect of the game. Please also understand that this battle is end-less and there cannot be an expectation to 100% rid of cheaters and disconnects. We will have to adapt to survive, its true. If you look at any other RTS, MMO, or FPS game, its an on-going war, its not just here on C&C 3, its everywhere. We will crackdown and do whatever it takes to combat this in order to make our ladder and your experience as great as possible.

-We intend to start a ladder season shortly after the release of patch 1.05. Per this ladder season we are working on prizes, tournaments, etc.

-The Battlecast feature is currently undergoing A LOT of tuning. Its a new revolutionary feature and we are working to make it everything its meant to live up to. Changes and enhancements to Battlecast will also coincide with patch 1.05 and further in to June.


Alright, without further ado, here are your patch 1.05 full notes. Please do not tarnish this thread with anything less than constructive talk related to C&C 3. That would be hugely appreciated.

We will be having some interviews and so forth with the designers to coincide with the patch and our producer of patch 1.05, Greg Kasavin will be talking in this thread and other patch related threads to help answer any questions. Expect to see him on and off.

Thanks again to all those supporting our efforts,
APOC

<Fixed Exploits>

· Fixed an exploit in which players could use GDI Engineers,
Nod Saboteurs, or Scrin Assimilators to capture enemy structures
without moving the units over to those structures.

· Observers of multiplayer matches can no longer use hotkeys to
affect spectated players' production queues.

· Units affected by the Scrin Mothership's Catalyst Cannon now
lose their explosive properties if teleported via the Teleport
Units ability or the Wormhole support power.

· Scrin Mothership can no longer fire its Catalyst Cannon
through a Wormhole.


<Balance Changes>

The following balance changes are intended to enable a more-
diverse set of viable strategies for both casual and competitive
play, and to further ensure that the forces of the GDI, the
Brotherhood of Nod, and the Scrin are evenly matched as Tiberium
Wars rage on.

/General Balance Changes/

· Some structures on each side no longer provide Ground Control
for base expansion. These include: Power Plants, Reactors,
Tiberium Silos, Barracks, Hands of Nod, and Portals.

· Heavy infantry units' resistance to CANNON damage increased by
45%. This affects GDI's Zone Troopers and Commando, Nod's Black
Hand and Commando, and Scrin's Shock Troopers and Mastermind.
All other infantry resistance to CANNON damage increased by 25%.
This change means infantry are less vulnerable to tank shells and
similar weapons.

· Infantry armor penalty to SNIPER damage removed. This change
makes infantry slightly less vulnerable to Nod Shadow Teams in
particular; GDI Commandos and Sniper Teams, Nod Commandos, and
Scrin Buzzers are still highly lethal against enemy infantry.

· Infantry attack range bonus while garrisoned reduced by 25%.

· GDI Commando, Nod Commando, and Scrin Mastermind units can no
longer be crushed by enemy vehicles.

· CANNON weapons, such as those found on the GDI Predator Tank and
Nod Scorpion Tank, now cannot miss against moving enemy vehicles.

· GDI, Nod, and Scrin Harvesters' cost/build time increased by 40%
to 1400/14. All Harversters' speed and turn rates equalized, which
makes Scrin's Harvester slightly more maneuverable than before.

· GDI Refinery, Nod Refinery, and Scrin Extractor sale price
reduced by 70% to 300 credits.

· GDI Surveyor, Nod Emissary, and Scrin Explorer base expansion
units now all move at the same speed. Specifically, the Nod
Emissary and and Scrin Explorer move 50% more slowly to match
the GDI Surveyor.

· Repair Drones for all sides now repair vehicles that are under
attack. Limit one Drone per vehicle. Rate of repair is now
constant, rather than a percentage based on the vehicle's total
health. This means vehicles with lower maximum health will be
repaired faster.

· Standardized repair radius on all structures. As a result, the
radius on all aircraft production structures has increased.

· Re-stealth time doubled for units that do not have innate
stealth effects, such as units affected by Nod's Cloaking Field.
This means such units will take longer to regain stealth after
attacking or being detected.

· Ground Control provided by building a GDI Crane, Nod Crane, or
Scrin Foundry has been equalized. Specifically, the amount of
Ground Control gained by building a Nod Crane or Scrin Foundry
has increased by 50%.

· Tiberium Spike tech structure's income increased by 66% to 25
credits per unit of time.

· Defensive Tower tech structure's attack power increased by 60%.

· Visceroids are now punishable by crushing.


/GDI Balance Changes/

· Rifleman Squad: Speed increased by 20%. Attack power increased
by 50%. Dig In ability cost reduced to 100, build time reduced
to 5, Foxhole capacity increased to two units. Foxholes no longer
eject infantry units until the Foxholes are destroyed. Dig In
ability now causes the unit to begin building a Foxhole
immediately at its location.

· Missile Squad: Speed increased by 20%. Health increased by 100%.
Range increased by 75%. Attack power vs. aircraft reduced by 25%.

· Engineer: Speed increased by 20%.

· Grenadier Squad: Speed increased by 20%.

· Sniper Team: Speed increased by 20%. Health reduced by 50%. Rate
of fire reduced by 50%. Re-stealth time increased by 25%.

· Commando: Speed increased by 20%.

· Pitbull: Health increased by 33%. Rate of fire increased by 25%.
Turret turn rate and pitch rate increased, improving the Pitbull's
ability to fire on fast-moving aircraft.

· APC: Speed increased by 20%. Attack power vs. infantry reduced
by 25%. Turret turn rate and pitch rate increased, improving the
APC's ability to fire on fast- moving aircraft.

· Harvester: Attack power increased by 300%.

· Rig: Acceleration and deceleration times reduced, making the
unit more maneuverable. Battle Base Repair Drones changed to work
like all other Repair Drones.

· Mammoth Tank: Speed reduced by 7%. Attack power of rockets
reduced by 25%. Rate of fire with Railguns upgrade reduced by 35%.
Attack power with Railguns upgrade increased by 35%.

· Orca: Health increased by 50%.

· Firehawk: Now fires its missile loadout in volleys, improving
its ability to quickly damage groups of enemy aircraft.

· Ox Transport: Health increased by 70%.

· Sonic Emitter: No longer hits larger units multiple times in one
attack. Attack power per hit increased to compensate.

· Railguns: Upgrade cost increased by 66% to 5000.

· Composite Armor: Upgrade cost increased by 50% to 2000.

· Radar Scan: Support Power cost increased by 20% to 300.

· Shockwave Artillery: Support Power cost increased by 33% to
2000. Attack power reduced by 38%.

· GDI Airborne: Support Power cost increased by 50% to 1500.

· Bloodhounds: Support Power cost increased by 50% to 3000.

· Sharpshooter Team: Support Power cost increased by 40% to 3500.

· Zone Trooper Drop Pods: Support Power cost increased by 50% to
4500.


/Brotherhood of Nod Balance Changes/

· Militant Squad: Speed increased by 20%. Attack power increased
by 50%.

· Militant Rocket Squad: Speed increased by 20%. Health increased
by 100%. Range increased by 75%. Attack power vs. aircraft reduced
by 25%.

· Saboteur: Speed increased by 20%.

· Shadow Team: Health reduced by 50%.

· Black Hand: Speed increased by 22%. Health increased by 66%.
Attack power increased by 150%.

· Attack Bike: 200% attack power bonus vs. aircraft has been
removed. Turret arc and turn rate increased, which allows the unit
to more-effectively attack any nearby targets while moving.
Directional armor removed, which makes the unit more resistant
to attacks from the flank and rear. Fixed an error that caused
the unit to not always fire both rockets at once, effectively
raising its attack power.

· Raider Buggy: Attack power vs. infantry reduced by 25%.

· Scorpion Tank: Attack power reduced by 20% before Laser
Capacitors upgrade.

· Flame Tank: Cost/buildtime increased by 20% to 1200/12. Turret
turn rate doubled, improving the unit's ability to quickly acquire
targets. Attack power increased by 150%.

· Stealth Tank: Cost/buildtime increased by 50% to 1500/15. Attack
power increased by 50%. Attack power bonus vs. aircraft reduced
by 25%.

· Avatar: Cost/buildtime reduced by 27% to 2200/22. Flamethrower
upgrade attack power increased by 150%.

· Venom Patrol Craft: Attack priorities changed so that the unit
will always prioritize enemy infantry over vehicles and base
defenses.

· Carryall: Health increased by 70%.

· Armageddon Bomber: Health increased by 33%. (Note: This aircraft
only appears when summoned by certain Support Powers.)

· Laser Capacitors: Upgrade cost increased by 50% to 3000.

· Tiberium Infusion: Upgrade cost increased by 50% to 2000.

· Cloaking Field: Support Power cost increased by 100% to 3000.
Attack power vs. light infantry increased by 600%. Attack power
vs. heavy infantry increased by 200%.


/Scrin Balance Changes/

· Buzzers: Health increased by 50%. Movement rate improved; now
more effective at cutting through massed infantry but no longer
kill entire infantry squads all at once.

· Disintegrators: Speed increased by 17%.

· Assimilator: Speed increased by 20%.

· Mastermind: Cost/buildtime increased by 66% to 2500/25. Recharge
time on Manipulator Device increased to 30 seconds. Teleport Units
ability now begins its cooldown period after units are teleported,
rather then when units are first selected for teleporting.

· Gun Walker: Acceleration and deceleration times reduced, making
the unit more maneuverable.

· Harvester: No longer spawns an Ion Storm when destroyed.

· Corruptor: Acceleration and deceleration times reduced, making
the unit more maneuverable.

· Planetary Assault Carrier: Ion Storm ability now generates an
Ion Storm more quickly. Scrin aircraft now receive a 25% bonus to
attack power in addition to the 25% bonus to armor while in an Ion
Storm.

· Mothership: Attack power increased by 100%. Catalyst Cannon now
causes a faster, wider chain reaction. Damage sustained by the
Mothership has less impact on the power of its attack.

· Buzzer Hive: Buzzers immediately respawn when killed. Buzzers no
longer die if their Buzzer Hive is destroyed.

· Gravity Stabilizer: Now spawns Buzzers instead of Shock Troopers
when sold or destroyed.

· Force Fields: Upgrade cost increased by 66% to 5000.

· Stasis Shield: Support Power cost increased by 100% to 2000.

· The Swarm: Support Power cost increased by 50% to 1500.


<Multiplayer Maps>

Added four new multiplayer maps, which may also be used in
Skirmish mode. Two out of four of these maps are enabled for
ranked competition online, and so will appear in the Automatch
map rotation.

/Map 1: Tournament Rift/
Red Zones such as this have long since become uninhabitable to any
of Earth's life forms, and yet serve as a focal point for the
conflict between the GDI, the Brotherhood of Nod, and the Scrin,
in their continued efforts to gain control over the alien mineral.
This is a two-player map available for ranked matches.

/Map 2: Tournament Coastline/
As the spread of Tiberium inexorably continued across the world,
GDI and Nod forces found themselves frequently skirmishing for
control over strategic coastal regions such as this one. This is
a two-player desert map available for ranked matches.

/Map 3: Schlactfeld Stuttgart/
The Scrin, desperate for Tiberium, savagely laid waste to this
once-proud German city in short order. Now fighting over the green
crystal continues in the city's ruined remains. This is a two-
player urban map available for unranked matches.

/Map 4: Coastline Chaos/
An extension of Tournament Coastline, this map is based on the very
first map used to publicly showcase Command & Conquer 3 Tiberium
Wars at the 2006 Electronic Entertainment Expo. This is a four-
player desert map available for unranked matches.


<User Interface Enhancements>

· Added a "Classic Command & Conquer (Left-Click Orders) mouse
interface option, which may be selected in the General tab of
the Settings menu.

· Added the ability to cycle through multiple production
facilities of the same type either by clicking on the main
tab for that production category or using the respective hotkey.

· When placing unit-producing structures, players will now see
these structures' default rally point, which should help guide
base-building decisions near impassable terrain.

· The Reverse Move command for vehicles can now be given by
pressing and holding the hotkey (default 'D') as well as by
tapping the hotkey before each move order.

· The 'Show Healthbars' hotkey (default '`') now toggles on all
healthbars with one tap. Tapping the hotkey again reverts the
effect.

· Loading screens prior to online multiplayer battles now show a
snapshot of the selected map as well as statistics for each
player.

· It is now possible to rebind the default hotkeys for camera
controls.

· Hotkeys for Telestrator features are now available for match
Commentator. Visit the Hotkeys tab of Settings menu to view
the default hotkeys or change them.

· Various "slash commands" added to online multiplayer lobbies.
Type "/help" in an online lobby for a list of commands.


<Bug Fixes>

· Fixed an error that prevented players from being able to place
certain structures as closely together other as expected, which
makes it easier to find suitable building locations.

· Flying units can now be ordered to move onto terrain that is
impassable to ground units.

· The Attack Move order now works correctly if a target unit
is selected.

· Fixed an error that sometimes caused units to not target
structures automatically when given an Assault Move order.

· Fixed a graphical error that caused production timers in the
Sidebar interface to "snap" to position when switching between
production queues.

· Added an EVA announcement for when an enemy Scrin Mastermind
enters the player's line of sight.

· Fixed an error that prevented players from using hotkeys to
change unit stances while units were moving.

· Tiberium Spikes now continue to provide a flow of resources
if damaged and then repaired.

· Several campaign cinematics now show up as expected in the
Transmission Log.

· Fixed an error that sometimes caused GDI Ox Transports and
Nod Carryalls to become stuck and unselectable when ordered to
land next to edges of cliffs.

· Mouse cursor no longer suggests that air units can be used to
open crates.

· Jumping to a unit group now moves the camera to the center
of the group, rather than the last unit added to the group.

· Nod defensive turret hubs now appear unstealthed when their
turrets fire while under the effects of the Disruption Tower.

· Computer-controlled players will no longer attempt to sell
the same structure multiple times when low on resources, which
caused a stream of zeros to appear onscreen.

· GDI APCs now will always move close enough to their targets
to ensure infantry units inside are within attack range.

· Fixed an error that sometimes caused walker unit death
animations to not play correctly.

· Stormriders are now affected by the player's handicap setting
in multiplayer matches.

· Maps with six starting positions now properly randomize
players' starting positions.

· The Nod nuclear missile can no longer be stopped after launch
if the player powers down the Temple of Nod.

· Nod Avatars will no longer retain their veterancy level when
they are destroyed and their husks are recovered.

· Nod Beam Cannons now gain their expected bonuses to attack
power from veterancy.

· Fixed an error that sometimes caused Nod laser defenses to
appear as if they still were firing when powered down or
destroyed.

· Units created using Nod's Decoy Army support power will no
longer last indefinitely if the Nod Operations Center is
powered down. Decoyed Scrin Corrupter units no longer spawn
Visceroids.

· Fixed an error that sometimes caused units to display
veterancy ranks from the wrong faction.

· Added effects for when Tiberium crystals are attacked and
destroyed.

· Added effects for Nod Vertigo Bomber's rear anti-air turret.

· Added ambient sound effects for Scrin Gun Walker and
Scrin Annihilator Tripod.

· GDI and Nod Commandos will now respect the rules of their
selected combat stance with regard to their C4 charges. They
will not automatically rush to demolish structures unless
set to Aggressive stance.

· GDI Firehawks equipped with Stratofighter Boosters will no
longer fly in stacked on top of each other when groups of them
are order to use the ability at the same time.

· Nod Scorpion Tanks don't catch fire as quickly.

· The user interface now properly stretches to the top and
bottom of the screen in 1280x1024 resolution.

· Added recoil effects to unupgraded Nod Scorpion Tank and GDI
Guardian Cannon.

· Scrin Worm Hole support power no longer allows the user to
create the entry and exit points on top of each other.

· Scrin Buzzer Hives now show an attack radius when selected.

· If a player is defeated, the end-of-mission music no longer
plays twice.

· Computer-controlled players will now attempt to build
superweapons only in their most-fortified bases.

· Added an EVA announcement for when teammates place a beacon.

· The Resources chart in the post-match screen now graphs total
credits gathered over time.

· When spectating multiplayer matches, players will now hear the
game music change dynamically as the battle's participants do.

· Fixed an error that caused text to misalign in online chat
lobbies if players remained in those lobbies for a relatively
long period of time.

· When loading replay files directly from the Windows desktop,
Main menu music no longer plays during the match.

· Various other minor bug fixes.


<Other Changes>

· Some campaign missions have been tuned and rebalanced.

· In team-based matches, allied players now share Ground
Control, allowing them to build structures in each others'
bases.

· When attempting to restart a campaign from the beginning,
players will now receive a warning prompt notifying them
that their autosave for that campaign will be overwritten
if they proceed.

· Added wider variety of scorch marks to the battlefield.

· Added garrison-clearing effects for Nod Flame Tank, Nod
Black Hand, and Scrin Corrupter units.

· Added explosion effects for when Scrin Disintegrators are
crushed.

· Added Heroic-level firing effects for the GDI Juggernaut.

· Added music when viewing Intelligence Database during
campaign missions.

· Scrin Devourer Tanks now have an additional gauge that
shows remaining supercharged ammunition after using the
Conversion Beam ability.

· Added new visual effects for the Scrin Annihilator Tripod's
close-range EMP attack.

· Added an audio cue for when Repair command is used on a
structure.

· Added ammunition counters to the unit portraits of aircraft
with limited ammo, including the GDI Orca and Firehawk and the
Nod Vertigo Bomber. Also added reload sound effects to
these units.

· Updated the loading screen when loading saved games.

· Fixed various typographical errors in the game.

Done reading? Good. Now for my thoughts.

A lot of major changes, the game will be a lot different. Mostly for the better, although I don't like the Scrin harvester losing its ion storm and the minor buildings losing their ground control (there goes every BO people have created...). I'm also not terribly fond of refinery and grav selling no longer being advantageous, but it makes sense and is probably for the better. I'ld like to point out the changes to the rocket squads, 75% range bonus, thats huge. We may see these things get some use yet.

Now while we wait for the patch to come out, I've got to go rework all of my build orders...

Daishi
05-10-2007, 09:49 PM
Prima's official strategy guide is now worthless XD

· Added Heroic-level firing effects for the GDI Juggernaut.
^First on my to-do list is to check it out.


One thing I don't really respect like I probably should... They increased the cost of practically every upgrade and support power. :(

M2M
05-11-2007, 03:07 AM
Prima's official strategy guide is now worthless XD


^First on my to-do list is to check it out.


One thing I don't really respect like I probably should... They increased the cost of practically every upgrade and support power. :(

a bit odd tough.. 5000 for railgun upgrade, and being able to build in the enemys base...

Derek
05-11-2007, 06:33 AM
Enemy's base? No, you can buid in your ally's base.

Daishi
05-11-2007, 06:45 AM
Enemy's base? No, you can buid in your ally's base.

Oh crap... you know what this means...

Stealth storm columns... :uhh:

GGdown
05-11-2007, 07:15 AM
Oh crap... you know what this means...

Stealth storm columns... :uhh:
Is it just me that read that and though "Awesome!"?

Daishi
05-11-2007, 07:55 AM
No ur not ;) Now the Scrin won't be the only ones that can boost their allies in extended games.
So many new strategies will be born with this patch ^^

M2M
05-11-2007, 07:55 AM
Enemy's base? No, you can buid in your ally's base.

yeah sorry made a typo, meant allied base, but that would make excellent defencive combos don't you think?

unbeatable in every aspect :D

or how about this, a stealthed apc, with a commando inside can make short work of both infantry and juggernauts :D

Daishi
05-11-2007, 08:04 AM
^Was always possible.

· Scrin Mothership can no longer fire its Catalyst Cannon
through a Wormhole.

I lol'd. Holycrap i didn't see that coming ^^

MaXiMuZZZ
05-11-2007, 09:35 AM
· GDI, Nod, and Scrin Harvesters' cost/build time increased by 40%
to 1400/14. All Harversters' speed and turn rates equalized, which
makes Scrin's Harvester slightly more maneuverable than before.

· GDI Refinery, Nod Refinery, and Scrin Extractor sale price
reduced by 70% to 300 credits.

As said above, the BOs will have to be changed drastically.
*sighs*

Most changes are great though. Good to see they put so much effort in!

SgtRicko
05-11-2007, 12:50 PM
The changes I dislike:


· Scrin Mothership can no longer fire its Catalyst Cannon
through a Wormhole


Aww, man, I liked that strat, it was wicked!!!:( (I also thought it was originally intended)


· Some structures on each side no longer provide Ground Control
for base expansion. These include: Power Plants, Reactors,
Tiberium Silos, Barracks, Hands of Nod, and Portals


This could end up causing some spacing issues, and since the terrain is VERY finicky in Tib Wars, I can see some problems pop up with this one...:uhh:

· Infantry attack range bonus while garrisoned reduced by 25%.

This could end up making the idea of garrisoning a building kinda useless, especially if you're dealing with the basic riflemen or militia.

· GDI Refinery, Nod Refinery, and Scrin Extractor sale price
reduced by 70% to 300 credits.

Ouch. EA may end up taking away a lot of the strategic diversity of the early-game by doing this. I understand that they wanted to get rid of the whole "dual ref, then sell one ref" strat, but reducing the cost to $300 credits is ridiculous! At least let me get $900, hell maybe $700 from my sold ref, not a pittance!

· Visceroids are now punishable by crushing.

Great, now they're helpless against anything vehicular.:grumpy:

· Rifleman Squad: Speed increased by 20%. Attack power increased
by 50%. Dig In ability cost reduced to 100, build time reduced
to 5, Foxhole capacity increased to two units. Foxholes no longer
eject infantry units until the Foxholes are destroyed. Dig In
ability now causes the unit to begin building a Foxhole
immediately at its location.


I actually found the original rifleman Squad to be ok, except for the foxhole thing. Kinda makes me wonder why they beefed it up so much. As for the foxhole itself, I'd say that the original price and the one unit capacity were good enough; they really didn't need buffing (though the build-time sure as hell did.)

· Sniper Team: Speed increased by 20%. Health reduced by 50%. Rate
of fire reduced by 50%. Re-stealth time increased by 25%.

I'm probably the only guy here that prefers the riflemen+APC combo over the
Sniper+APC variant, and this change is only going to galvanize me even more. Snipers were fragile enough, and honestly were too slow at killing to be truly good anti-inf, so this nerf my very well make the Sniper even more useless in my eyes.

· Harvester: Attack power increased by 300%.

DAMN MAN, that's crazy talk!!!:eek:


· Mammoth Tank: Speed reduced by 7%. Attack power of rockets
reduced by 25%. Rate of fire with Railguns upgrade reduced by 35%.
Attack power with Railguns upgrade increased by 35%.


The Mammoth is too slow as it is: why the hell are you gonna slow it even further!?!:wtf:


· Firehawk: Now fires its missile loadout in volleys, improving
its ability to quickly damage groups of enemy aircraft.


I actually liked the way the Firehawk used it's missiles in a 1-per-round manner; it really made the Firehawk look like it's in a real dogfight with the more mobile air targets, such as the Stormrider or Vertigo. I'll miss the beauty of them air shows...:cry:


· Ox Transport: Health increased by 70%.


If there is one change that screams 'TROUBLE,' it's this one. Make an Ox too powerful, and you'll be able literally drop right in the enemy's base with zero-resistance or damage, which is just plain bad.


· Railguns: Upgrade cost increased by 66% to 5000.


I'm really beginning to think that Apoc works for Nod after seeing this nerf...:shifty:
At least tone it down to $4000 - I might as well buy a freakin Ion Cannon for that price instead!

Raider Buggy: Attack power vs. infantry reduced by 25%.

Great, now it's even MORE useless!:irked:

· Scorpion Tank: Attack power reduced by 20% before Laser
Capacitors upgrade.

You could probably nerf it's speed, armor, price, ROF, turn rate, and build time, and it would STILL be imbalanced. Oh well, really I don't blame EA here: it's a tough call for this sucker.


· Stealth Tank: Cost/buildtime increased by 50% to 1500/15. Attack
power increased by 50%. Attack power bonus vs. aircraft reduced
by 25%.

It's official: Apoc DOES work for Nod. I mean holy hell, these things were nasty enough as it was, why boost their attack power even MORE!?!:freek:

· Venom Patrol Craft: Attack priorities changed so that the unit
will always prioritize enemy infantry over vehicles and base
defenses.

Doesn't really matter -- usually when I use Venoms, I have them target everyone and everything in sight en masse, so this change just seems a bit odd. No biggie, though.

· Harvester: No longer spawns an Ion Storm when destroyed.

DAMN YOU, EA, DAMN YOU!!!!!!!!!!!!!!!!!!

· Buzzer Hive: Buzzers immediately respawn when killed. Buzzers no
longer die if their Buzzer Hive is destroyed.

Guarantee you that a new BO involving selling hives that only cost $600 to get 3 buzzers that cost $200 each along with a $250 bonus from selling is going to pop up reeeal soon once that patch is released...:squint:


I wonder if the patch will add in those missing Intel files...:chin:

JBV3737
05-11-2007, 01:04 PM
love these changes and fixes, WHY WASTN'T CNC3 RELEASED WITH THIS PATCH? lol

Derek
05-11-2007, 04:50 PM
Wow, I really didn't realize how poorly you understood the game, Ricko. :|

This could end up causing some spacing issues, and since the terrain is VERY finicky in Tib Wars, I can see some problems pop up with this one...:uhh:
They've also made it so that buildings can be placed closer together. The real hurt of this is that you can't stretch to tiberium fields with powerplants.

This could end up making the idea of garrisoning a building kinda useless, especially if you're dealing with the basic riflemen or militia.
Did you not see the 75% range increase to rocket squads? Now instead of shooting 25% further when in buildings, they shoot 75% further all the time.

Ouch. EA may end up taking away a lot of the strategic diversity of the early-game by doing this. I understand that they wanted to get rid of the whole "dual ref, then sell one ref" strat, but reducing the cost to $300 credits is ridiculous! At least let me get $900, hell maybe $700 from my sold ref, not a pittance!
They also increased the cost of a harvester to $1400 (seriously, did you even read the entire list?), $2000-$1400=$600/2=$300. So the price is right where it is expected to be.

Great, now they're helpless against anything vehicular.:grumpy:
You know I've seen visceroids all of once. They really don't matter.

I actually found the original rifleman Squad to be ok, except for the foxhole thing. Kinda makes me wonder why they beefed it up so much. As for the foxhole itself, I'd say that the original price and the one unit capacity were good enough; they really didn't need buffing (though the build-time sure as hell did.)
Dig-in was useless. Once squad couldn't do jack**** and it would be ejected very quickly. They might be useful now.

I'm probably the only guy here that prefers the riflemen+APC combo over the Sniper+APC variant, and this change is only going to galvanize me even more. Snipers were fragile enough, and honestly were too slow at killing to be truly good anti-inf, so this nerf my very well make the Sniper even more useless in my eyes.
Snipers were always much better against heavy infantry than rifle squads. And they'll still be strong after this.

DAMN MAN, that's crazy talk!!!:eek:
It had a peashooter. Now it will have a potato gun. Stop whining. :|

The Mammoth is too slow as it is: why the hell are you gonna slow it even further!?!:wtf:
How is the most powerful tank in the game too slow? This is just a very small nerf, virtually negligible. It will make aircraft and artillery slightly more effective, but thats it.

I actually liked the way the Firehawk used it's missiles in a 1-per-round manner; it really made the Firehawk look like it's in a real dogfight with the more mobile air targets, such as the Stormrider or Vertigo. I'll miss the beauty of them air shows...:cry:
It may have looked cool, but they had a tendancry to die before unloading all their ammunition. They'll be much better against the large Scrin aircraft now.

If there is one change that screams 'TROUBLE,' it's this one. Make an Ox too powerful, and you'll be able literally drop right in the enemy's base with zero-resistance or damage, which is just plain bad.
The transport died in two shots from just about anything before. Now it will die in three or four. The fact of the matter is that transports will still probably be useless.

I'm really beginning to think that Apoc works for Nod after seeing this nerf...:shifty:
At least tone it down to $4000 - I might as well buy a freakin Ion Cannon for that price instead!
Why the hell would you waste money on an Ion Cannon when you could have the most powerful upgrade in the game? This just means that it will take longer to get rails after teching up, we might actually see some Mammoth fights that don't involve railguns.

Great, now it's even MORE useless!:irked:
This is just to increase the overall effectiveness of infantry.

You could probably nerf it's speed, armor, price, ROF, turn rate, and build time, and it would STILL be imbalanced. Oh well, really I don't blame EA here: it's a tough call for this sucker.
Umm, no? There is nothing inherently imbalanced about the Scorpian, it was just too powerful for its speed (or too fast for its power, if you prefer).

It's official: Apoc DOES work for Nod. I mean holy hell, these things were nasty enough as it was, why boost their attack power even MORE!?!:freek:
A 50% power increase along with a 50% price/time increase. However, their AA has been nerfed, so they are actually weaker than before. And they were hardly "nasty" to begin with, more like "annoying", Scorpians were much more powerful.

Guarantee you that a new BO involving selling hives that only cost $600 to get 3 buzzers that cost $200 each along with a $250 bonus from selling is going to pop up reeeal soon once that patch is released...:squint:
Why the hell would someone want to spam buzzers?

hogo98
05-11-2007, 05:03 PM
Some things I like have now gone. Imo the 5K for Shealds and rail guns is stupid but it does make Avatars seem a little better, The MS and the wormhole trick was cool but i also like how you can now build with your ally this means you can save money by only building 1 mobile base thing.

VaultDweller
05-11-2007, 07:52 PM
I may have completely missed this, but have they added the ability to remove the CE skins yet?

mrchris
05-11-2007, 10:33 PM
What a very nice listing, tho I don't like the loss of ground control from the minor buildings but I really like adding ground control to team game ally's bases, since I got tired of lugging a surveyor/emisarry/explorer over there just to add an auxillary base or to add base defenses.

Darkfox
05-11-2007, 11:26 PM
I may have completely missed this, but have they added the ability to remove the CE skins yet?

If you are referring to Kane Edition....There is already an option in there under Settings[last tab I think] to disable the 'bonuses' from KE....unless it's seriously borked[which might be the reason I've seen no difference between KE enabled and disabled TW Units]

SgtRicko
05-12-2007, 02:40 AM
Well, here's my rebuttal:

1. The foxhole ability was pretty good at warding off engineers and other minor targets that tried to capture or harass your Tib Spikes or foward bases, at least for a little while. And when used en masse with some missile squads, they were actually dangerous. That's why I feel the only thing that needs to be changed is the build speed and that whole thing about the infantry ejecting early: adding in two slots and making them cheap may end up making them too spammable.

2. They also increased the cost of a harvester to $1400 (seriously, did you even read the entire list?), $2000-$1400=$600/2=$300. So the price is right where it is expected to be.
-The extra $1000 actually allowed some creativity with the BOs, but by nerfing the price so badly, the days of selling refs in order to get more harvesters and stuff is gone. But, I'm willing to wait and see how it changes things...

3. Snipers were too vunerable in most circumstances, and even if stuck within an APC, they were still too damn slow at killing infantry, even the heavy ones. And now that heavy infantry have had an increase in resistance against SNIPER damage, they may end up being totally wimpish.

4. Mammies are useless without rail guns (they can't kill or fire fast enough to really be effective without them). If the cost is increased, I might as well buy Juggernauts and Predators instead so as to have something practical.
NOTE: One second thought, that's not so bad, since it might actually encourage some creativity. But still, can't they at least bring it to $4000, and make it more reasonable???:\

5. Derek, I don't know where the heck you got the idea that SWs are crap man, but they aren't. They're excellent turtle breakers, and can also serve as a decoy to distract your enemy in some situations.

6. The Nod buggies were pretty much useless until they got the EMP generators. By reducing their firepower, you're only making them even more of a one-trick pony.

7. Nod's stealth tanks could screw you up royally in a matter of moments if they ever found a single opening in your defenses, or a small cluster of undefended powerplants. They REALLY didn't need a buffing (though the nerf on their anti-air capabilities was pretty decent).

Derek
05-12-2007, 07:59 AM
Yeah, you've really got no experience with this game. If I recall you're on dial-up so I highly doubt you've even played a multiplayer game, so just stop talking, for your own good. I'm not trying to argue with you, I'm trying to teach you.

1. The foxhole ability was pretty good at warding off engineers and other minor targets that tried to capture or harass your Tib Spikes or foward bases, at least for a little while. And when used en masse with some missile squads, they were actually dangerous. That's why I feel the only thing that needs to be changed is the build speed and that whole thing about the infantry ejecting early: adding in two slots and making them cheap may end up making them too spammable.
No, it was never the least bit effective. One guy once tried to use them against me, I ran over the rifle infantry before they finished. Other than that I have never seen them in online play because they suck too much. One rocket squad can't do crap against tanks in the short time before the foxhole dies and having one foxhole for each rocket squad would cost a total of $800, way too expensive.

-The extra $1000 actually allowed some creativity with the BOs, but by nerfing the price so badly, the days of selling refs in order to get more harvesters and stuff is gone. But, I'm willing to wait and see how it changes things...
It will change a lot of BOs, but not the creativity. The net effect of this will be to slow down the early game economy so people can't boom and then spam Scorpians from four WFs. As much as I enjoyed refinery selling, this is for the better.

3. Snipers were too vunerable in most circumstances, and even if stuck within an APC, they were still too damn slow at killing infantry, even the heavy ones. And now that heavy infantry have had an increase in resistance against SNIPER damage, they may end up being totally wimpish.
They have long range and are stealth when not moving. Thats not vulnable. And they have never been weak, they destroyed Shock Troopers like nothing else and tore through any other infantry too. A full sniper squad will kill two infantry per shot, so their effectiveness actually depends on the size of the squad they are attacking, but their RoF is enough that even large squads die fast.

4. Mammies are useless without rail guns (they can't kill or fire fast enough to really be effective without them). If the cost is increased, I might as well buy Juggernauts and Predators instead so as to have something practical.
NOTE: One second thought, that's not so bad, since it might actually encourage some creativity. But still, can't they at least bring it to $4000, and make it more reasonable???:\

5. Derek, I don't know where the heck you got the idea that SWs are crap man, but they aren't. They're excellent turtle breakers, and can also serve as a decoy to distract your enemy in some situations.
Mammoths without railguns are still the most powerful tanks in the game. Railguns just make them that much stronger. And I never said SWs were bad, I said that Railguns were much, much, better, which is true.

6. The Nod buggies were pretty much useless until they got the EMP generators. By reducing their firepower, you're only making them even more of a one-trick pony.
Useless? Those things slaughter early game infantry and are quite effective against aircraft. With lasers, they become even more powerful against both. They were never weak, I think you're just forgetting to account for their dirt cheap price ($400).

7. Nod's stealth tanks could screw you up royally in a matter of moments if they ever found a single opening in your defenses, or a small cluster of undefended powerplants. They REALLY didn't need a buffing (though the nerf on their anti-air capabilities was pretty decent).
No, they couldn't. A group of stealth tanks could take out a couple buildings, but once a defence force arrives they have to flee or their screwed, and after that you can be sure that your opponent will have suffecient stealth detection on the edges of their base. I know this from experience.

hogo98
05-12-2007, 08:42 AM
I don't know why they have made the stealth tank cost more because it was good as it was and now its weaker VS Air thats hard on NOD.

Derek
05-12-2007, 08:59 AM
Because they also increased the power of it. Stealth Tanks still have the same power/cost ratio, its just now you will have fewer Stanks which cost the same amount but do the same damage.

And the only late game AA that matters for Nod is Laser Venoms, so it really doesn't matter.

Soviet779
05-12-2007, 09:35 AM
AWW! There goes my winning tournament tower strategy, damn... Oh well at least nod get cheaper avatars, ill be able to more effectively combat mammoths with that.

Derek
05-12-2007, 09:53 AM
AWW! There goes my winning tournament tower strategy, damn... Oh well at least nod get cheaper avatars, ill be able to more effectively combat mammoths with that.
Stop whining you one mapper! :p

Tournament Tower is a terrible map anyways, you really shouldn't play it so much. I honestly wonder how good you really are on a decent map.

Daishi
05-12-2007, 10:17 AM
Stop whining you one mapper! :p

Tournament Tower is a terrible map anyways, you really shouldn't play it so much. I honestly wonder how good you really are on a decent map.

I'm sorry Derek, but I don't think any of us know why TT is any bad at all...

Derek
05-12-2007, 11:13 AM
I'm sorry Derek, but I don't think any of us know why TT is any bad at all...
Because it consists entirely of 5 tiny chokepoints. The game inherently degrades into defensive structure spam or (if you're Scrin) air unit spam. There is just no room to maneuver ground units. All Soviet777 does is spam Sonic Emitters on TT, which beats any ground attack in the game.

M2M
05-12-2007, 11:13 AM
fact was, that nod had all the chances of winning in the first 5 minutes of a game, and later on nod become somewhat useless. Now they balanced that :D

I'm greatfull, just hoping that my infantry inside some building is going to work a bit more fine :D... then again, I really think that it should take a bit more then one bloody granade to clear out a building

hogo98
05-12-2007, 11:59 AM
Well before this patch (currant version) Nod can still win Vs GDI and Scrin just requires some what more skill IMO. Scorp Spam late game works a bit but Using combos of Scrops Stealth tanks beam tanks and 2 - 3 avatars really messes with an opposing army it has won me 2-3 games.

Derek
05-12-2007, 12:10 PM
Avatars are completely useless. Never, ever, build them (in v1.04, I mean). And a decent Nod can beat any good Scrin or GDI player.

Daishi
05-12-2007, 02:12 PM
Because it consists entirely of 5 tiny chokepoints. The game inherently degrades into defensive structure spam or (if you're Scrin) air unit spam. There is just no room to maneuver ground units. All Soviet777 does is spam Sonic Emitters on TT, which beats any ground attack in the game.
1) At least they're not tank spamming, which the game would degrade to anyway.
2) I've creamed the GDI basestretching strategy with trip airfield firehawk spam. (I've played Scrin too much xD)
3) Spidering tactic, while counterable (though undeniably powerful), will no longer exist when 1.05 is distributed.

CO Valle
05-12-2007, 02:46 PM
Why the hell would someone want to spam buzzers?

lol.

Most of the changes sound good, but I liked the Ion Storm effect of the dying scrin harvesters.

A few others I'm not sure but I'll wait 'til the patch comes out.

Soviet779
05-12-2007, 05:31 PM
Because it consists entirely of 5 tiny chokepoints. The game inherently degrades into defensive structure spam or (if you're Scrin) air unit spam. There is just no room to maneuver ground units. All Soviet777 does is spam Sonic Emitters on TT, which beats any ground attack in the game.

Ahem theres fine tuning to that strategy! and anyone who dosent use the BO i use on that map will die, even if basewalking, if they use the same BO its down to whos fastest and who utilises things other than mammys and sonic emitters (juggernauts anyone) i beat somone just as good and fast as i was by using juggernauts combined with mammoths. TT is an awsome map, right up there with backwater brawl.

Derek
05-12-2007, 06:24 PM
Ahem theres fine tuning to that strategy! and anyone who dosent use the BO i use on that map will die,
And thats why its a terrible map! The only winning strategy is an incredibly lame one! I'ld like to see how you perform on a decent map.

Daishi
05-13-2007, 12:24 AM
I C.

Anyway, I'm guessing everyone here is "preparing" for the patch by avoiding 1.04, right? :rofl:

hogo98
05-13-2007, 08:03 AM
Thats right I havnt been playing CNC3 since i hear about the new patch :p

SgtRicko
05-13-2007, 09:53 AM
lol.

Most of the changes sound good, but I liked the Ion Storm effect of the dying scrin harvesters.

A few others I'm not sure but I'll wait 'til the patch comes out.

I just thought of something: why not make the Ion Storm effect an upgrade? That way, when the mid to late-game come around, the Scrin can still focus on the bigger issues of the battlefield and not on defending their harvesters too much!:chin:

Derek
05-13-2007, 10:14 AM
Eh, it would be interesting, but I don't think anyone would buy the upgrade. By that point in the game the ion storm doesn't do enough damage to really matter.

SgtRicko
05-13-2007, 10:35 AM
Eh, it would be interesting, but I don't think anyone would buy the upgrade. By that point in the game the ion storm doesn't do enough damage to really matter.

It would help to discourage air harrasment and light infantry mainly. Not likely to work out with the armor though.

mrchris
05-13-2007, 02:03 PM
I think I know why they may have removed ground control from minor buildings is to prevent "spidering".

Derek
05-13-2007, 02:17 PM
Thats pretty obvious to everyone...

Daishi
05-13-2007, 02:37 PM
I'm glad that the Nod tank spam is far weaker. Now we'll finally be seeing some tactics from the one faction that WASN'T designed to steamroll over their enemies.

GGdown
05-13-2007, 02:44 PM
I Imagine it'll be pretty interesting to see how good TT is as a map now that there's not gonna be spidering?

Derek
05-13-2007, 03:30 PM
It'll still be the same, except now that people can't attack with base defences, they just won't attack.

Daishi
05-13-2007, 04:27 PM
It'll still be the same, except now that people can't attack with base defences, they just won't attack.

No, no not really...

edit:
Super-effective turtling will be harder now that base-stretching has become more difficult. Anti-structure aircraft have not been weakened, although they already ripped spidering tactics to shreds with all three factions.

Yes, it's a chokepoint map with no open space for sweeping tank combat, but you can't assume it's going to ruin all offensive strats just because it better allows people to play defensively.

SgtRicko
05-13-2007, 11:44 PM
I'm glad that the Nod tank spam is far weaker. Now we'll finally be seeing some tactics from the one faction that WASN'T designed to steamroll over their enemies.

Yeah, i always found it kinda odd that Nod was actually BETTER at tank spam than GDI was!!!:lol: :p

Gaucho8788
05-14-2007, 01:01 AM
Well at least it gives NOD more of a chance to be effective on the battlefield in a head to head fight. NOD with weaker units than GDI but in more abundance. In any case this patch is something the game has been needing for a long time.

Daishi
05-14-2007, 06:25 AM
If there's one problem with the patch, it's the fact that rocket troops outrange base defenses.

Derek
05-14-2007, 08:24 AM
Well at least it gives NOD more of a chance to be effective on the battlefield in a head to head fight.
:lol:

Learn the game before you post next time, okay. :wave:

Daishi
05-14-2007, 08:29 AM
More like learn the patch. It's too clear that there the only major help to the scorpion tank is that it no longer misses fast vehicles. On the other hand, its shell is weaker and its lasers are less accessible, meaning in tank battles, the scorpion will be generally weaker in head to head fights.

SgtRicko
05-14-2007, 09:45 AM
More like learn the patch. It's too clear that there the only major help to the scorpion tank is that it no longer misses fast vehicles. On the other hand, its shell is weaker and its lasers are less accessible, meaning in tank battles, the scorpion will be generally weaker in head to head fights.

Trust me, that is a GOOD thing.

Daishi
05-14-2007, 09:48 AM
No one doubts that, dude. :nuts:

SgtRicko
05-14-2007, 11:11 AM
No one doubts that, dude. :nuts:

Speaking of scorps, is it me, or is the Nod Hard Balanced AI glitched or something? I one time accidently placed my position right next to the comp's (I was Nod), and I realized that it had mirrored my build order completely, yet seemed to continue building even though it should have ran out of cash approximately at the same time I did. Soon afterwards, it began to totally swarm me with scorps and buggies, and despite my attempts to spam back, it just outright flooded me due to superior numbers and a slightly better developed base, which really should not have been possible given how it was producing.

I was under the impression that the Hard AI don't cheat, you know, but after that, I'm not so sure anymore...



(Sadly, I forgot to create a replay of that incident: you'll just have to take my word for it.:\ )

M2M
05-14-2007, 11:24 AM
Speaking of scorps, is it me, or is the Nod Hard Balanced AI glitched or something? I one time accidently placed my position right next to the comp's (I was Nod), and I realized that it had mirrored my build order completely, yet seemed to continue building even though it should have ran out of cash approximately at the same time I did. Soon afterwards, it began to totally swarm me with scorps and buggies, and despite my attempts to spam back, it just outright flooded me due to superior numbers and a slightly better developed base, which really should not have been possible given how it was producing.

I was under the impression that the Hard AI don't cheat, you know, but after that, I'm not so sure anymore...



(Sadly, I forgot to create a replay of that incident: you'll just have to take my word for it.:\ )

the only thing I can say is, that officially EA stated that only the brutal AI gets a double amount of tiberium. CPU units are actually the best multitaskers around, they can spam defences in a second while you would take @ least 10 seconds placing one damn nod AA thing

that might have been the case, but next time, SAVE YOUR REPLAY so we can all enjoy your defeat against a hard AI

CO Valle
05-14-2007, 03:55 PM
I just thought of something: why not make the Ion Storm effect an upgrade? That way, when the mid to late-game come around, the Scrin can still focus on the bigger issues of the battlefield and not on defending their harvesters too much!:chin:

That is a fine idea.

Eh, it would be interesting, but I don't think anyone would buy the upgrade. By that point in the game the ion storm doesn't do enough damage to really matter.

Certainly, it wouldn't matter... too much. But the other harvesters have some sort of selfdefense, the scrin one was ... to discourage an attack. So with the Ion Storm removal, this harvester will be defenseless.

Now, in an attack to a scrin base, unless carefull execution of the attack, the attacking units will target and destroy the harvesters, and the damage provoked by the ion storm (as small as it is) could help to the defense (and perhaps even, to survive the attack).

Daishi
05-14-2007, 04:33 PM
The harvester heals in tiberium, so it's not that bad in direct comparison, though you do have a point.

The Scrin have plenty of old and new advantages to balance out this change, it's a good thing IMO that they've been given a new weakness.

Soviet779
05-14-2007, 06:54 PM
:lol:

Learn the game before you post next time, okay. :wave:

Theres partial truth to what he says, cheaper avatars will help nod significantly later on if a battle lasts that long. Scorpions are no match for railgun mammoths upgraded or not, they have no chance unless they significantly outnumber the mammoths. With avatars itll be more even. I would use scorpions combined with bombers to stop mammoths as nod, for a determined large attack this would fail, with avatars being more viable in 1.05 then a late game nod may have a chance, as they can damage mammoths while scorpions draw fire, factor in bombers and there ya go, a better late game solution than before.

Derek
05-14-2007, 07:13 PM
Theres partial truth to what he says, cheaper avatars will help nod significantly later on if a battle lasts that long. Scorpions are no match for railgun mammoths upgraded or not, they have no chance unless they significantly outnumber the mammoths. With avatars itll be more even. I would use scorpions combined with bombers to stop mammoths as nod, for a determined large attack this would fail, with avatars being more viable in 1.05 then a late game nod may have a chance, as they can damage mammoths while scorpions draw fire, factor in bombers and there ya go, a better late game solution than before.
By price you can outnumber Mammoths 3:1 with Scorprians, plus you can use EMP buggys to help you even more (and EMP buggys can be very effective, with good micro you can disable four or more Mammoths at a time). Nod's late game was never weak, and it is slightly stronger now. The important thing is that Nod's early game has been nerfed significantly, which will overall even the playing field a lot more.

M2M
05-15-2007, 03:40 AM
By price you can outnumber Mammoths 3:1 with Scorprians, plus you can use EMP buggys to help you even more (and EMP buggys can be very effective, with good micro you can disable four or more Mammoths at a time). Nod's late game was never weak, and it is slightly stronger now. The important thing is that Nod's early game has been nerfed significantly, which will overall even the playing field a lot more.

I have to disagree... nod's late game was a bit weak in comparison with other factions. a sonic tower blasts through those tiny tanks like nothing, and you can destroy a aircrafttower with one GDI aircraft. Besides, you will need a lot of open terrain if nod wants to win against mammy's outnumbered 3 to 1. In a chokepoint or something a bit more narrow it will be VERY dificult for nod to get through.

Zonetroopers can be effective against nod's vehicles as well, but after the scorp upgrade they become somewhat... useless

anyway, good hunting :)

CO Valle
05-16-2007, 06:34 AM
The harvester heals in tiberium, so it's not that bad in direct comparison, though you do have a point.

The Scrin have plenty of old and new advantages to balance out this change, it's a good thing IMO that they've been given a new weakness.

...I forgot about the healing thing (I have barely played with the scrin)... but also, I think the scrin early game is too weak (anyone feel free to correct me), so this makes them weaker.

mmmmh, perhaps reducing their Ion Storm damage so it can discourage early engagements, and on the other side being less cost-effective to be used as a weapon... nah, those Ion storms are (most likely) generic, so altering them isn't likely to be a solution. Anyway, lets see how this patch works out.

Daishi
05-16-2007, 07:52 AM
You're correct, the Scrin have their weaknesses until the mid-late game. But they can counter anything GDI or Nod throws at them 'til then without much of a problem.

M2M
05-16-2007, 08:27 AM
...I forgot about the healing thing (I have barely played with the scrin)... but also, I think the scrin early game is too weak (anyone feel free to correct me), so this makes them weaker.

mmmmh, perhaps reducing their Ion Storm damage so it can discourage early engagements, and on the other side being less cost-effective to be used as a weapon... nah, those Ion storms are (most likely) generic, so altering them isn't likely to be a solution. Anyway, lets see how this patch works out.

you just need to see the advantages of the scrin a bit better... in early game, infantry against scrin is useless. Vehicles on the other hand can get quite a beating from a couple of desintergrator squads (just send one tank along the way, push forward with your desintergrators and then drive the tank backwards so that the enemy tanks will follow, then watch the fireworks as your desintergrators explode underneath the scorps / preds)

I'm just saying that there are a lot of sneaky little tactics you can pull out of a hat when playing scrin against nod or gdi.

Daishi
05-16-2007, 08:45 AM
If you ask me, this latest patch drives the three factions away from their most fitting tactical preferences. [a loss for GDI's defensive play, Nod's tactical guile, and Scrin's shock and awe]

SgtRicko
05-16-2007, 11:20 AM
If you ask me, this latest patch drives the three factions away from their most fitting tactical preferences. [a loss for GDI's defensive play, Nod's tactical guile, and Scrin's shock and awe]

From I've seen, with the exception of the spidering and the tank spam, the three factions seem to play even more like they should, especially Nod.

hogo98
05-16-2007, 11:28 AM
You're correct, the Scrin have their weaknesses until the mid-late game. But they can counter anything GDI or Nod throws at them 'til then without much of a problem.

This is true but with a combo or seekers and The Little bug things equal to rocket men ( cant spell there name) can take down a nod and GDI tank spam:P

Derek
05-16-2007, 11:47 AM
But they can counter anything GDI or Nod throws at them 'til then without much of a problem.
Not a good Nod. A good Nod can easily take down a good Scrin player, its just that there are so few good Nod players that you might not notice (most Nod players only learn how to Scorpian spam, which means that they actually suck but appear good anyways).

If you ask me, this latest patch drives the three factions away from their most fitting tactical preferences. [a loss for GDI's defensive play, Nod's tactical guile, and Scrin's shock and awe]
You've got it all wrong. GDI is supposed to be a steamroller faction, Nod is supposed to be stealth, and Scrin is the high-tech and air-heavy army. No army is supposed to be defensive. The patch will help because Nod won't be able to Scorp spam, so they will have to use more sneaky tactics (which they always had available to them, but never needed to use).

This is true but with a combo or seekers and The Little bug things equal to rocket men ( cant spell there name) can take down a nod and GDI tank spam:P
Not at all. Get a few APCs or Buggys to rape the disintegrators and the seekers are toast. Disintegrators have short range and low health, they're best for very early rushes and close fights. Shock Troopers are much better once you get them. Scrin really has to fast tech to win though, if GDI or Nod techs before Scrin then Scrin is dead.

Daishi
05-16-2007, 11:43 PM
Not a good Nod. A good Nod can easily take down a good Scrin player, its just that there are so few good Nod players that you might not notice (most Nod players only learn how to Scorpian spam, which means that they actually suck but appear good anyways).
Yeah... I'm yet to see a nod that stopped one of my forcefielded supercombos.

You've got it all wrong. GDI is supposed to be a steamroller faction, Nod is supposed to be stealth, and Scrin is the high-tech and air-heavy army. No army is supposed to be defensive. The patch will help because Nod won't be able to Scorp spam, so they will have to use more sneaky tactics (which they always had available to them, but never needed to use).Meh that fits just fine. ^^ But Nod is getting its stealth tactics considerably nerfed with the new cloaking field and stealth tank, so I predict they'll be steamrollers still.

OneWiseSith
05-17-2007, 09:10 AM
In the future there should really be a lobby option beyond ignore that will ban people from entering your game.

Apolo
05-17-2007, 11:59 AM
LOL yhe i was thinking of putting up a thread about that incident,some people will just refuse to stay out of other peoples games. Lol and sometimes it can relly get anyoying as OneWiseSith Liang Grilzzly and myself found out all to well last night.:)

Soviet779
05-18-2007, 04:35 PM
They should sort out towers stealth detection, it sucks the way it is, they never detect crap.

Derek
05-19-2007, 09:40 PM
They should sort out towers stealth detection, it sucks the way it is, they never detect crap.
You need to be more articulate with your complaints. The problem is that defences (and stealth detection in general) has too short of a range, the solution is to increase it to be closer (if not identical) to their attack range.

M2M
05-22-2007, 04:12 AM
You need to be more articulate with your complaints. The problem is that defences (and stealth detection in general) has too short of a range, the solution is to increase it to be closer (if not identical) to their attack range.

nah stealth detection is good enough as it is, no need to change anything really. you just have to invest some money in stealth detection if you want to keep your base safe (other then spamming defences all over the place)

CO Valle
05-22-2007, 06:04 AM
Well, about stealth detection, I just say that I miss the good old detectors from TS.

Kalus0
05-25-2007, 05:05 PM
Is there a list of what the patch changed, i wan't heavy into the game before it>>>

Stealth is sucking atm, stealth tanks pwn and should be used better than scorpions, which suck anyways, a naked Predator can woop a scorpion and then with rail guns, they pwn more before you even get Mammoth :)

Derek
05-25-2007, 06:00 PM
Scorpians suck? You really haven't been "heavy" into the game for sure :lol:

Scorpians are the best tank in the game, thats why they're getting nerfed.

SgtRicko
05-26-2007, 12:48 AM
Scorpians suck? You really haven't been "heavy" into the game for sure :lol:

Scorpians are the best tank in the game, thats why they're getting nerfed.

Whatever n00b, YURI SLAVE MINER FTW!!!!:hyper: :gnarly:

OneWiseSith
05-26-2007, 08:55 AM
I think that map farming will still really hurt the ladder system even when the patch is out. There should be ways implemented to reduce redundancy and promote variety in ranked games.

mikezat6
05-26-2007, 10:08 AM
Out of everything thats going to be changed in the next patch I'm looking forward to the GDI Riflemen Squads " Dig-In " ability. Its 1/3 the cost and has double the capacity of what it had before. Whats not to like about that ? Thats one welcome change to GDI players like my self.

SgtRicko
05-27-2007, 06:45 AM
I think that map farming will still really hurt the ladder system even when the patch is out. There should be ways implemented to reduce redundancy and promote variety in ranked games.

What the heck is map farming?:wtf:

OneWiseSith
05-27-2007, 08:30 AM
What the heck is map farming?:wtf:
Map farming is playing a 1v1 or 2v2 on the same ranked map over and over again to gain high rank. In the extreme this can be 100's of times. Since some of the maps I feel should not even be eligible for rank games this makes it even worse.

Derek
05-27-2007, 08:53 AM
What the heck is map farming?:wtf:
He means one-mapping.

hogo98
05-28-2007, 05:19 AM
Well if someone does thats who's to stop them they can play the same map over and over again. Just means that they might not be as good on other maps.

lemon man
04-05-2008, 11:50 PM
that would be fun! :rofl:

Daishi
04-06-2008, 06:28 AM
Welcome to the DGNF. From now on, try not to reply to old threads without good reason. Instead, contribute to new ones or create your own.