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aktuelle Patchnotes

Eine Diskussion über aktuelle Patchnotes im Forum Act of Aggression. Teil des Act of Aggression-Bereichs; Patch ist draußen und hat ne menge mehr geändert als nur Cartel+Zoom!!!! PATCHLOG v.401 Some explanations about the new features ...

  1. #21
    King of Mech
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    Patch ist draußen und hat ne menge mehr geändert als nur Cartel+Zoom!!!!

    PATCHLOG v.401

    Some explanations about the new features can be found on our blog: http://aoa.eugensystems.com/patch/

    NEW FACTION:

    Adding the third faction of the game: the Cartel, with its AI available in all difficulties as well.


    NEW GAME MODE AND MAPS:

    Adding a new 1vs1 map, "Here Lie The Heroes"
    Adding two new 2vs2 maps available also in Free For All mode, "Fourth Point of Contact" and "Lost Runway".


    CAMERA:

    Increasing the max altitude of the zoom in the "normal view". This is the "zoom out" we have been announcing in a recent blog post (read more here: http://aoa.eugensystems.com/about-the-zoom)
    Adding a Gameplay option to unable the transition to Satellite view when using the mouse wheel.
    Adding a Gameplay option to change the scrolling speed: Very slow, Slow, Normal (current speed), Fast and Very fast are available.


    NEW FEATURES:

    Allowing automatic fire at full range for all units, except for a few artillery units that one could want to keep unrevealed. This means most units no longer wait for a unit to enter their own range of sight to open fire on an enemy (ex: upgraded Javelin garrisoned in houses, Puma's missiles etc...).
    Displaying ammos and fuel gauge feedbacks for deployed planes.
    Displaying the progression of all ressuplying planes: hovering a type of plane in the airport panel will display the % of ressuplying for each plane of this type.


    IMPROVEMENTS:

    Transport helicopters will load and unload troops much faster.
    Observers can see messages sent to [ALL] channel ingame.
    Units no longer automatically fire on enemies being captured.
    Fixing the rally point placement for buildings with a "U" or "L" shape, that was often placed outside the building.


    BALANCE:

    Decreasing the maximum number of pilots that can appear when destroying a unit.
    Buildings under construction now have a specific and harmless explosion FX. Therefore they will no longer deal damage when destroyed during construction.
    [US] Increasing the Blazer's acceleration and deceleration, making it easier to maneuver.
    [US] Increasing the Blazer's health points by 2 points (12hp, up from 10hp).
    [CHIMERA] The Fennek and the Metal Storm no longer open fire automatically while being stealth.


    MODELS:

    Fixing Grenadier's firing animation.
    Tigre helicopters' model now have pilots.


    SOUND:

    Rebalancing of many SFX (combat SFX, higher distance of fading out, reducing tracked vehicles movement SFX...).
    Adding construction SFX.
    Removing the "selection" sound feedback when clicking on unavailable productions.


    BUG FIXES:

    Fixing the "infantry stuff on cliffs" bug, which was occurring when giving an homogeneous move order to a multi-selection including infantry and vehicles.


    CRASH:

    Fixing a crash that could seldom happen upon upgrading a unit.


    KNOWN ISSUES COMING WITH THE PATCH:

    The Terminators don't display their color with max dezoom when in normal view
    Some adjustements to be made to the new zoom out view (performances and details to be improved).
    The electricity shortage icon is not displayed at the moment due to a bug. It wil be back in a forthcoming patch.
    tribunus sagt Danke.
    Ready to fight!
    Weaklings are the worst! Never Surrender!

  2. #22
    Obergefreiter
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    Schöner Patch
    Wobei das mit der Cartel muss ich noch genauer anschauen.
    Für Casual Gamer ist das aber nix.

    Die neuen 2vs2 Maps finde ich toll.
    Bei der kleineren 2vs2 Map ist mir aufgefallen das die auf Spot 1 starten keine 2 Raffs am Starter Ölfeld platzieren können, da ein Ziv. Gebäude im weg steht.
    Bei Spot 2 ist dies nicht der Fall. Absicht?

    Endlich mal ein offizieller schöner Zoom. Die anderen beiden Kamera Eigenschaften finde ich auch super.
    Arroganz und Demut – das ist die Gradwanderung die im Zentrum des Denkens stehen muss!
    Die Überzeugung, bislang Unerreichtes erreichen zu können und das Bewahren des Respektes vor dem eigenen Ziel.

  3. #23
    Administrator
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    Dass man nun schön rauszoomen kann ohne in die Sat Ansicht zu wechseln gefällt mir

    FFA maps gibts nun auch.

  4. #24
    Feldwebel
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    Die Recon Tussi Stimme von Cartel nervt.
    Immer wenn sie Öl findet, flippt die regelrecht aus.
    Bei Alu scheinst sie nicht so begeistert zusein.
    freezy sagt Danke.

  5. #25
    King of Mech
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    Besser als die Emo Chimera Bitch, die hört sich an als würde se dauerhaft an der Klinge kleben so depressiv wie die klingt.
    Ready to fight!
    Weaklings are the worst! Never Surrender!

  6. #26
    Die Ölstimme von der Drohne find ich geil

    Also nach 3 Spielen gegen Cartel als US Army muss ich sagen dass ich die jetzt schon HASSE wie die Sau die sind doch sowas von OP.
    Ich weiß man soll nicht gleich wieder OP schreien aber mal ehrlich die Spectre, stärker als meine TUSK2, vollkommen stealth auch beim schießen und können auch noch air bekämpfen.
    Nehm ich 1-2 Scouts mit werden die natürlich easy als erstes erschossen. Sniper zu langsam, Little Bird ein Witz.
    Da sollte der Abrams doch beim TUSK2 oder 1 wenigstens Anti Stealth Detection kriegen

    Dann die Valkyrie, machen zwar net viel Damage, reicht aber um alle kleinen Gebäude wie die Administrative Center zu zerstören.
    Die Erste konnte sogar abwerfen trotz 3 CIWS und 2 voll upgegradeter Patriots und 2 upgegradete Blazer.

    Und dann die Stealth Infis und Transporter, da müsste man jede Raff mit Anti Stealth absichern, unmöglich.

    Die Berkut kannst netmal abschießen weil die ja Raketen einfach countern.
    Schöne Signatur, nur leider ist sie zu groß.
    Halte dich bitte an die Signatur-Regeln
    Mit freundlichen Grüßen - die United-Forum-Administration

  7. #27
    Feldwebel
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    Vielleicht den Zoom nochmal um nen Millimeter raus.
    Als C&C Spieler der immer dran gewöhnt war alle Gebäude auf den Bildschirm zusehen, ist es noch bissel Gewöhnungssache rumzuscrollen.

  8. #28
    Updated sich der Zoom auch automatisch wenn man die alte Datei durch den Zoom-Communitymod ausgetauscht hatte?
    Have you ever fucked on cocaine Nick?

    It's nice.

  9. #29
    Feldwebel
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    Ja.Ist ein anderer Ordner.

  10. #30
    Kriegsdienstverweigerer

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    Das hässliche Cartel ist kaum Tot zu bekommen. Da es iM Lategame einfach alles unsichtbar macht. Der Little Bird oder mein hässliches "Scoutauto" halten einfach nichts aus. Er konzentriert sein Feuer auf die und dann wird es dunkel

  11. #31
    Feldwebel
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    Patch v.410: Superweapon crash fix

    PATCHLOG:

    NEW FEATURES:
    - Adding a feedback on buildings with a stalled production due to a lack of ressources. Said buildings now have a black shader (like during an electricity shortage) and the icons matching the lacking ressources are clearly displayed above the building.
    We hope that this will greatly improve the readability and understanding of the ressources system, making it easy and quick to identify stalled queues of production.

    - Adding a specific marker above Woudned soldiers and Pilots to easility differentiate them from fighting infantry units. Pilots and POW have a star above their head, and Wounded soldiers have a little dot.

    SOUNDS:
    - Removing the "Omega Blitzer" feedback on the Cartel's superweaon "ready to fire" feedback.
    Note: the dedicated feedback will be added later, and before release of the game. Same for the "Black Ops" upgrade.

    TEXTS:
    - Fixing several unit hints, notably Cartel ones.

    CRASH:
    - Fixing a crash introduced in patch v.401, and affecting Superweapons.

  12. #32
    Feldwebel
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    PATCHLOG v.417:

    BUG FIX:
    - Fixing broken texts ("1") appearing in the technology requirements and debriefing screen.

    NEW FEATURES (already in previous patch but either broken or not announced):
    - "Upgrade complete" and "Building complete" feedbacks will now display the name of said upgrade or building in the event log.
    - Debriefing stats now display more details about unit productions, loss and kills.

    CRASH FIX:
    - Fixing some rare crashes.

  13. #33
    Feldwebel
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    Patch v431

    CRASH FIX:

    - Fixing a crash occurring after 5-10 minutes ingame on Windows 10 only.

    OPTIONS:

    - Adding a "Motion blur" option in the Advanced Video options.

    BUG FIX:

    - Fixing some display settings in the Satellite view (grass being displayed on half the screen).
    - Fixing some pathfind issues.

  14. #34
    Feldwebel
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    PATCHLOG v.443

    NEW FEATURE :
    - Adding a « No superweapon » game option in the lobby.

    BUG FIXES :

    - Fixing a bug preventing some units to automatically fire when they should (such as the Cartel’s Artillery turret).
    - Fixing some typos in units hints, notably Cartel’s ones.

    BALANCE :

    GENERAL

    We first thought that the ambush shot system, when a unit does more damage when unseen by the enemy, would add depth and diversity to the game. We also thought that units firing without removing their stealth, such as Spectre, Ninja with Type 91 missile, US Sniper with silencer, would represent a challenge to players. But according to feedbacks, it’s clear that these mechanics are getting on the players’ nerves and get them frustrated. So we decided to remove them.
    What we seek here is to provide less confusing and less frustrating game rules.

    - All units, including artillery units, now automatically fire at full range when they see a target.
    - Removing the ability to fire without removing stealth to all units.
    - Removing the Ambush shot mechanic. The unit will have no more Ambush shot damage multipliers.
    - The US Sniper et the Metal Storm UGV could be seen without stealth detection if approched close enough. This mechanic has been removed.
    - Removing the Hold position order on planes that was useless.
    - All Super weapons now have a minimal range of fire.
    - Selling building now takes much longer (more than double the time).
    - All planes and helicopters will now fire at maximal range when an enemy is in range instead of waiting the player to give them the order (this behaviour is now identical to ground units' one)

    CARTEL

    - Increasing the price of "Force Projection" : +$500, +250 alu ($1500, 750 alu , up from $1000, 500 alu)
    - Reducing the price of Barracks: -$250 (now $1500, down from $1750)
    - Reducing the price of K-Max Tanker: -$25 (now $175, down from $200)

    - Reducing Otomatic's Hit Points : -3 HP (now 22 HP, down from 25 HP)
    - Increasing the price of the Otomatic : +$100, +50 alu (now $900, 300 alu, up from $800, 250 alu)
    - Reducing the speed of the Otomatic by 10% : -15 (now 135, down from 150)
    - Reducing the damages done to ground targets by the Otomatic by 35% : -0,15 (now 0,35, down from 0,50)

    - Increasing the firing range of the Scorpio by 20%: +200 (now 1200, up from 1000)
    - Increasing the turn-around speed of the Scorpio by 50% : -0,5sec (now 0,5sec from 1sec)
    - Incresing Scorpio's Hit Points : +1 HP (now 7 HP, up from 6 HP)

    - Reducing the Spectre's autocanon range by 25% : -150 (now 450, down from 600)
    - Removing the « Advanced Optical Camouflage » upgrade of the Spectre
    - Modifying the « Optronic sensor » upgarde of the Spectre. Increases both the sight and main gun ranges of Spectres :
    Reducing of the price : -750 alu (now 750 alu, down from 1500 alu)
    - Adding the « Passive receiver system » upgrade for the Spectre. It will now only grants the Spectre stealth detection capacity. Reducing of the price : 750 alu.
    - Increasing the price of the "40mm Autocanon" for the Spectre by +$500 (now $2000, up from $1500).

    - Modifying the price of the Vehicles Bay : -$250, +250 alu (now $1500, 1000 alu, from $1750, 750 alu)
    - Increasing the speed of the Artillery Turret's shells by 10% : +1500 (now 16500, up from 15000)
    - Reducing the price of the « Prison Module » -250 alu (now $750, 500 alu down from $750, 750 alu)
    - Fixing the behaviour of the Shadowhawk with RGS Gatling upgrade that was firing even if it was not revealed. This unit will now follow the correct rule of stealth units, namely, « no shooting unless asked to or revealed ».

    - Fixing the behaviour of the Scout CGS : It will now reveal itself when firing its dual Heavy machineguns.
    - Fixing the SEAD missile of the X-32 : It will now break its stealth when firing,

    - Modifying the Superhind canon to remove the incendiary damages it inflicted.
    - Increasing the price of the Superhind: +$200 (now $1200, 750 alu, up from $1000, 700 alu)

    CHIMERA :

    - Reducing the speed of the SAS: -7% (now same speed as the US sniper)

    - Increasing the price of the « Type 91 missile » upgrade of the Ninja : +500 alu (now 1500 alu, up from 1000)
    - Fixing the behaviour of the Ninja with Type 91 missile: It will now reveal itself when firing
    - Moving the «Type 91 missile » upgarde from SWORD protocol to SHIELD Protocol
    - Increasing the number of missile fired by the Ninja in a salvo: +1 (now 2, up from 1)
    - Increasing the delay between 2 salvos of missiles: +1.2 sec (now 2 sec, up from 0.8 sec)

    - Reducing Crushers' Hit Points (including the upgraded version) : -2 HP (now 8 HP, down from 10 HP)
    - Reducing the firing range of the upgraded Crusher by 20% : -200 (now 800, down from 1000)
    - Moving the « Supply field kit » upgarde from the refinery panel to the HQ panel
    - Modifying the price of the « Supply Field Kit » upgrade : -$150, +150 alu (now $1600, 150 alu, from $1750, 0 alu)

    - Moving the « Anti-Tank Gun » upgrade of the Sentinel Turret from SWORD protocol to SHIELD protocol
    - Increasing the electricity generated by the Chimera HQ : +2 (now 10, up from 8)
    - Fixing the behaviour of the PAKFA: It will now reveal itself when firing

    - Increasing the firing range of the Pantsir canon: +10% against helicopters, +20% against planes
    - Increasing the firing range of the Pantsir missile: +75% against planes

    US :

    - Decreasing the price of the F22 Raptor : -250 alu ($2000, 750 alu, down from $2000, 1000 alu)
    - Modifying the F22 Raptor AACS missile upgrade. Its stealth will be broken when firing, but it will have a 33% range boost along with an increased firing radius (to 180°)
    - Fixing the behaviour of the AIM-9X missile fired from a F35B Lighting: The F35B will now reveal itself when firing
    - Modifying the price of the Phalanx : -$250, +250 alu (now $250, 1750 alu, from $500, 1500 alu)
    - Reducing « Base Projection » research price : -$500, -250 alu (now $500, 250 alu down from $1000, 500 alu)
    - Increasing the detection range of the Little Bird by 10% : +180 (now 1980 up from 1800)
    - Increasing the firing range of the Sniper by 20%: +200 (now 1200, up from 1000)

    - Increasing the firing range of the Blazer Gatling gun: +20% against helicopters, +15% against planes
    - Increasing the Stinger Block II upgraded Blazer range: +15% against helicopters, +75% against planes

    - Increasing the firing range of the Stinger (infantry): + 25% against helicopters, +25% against planes
    - Increasing the firing range of the Stinger Block II (infantry): +15% against helicopters, +75% against planes

    - Increasing the construction grid granted by buildings around it by 1 square:
    LEM : now 8 up from 7
    LEM Rare Earth : now 8 up from 7
    Power Plant : now 7 up from 6
    Barracks : now 7 up from 6
    Light Armory : now 4 up from 3
    Heavy Armory : now 4 up from 3
    Helipad : now 7 up from 6
    Air Control Center : now 4 up from 3
    Armory : now 4 up from 3
    Logistical center: now 4 up from 3
    Administrative center : now 3 up from 2

    - Modifying the rules to get the FOB. No research needed anymore, it will be available as soon as you are in DEFCON 2

    - Moving the « Deep Minning » research from DEFCON 1 to DEFCON 2
    - Increasing the price of the « Deep Minning » research : +$500 (now $1500, 1000 alu, up from $1000, 1000 alu)
    - Modifying the requirements for « Improved chassis » upgrade from DEFCON 2 to « Hydrofracking » research.
    Dr.KokZ sagt Danke.

  15. #35
    Brigadegeneral
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    Schöne Arbeit alicio mit dem Aktualisieren
    Vllt. solltest du Dir einen Modposten überlegen
    ZxGanon sagt Danke.

    Irgendwann erkennst Du, dass deine Vergangenheit länger geworden ist als deine Zukunft.




  16. #36
    Feldwebel
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    Danke für das Angebot aber also Mod hab ich Verpflichtungen die ich vielleicht nicht immer nachgehen kann.
    Ich fühl mich als Freigeist wohler

    Wo ist Havoc überhaupt?

  17. #37
    Brigadegeneral
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    Nicht da, wie immer

  18. #38
    Feldwebel
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    Nach dem letzten Patch gab es einen riesen Aufschrei im offzilellen Forum und in Steamforum.
    Deshalb sah sich der Chefentwickler persönlich gezwungen einen Kommentar zu den Änderungen abzugeben:

    My Dear players,

    I've read that some of you are upset about the removal of the perma-stealth and the ambush mechanics. I feel really bad for you guys who like the Cartel and think it'll lose all interest. I also feel bad when you think the game is 'going casual' because of whining noobs.So here's what I think on this matter. And why I decided to change those two things.

    1) Perma-Stealth:
    Before starting, I’ve read that the hold fire option must be done to prevent the Spectre (and other stealth units) to shoot, in order to maintain their stealth. Note that this feature has already been updated in the game, and it’s automatic. Spectre won’t shoot targets unless they've lost their stealth or you order them to attack a unit.

    So regarding the perma-stealth, (I believe from your comments that we are more likely to talk about the Spectre rather than any other units) it’s so powerful that it becomes obvious for all players to forsee counter measures all the time. So all players have to use anti-stealth units all the time. It’s not anymore a tactical choice, it’s an obligation. And this obligation requires attention to these anti-stealth units (i.e. be sure to have plenty of them, micromanage them to keep them safe…).
    It’s not really about skill, about strategic creativity, it’s just about constraints. I consider that it is not valuable enough and it brings too much frustration.
    Plus, I think removing the perma-stealth doesn’t make the Spectre weaker against good players, because they already were using anti stealth units.

    2) Ambush :
    The ambush system was based on the relation between the shooter and the target. If the target didn’t see the shooter, the shooter got 50% more damage.
    The problem is that it raises the pace of all fights when they start if you have all long range units (50% more damage, so roughly 50% acceleration). As the mechanic was, every side was gaining ambush attacks at the beginning of the combats. So it wasn't really ambushing the enemy, it was more starting up a combat with a 50% bonus at the beginning. This acceleration leads to a more lethal combat. It reduces the falling back opportunity, and viable micromanagement… I thought this gameplay mechanic isn't interesting enough. That’s why I decided to remove it.

    Finally, I wanted to tell you that we are looking very carefully to community feedbacks. We are dedicated to our game, we’re playing it a lot and we have high expectation for its quality. I hope the reason of these changes are clearer to all of you and why we are convinced it will improve the game.

    Alexis Le Dressay
    Ich persönlich finde es in Ordnung das der permanten Stealth entfernt wurde.

    Aber was hat es mit diesem Ambusch System genau auf sich?
    Wenn das Ziel(target) den Angreifer(shooter) nicht sieht, dann bekommt der Angreifer 50% mehr Damage?
    Nix verstehen!

  19. #39
    Brigadegeneral
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    Jup gabs schon in der ersten Beta - da hies es noch Ambushcode 1
    Klassischerweise mit Javelins vom Berg aus am besten auszulösen - wichtig hierbei is nur das die Gegner nicht in einer direkten Kampfhandlung sitzen bzw. die eigenen Truppen gesehen werden.

    Ach verdammt die hams ja rausgenommen

  20. #40
    Anti-stefros2
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    Wenn ich nix zu sagen hab, sag ich auch nix... Na komm Lunak, streit dich doch mal mit anderen Leuten, dann hab ich was zu tun.

    Dann bin ich auch die ganze Zeit für dich da.

    Mein Mass Effect 3 "Going for Gold!"-Guide (Letztes Update: 5. Dezember 2012)

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