Patch kommt Montag Nacht

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Hey everyone,

Short and to the point. Patch 1.08 will be going live on Monday afternoon.

To refresh your memory, here is what's coming with it:

- 2v2 Team AutoMatch
- Lots of technical fixes
- Wealth of balance changes based on community feedback.

....Actually, i've re-posted the FINAL READ ME below so you can see the full list.

Thanks again for your patience, looking forward to Monday.


This patch for Command & Conquer Red Alert 3 adds support for predefined teams in 2v2 automatch, fixes several exploits and bugs, improves balance, provides assorted user interface enhancements, and more.

Balance Changes

· Parachuting drop speed has been increased.

· Aircraft Return To Base speed boost reduced to 25% from 50%.

· Allied Vindicator (unupgraded) reload time increased to 10s from 5s

· Allied Vindicator (upgraded) reload time increased to 7s from 3.5s.

· Allied Apollo speed reduced to 225 from 250.

· Allied Apollo now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos.

· Allied Apollo ammo reduced by 25%.

· Allied Century Bomber reload time increased by 50%

· Allied Multigunner Turret (ungarrisoned) damage versus infantry reduced by 50%.

· Allied Multigunner Turret (Peacekeeper Garrisoned) has had its accuracy increased.

· Allied IFV cost reduced to 800 from 900.

· Allied Aircraft Carrier drone health doubled.

· Allied Assault Destroy build cost reduced to 1500 from 1800.

· Japan Burst Drone vulnerability to FLAK & AUTO CANNON damage reduced by 25%.

· Japan Imperial Warrior armor penalty while Bonzai Charging removed.

· Japan Balloon Bomb reload time now increases based on its level.

· Japan Final Squadron reload time now increases based on its level.

· Japan Enhanced Kamikaze damage done to friendly units reduced by 50%

· Japan Defender-VX base defense unpack time halved.

· Japan Defender-VX base defense transform cool-down time reduced to 2 seconds from 15.

· Japanese Production Structures (Barracks, Naval Yard, War Factory) gain 25% health with each tech level purchased.

· Japan Barracks Egg cost decreased to 500 from 750.

· Japan Barracks T3 upgrade build time reduced to 30s from 60s.

· Japan Power Plant cost reduced to 800 from 1000.

· Japan Naval Yard T3 upgrade build time reduced to 30s from 60s.

· Japan War Factory T3 upgrade build time reduced to 30s from 60s.

· Japan Mainframe Core build cost decreased to 2500 from 3000.

· Japan Mainframe Core unpack time increased to 30s from 16s.

· Japan Shogun Battleship health reduced to 1500 from 2000.

· Soviet Bullfrog Man-Cannon launch speed increased.

· Soviet Conscript gun damage increased by 25%.

· Soviet Tesla Trooper pre attack delay reduced by 1 second.

· Soviet MiG speed reduced to 210 from 225.

· Soviet MiGs now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos.

· Soviet Ultratorpedo damage reduced to 300 from 400. Damage now tapers to 100 at the edge of the blast radius.

· Soviet Twinblade health reduced to 500 from 600.

User Interface Enhancements

· 2v2 automatch now allows players to specify a teammate for ranked 2v2 matches.

· Added support for Elo ratings, a score that starts at 1500 and rises or falls based on wins and loses. This allows players to more accurately gauge their opponents' skill level.

· Automatch now allows players to specify how much their opponents' rating may differ from their own, ensuring competitors are adequately similar in skill.

· Your personal ladder rank and rating for both 1v1 and 2v2 ranked games is now displayed on the automatch screen.

· All players' ladder ranks are now displayed on the loading screen.

· Added 1v1, 2v2, and 3v3 lobbies.

· Added "Player Defeated" audio events for games involving 3 or more players

· The friends list is now sorted alphabetically.

· Clicking a player's name in a multiplayer lobby will now start a whisper to that player.

· Hovering over a player's name in a multiplayer lobby will now also display that persons 1v1 rating.

· Modified the text displayed after a player disconnects to advise that grievances be filed in the sticky thread at the official Red Alert 3 forums.

· The multiplayer login screen will now remember your last successful username and online ID.

· The game will now check for patches at startup, and not just when playing multiplayer.

· There is now a fast forward button in replays (the ">" key will still work as well)

Bug Fixes

· Fixed a bug that would cause ore collectors to stop gathering when a building with repair drones was placed while the collector was docked at the ore node.

· Fixed a bug that would cause the game to crash when left idle in a high population online lobby for an extended period of time.

· Fixed a bug that caused garrisoning units to follow a twinblade from the ground if a stop command was given to the twinblade during the garrison.

· Fixed an exploit that allowed walls and wall hubs to be built on spaces occupied by enemy infantry.

· Fixed an exploit that allowed multiple walls to be built simultaneously.

· Fixed an exploit that granted credits and an engineer withoutdestorying the MCV when sold.

· Fixed an exploit that allowed Allies to build instantly via cryocopter and chrono rift.

· Fixed a desync that may have occured while loading an online co-op game.


http://forums.commandandconquer.com/jforum/posts/list/10160.page
 
Lässt sich nur hoffen, dass bis Montag kein Sturm aufzieht, was EA wieder zwingen könnte den Patch verschieben zu müssen
 
juhuuuuuu jetzt doch so früh, nachdem alle dachten er käme erst nach uprising :)

die User Interface Enhancements find ich spitze...und mit den bugfixes ham sie immerhin fast 50% der bugs behoben...

endlich ma ne gute arbeit...jetzt heissts nurnoch hoffen, dass emp nich op is und das spiel wird der hammer :)
 
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Werde auch erstmal Emp spielen, schauen wie sich Sov so macht und evtl. später wechseln
 
ich bleib meinen lieben sovs treu :)

werden wahrscheinlich im a v s die nase vorn ham :)
 
Naja ich werde erst mal mit Random starten und danach wieder sov spielen. Sollte Japan aber zu hart werden, wechsle ich lieber erstmal, aber nur wenns wirklich nicht mehr geht.
 
Hat sich an der Balance jetzt eigentlich nochmal etwas verändert? Nein, oder?
 
Also mir ist beim durchgucken nichts aufgefallen, bis auf die Bugfixes steht da für mich eig nichts neues.
 
Ähm, könnte mir jemand bitte diese 2 Punkte übersetzen/erklären:

Fixed an exploit that granted credits and an engineer withoutdestorying the MCV when sold.

· Fixed an exploit that allowed Allies to build instantly via cryocopter and chrono rift.

€dit: Bitte :z
 
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Wehe ihr spielt jetzt auf einmal alle empire :-P
aber Op werden se wohl eher nicht....
 
ich weiss noch nicht was ich darüber denken soll...
ich warte ab und lass mich nicht schon wieder entäuschen:top
 
lol schlecht...
natürlich allied airforce komplett generft, aber nichtmal die airfield bugs fixen...
und das nur weil die kacknubs wieder am rumheulen war.. ._.*
 
also ich freu mich schon die langen gesichter der allie noobs die airfields gespammt haben zu sehen :P....nervt mich aber nen bissel dass plötzlich alle EotRS zocken wollen -.-
 
Denke der Patch geht in Ordnung ... die Allys mit ihren Basewalk und den InstantGeschützen, werden etwas geschwächt. Vindicator waren auch etwas zu stark meiner Meinung nach.
Die Japaner könnten gefährlich werden mit den vergünstigen Kasernen und Kraftwerken, bringt am Beginn doch etwas. Gut sind die Änderungen an den Tesla Troopern vielleicht sieht man die nun öfters. Die Twinblades hätten weniger Sitzplätze bekommen sollen von 5 auf 3.

Die Bugfixliste ist mir zu kurz ... aber wenigstens sind sie ein paar größere Bugs angegangen.
 
ich hoffe nicht besser als ich Soviet Maxi ^^
Endlich 2on2 Automatch, hat ja auch gedauert
 
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