1.05 Patch Änderungen sind da! *update Gerücht Freitag dementiert

VuK

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Gerücht Freitag: http://www.united-forum.de/showpost.php?p=1133307&postcount=285
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Leider nur in English

Viell macht sich jemand die mühe das gescheit zu übersetzen thx

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edit by Mooff
Ich bin mal so frei: Die komplette Liste wurde jetzt von Comm-News übersetzt:
--Link--

Weitere Erklärungen zu den Änderungen von Greg (Lead Balance Designer):
Post im UF
------------------------

Erste Version der Patch Notes in Spoil Klammern - neue Version in Quotes.

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.

Message was edited by: EA Apoc (C&C)



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.

· It is no longer possible to stall an online multiplayer match
by repeatedly pressing the Capture Screenshot hotkey.

· Fixed a team exploit in which the Nod Cloaking Field support
power could be used to make infantry units inside of allied GDI
APCs gain stealth.


<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 the
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. Standardized all Harversters' speed and turn rate.
Specifically, the Scrin Harvester is now slightly more
maneuverable than before.

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

· GDI Engineers, Nod Saboteurs, and Scrin Assimilators now
capture enemy structures or repair allied structures as soon
as they reach the edge of the structures.


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

· Repair Drones for all sides can 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.

· Standardized the amount of Ground Control provided by a GDI
Crane, Nod Crane, or Scrin Foundry. 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/buildtime reduced to 100/5, now causes
the Riflemen Squad to begin building a Foxhole immediately at its
location. Foxhole capacity increased to two units. Foxholes no
longer eject infantry units until the Foxholes are destroyed.

· 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%
but attack power increased proportionally.

· Orca: Health increased by 50%.

· Firehawk: Now fires its missile loadout in volleys, improving
the Firehawk's 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 100% 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: Removed 200% attack power bonus vs. aircraft.
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%. Rate of fire with
Laser Capacitors upgrade reduced by 20% but attack power increased
proportionally.


· Flame Tank: Cost/buildtime increased by 20% to 1200/12. Turret
turn rate doubled, improving the Flame Tank'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 fixed 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 300% 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%. Move and attack rates retuned.
As a result, Buzzers are now more effective at cutting through
massed infantry
but will 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 Gun Walker more maneuverable.

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

· Corrupter: Acceleration and deceleration times reduced, making
the Corrupter 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 a 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>

This patch adds 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: Schlachtfeld 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 tapping the respective hotkey.

· When placing production 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 the
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. To
expedite one-on-one chat, press Ctrl + Up Arrow or Ctrl + Down
Arrow to cycle through players with whom you have exchanged
private messages during your last session.



<Bug Fixes>

· Fixed an error that caused some players to unexpectedly see
the GDI campaign's alternate ending video instead of the
intended ending video.

· Fixed an error that prevented players from being able to place
certain structures as closely together 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.

· On multi-mnitor systems, the mouse cursor will no longer
unexpectedly move from the gameplay monitor to another
monitor as players scroll across the screen.

· Fixed an error that sometimes caused computer-controlled
opponents to cease fighting after loading a saved Skirmish game.

· Fixed an error that sometimes caused players to unexpectedly
select multiple control groups at once when rapidly switching
between control groups.

· 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 caused players to lose credits when
selling Refineries or Extractors under the control of a
Scrin Mastermind unit.


· 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.

· Switching to and from low-power state now causes unit and
structure build times to update dynamically as intended.
Previously, production that started during low-power state
did not automatically speed up if power was restored.


· The mouse cursor now 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.

· Scrin 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 players power 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 a graphical 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 move 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
Firehawks are ordered to use the ability at the same time.

· Fixed a graphical error that caused Nod Scorpion Tanks to
catch fire more quickly than intended.

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

· Added recoil effects to non-upgraded Nod Scorpion Tank and
GDI Guardian Cannon.

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

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

· If the 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.

· 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,
the Main menu music no longer plays during the match.

· Various other minor bug fixes.


<Other Changes>

· Online lobbies have been renamed.

· 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.

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

· Added a 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 by enemy vehicles.

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

· Added music when viewing the Intelligence Database during
campaign missions.

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

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

· Added new visual effects for when walker husks are destroyed.

· Added an audio cue for when the 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 ambient reload sound effects to
these units.

· Updated the loading screen when loading saved games.

· Jeff Hua, Travell McEntyre, Ino Karella, and Jason Priest
credited for additional art contributions.


· Fixed various typographical errors in the game.

dazu kommt:


--quelle--

I can confirm that this issue with the Tournament Tower map will be fixed in patch 1.05.
 
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jetzt muss der patch nur noch veröffentlicht werden.
Endlich kann man die Infantrie einsetzen
 
Omg das sind vielleicht Änderungen ....

Das wars wohl mit dem Sammler harassen der Scrin :p

GDI Harvester Attackpower increased by 300% ...

Aber das geilste ist anscheinend das es sich nicht mehr rentiert Rafs zu bauen um Sammler zu bekommen.


Na ja mal gucken wie sich die Änderungen auswirken, man darf gespannt sein.
 
· 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%.

Noch langsamer? lol
Der Rest ist ja nachzuvollziehen.

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

Shadow Team: Health reduced by 50%.
haha, das find ich mal nice ;)

· Added a "Classic Command & Conquer (Left-Click Orders) mouse
interface option, which may be selected in the General tab of
the Settings menu.
Auch schön für die Oldschoolfans. Ich hab mich mittlerweile dran gewöhnt und spiele Zero Hour nun auch so^^
 
Das ist nunwirklich kein kleiner Patch mehr.
Die Preiserhöhung finde ich gut, da man sich dann bessser überlegen muss, wo man was einsetzt.

Jetzt noch releasen und man wird sehen, wie es sich ergibt.
 
· Added a "Classic Command & Conquer (Left-Click Orders) mouse
interface option, which may be selected in the General tab of
the Settings menu.

Das muss ich mir noch überlegen wie ich das mache :)

Was ich auch geil finde ,dass die Sammler von GDI 300% Attackpower bekommen xD.(die machen jetzt bestimmt Horden von Scorpions down xD)
Hammergeil finde ich mal die erweiterte Range von den Missile Squads.(increases by 75%)
Die Spezialeinheiten sind durch den Patch wie ich finde nochmal richtig gepuscht worden :)
Naja da die Sammler auch alle 1400 kosten könnte sich die Raff verkaufen doch noch lohnen.
Ich weiß aber nicht ob das wirklich den Spam aufhalten soll aber mal sehen.
 
Ich hab mal einige, nicht alle Änderungen übersetzt:


/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.

Keine Bauradiuserweiterung für einige Gebäude mehr - Bsp. Kraftwerke, Tiberium Silos, Kaserne etc. ---- Wohl als Gegenmaßnahme zum "Sonic Emitter Walk" zu sehen.

· 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.

Schwere Infantrie nimmt nun 45% weniger Schaden gegen Kanonenkugeln. Sprich Zone Trooper, Commando, Black Hand, Mastermind etc. Alle restlichen Infantrie Einheiten nehmen 25% weniger Schaden.

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

Kanonenkugeln treffen jetzt auch sich bewegende Fahrzeuge immer

· 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.

Sammler auf 1400$ 14sec Kosten/Bauzeit erhöht - Raff verkaufen bringt nur noch 300, sprich der Sammler aus der Raff kostet dann 1700. Normale CnC Verhältnisse hier. Geschwindigkeit und Drehverhalten aller Sammler angepasst.

· 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.

Geschwindigkeit der Mini-Mcvs angepasst. Sprich Nod und Scrin Mini-Mcv langsamer.

Geschwindigkeit so gut wie aller Infantrie Einheiten um 20% erhöht

/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.

Eingrabefähigkeit auf 100Kosten, 5sec Bauzeit verringert. Der Bunker kann nun 2 Squads aufnehmen.

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

100% mehr Lebenspunkte, 75% mehr Reichweite, 25% weniger Schaden gegen Flugzeuge für die Rocket Infantry

· Engineer: Speed increased by 20%.

· 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.

· Ox Transport: Health increased by 70%.

Engi 20% schneller - APC 20% schneller - Ox-35 70% mehr Health.

· Orca: Health increased by 50%.

Orca 50% mehr Lebenspunkte

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

Der Sonic Emitter macht keinen Mehrfachschaden mehr bei großen Einheiten - Angriffskraft erhöht um das auszugleichen. ----- Muss man sehen wie sich das entwickelt, ich denke damit wird er wesentlich weniger effektiv gegen Gebäude sein.

/Brotherhood of Nod Balance Changes/

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

100% mehr Lebenspunkte, 75% mehr Reichweite, 25% weniger Schaden gegen Flugzeuge für die Rocket Infantry

· Shadow Team: Health reduced by 50%.

50% weniger Lebenspunkte für das Shadow Team.

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

Scorps machen 20% weniger Schaden vor dem Laser Upgrade.

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

Avatar Preis und Bauzeit reduziert.

· Carryall: Health increased by 70%.

Auch hier: CarryallLebenspunkte 70% hoch.


/Scrin Balance Changes/

· 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.

Mastermind teuerer und er braucht 30sec um Gebäude/Einheiten zu übernehmen.

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

Wenn man den Buzzer Hive (Scrin Infantrie Turm) zerstört bleiben die Buzzer am Leben.

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

Wenn man das Flugfeld verkauft bekommt man keine Shock Trooper mehr sondern Buzzers.

<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.

CnC-Maussteuerung / Linksklick kann jetzt im Settings-General Tab ausgewählt werden.

· 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.

Man kann nun mehrere Rückwärtsfahrbefehle geben ohne jedesmal die Taste 'D' erneut drücken zu müssen.

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

Der zeige alle Lebensbalken Knopf ist jetzt auf An-Aus. Einmal drücken und die Lebensbalken bleiben solange, bis man erneut drückt.

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

Im Ladebildschirm der Multiplayer Spiele wird nun die Karte sowie Spielerstatistiken ausgegeben. ---- betrifft wohl Quickmatch.

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

Sound-Benachrichtigungen für den Mastermind und Leuchtfeuer hinzugefügt.

<Other Changes>

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

Man kann jetzt beim Verbündeten bauen - überall dort, wo er auch bauen kann, nicht wie in früheren CnC Spielen nur beim Bauhof.


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

Scrin Devourer Panzern haben nun einen weiteren Balken der anzeigt, wie lange sie noch den grünen, stärken Strahl feuern können.


Nochmal: Ich habe nicht alle Änderungen übersetzt, sondern nur die, die ich für besonders wichtig halte. Wenn ihr alle wissen wollt müsst ihr die englische Version lesen - oder warten, bis jemand alles übersetzt (was nicht lange dauern wird nehme ich an).
 
· 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.

des ist doch nicht so wichtig, die wollen nur das man den doofen outpost baut :z

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

bringt nix, preis auf 200 credits und 33% mehr schaden wäre bessere idee gewesen, so werden sie weiter schön überfahren...

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

naja ich find es hat nicht gestört das man 1000 credits bekommt

naja der patch ist ganz ok, paar veränderungen find ich sehr gut, andere eher mist
 
Boah junge junge wie ich mich auf den patch freue ist nicht mehr feierlich!
Wenn der kommt, mache ich erstmal ein Fass auf, das verspreche ich.

Am geilsten finde ich zb, dass man bei 2on2 jetzt in die bebaubare Zone des Allies bauen kann. Das ist eine sehr sehr geile Neuerung, die 2on2s auf jeden fall nochmal um einiges spannender machen wird, gerade was rushs zb angeht etc... das wird ober hammer.

Ansonsten finde ich egtl alles super nachvollziehbar und freue mich extrem auf den patch. Ich habe nur bedenken, dass der dmgreduce bei scorps um 20% reicht, wobei das ref-sell zeugs ja auch nicht mehr zu funktionieren scheint. Auf jeden Fall ein sehr sehr geiler Patch,... hammer *thumbsup @ EA*
 
wird sehr interessant würde ich sagen :)
Bin allerdings sehr gespannt ob einige Änderungen nicht auch verheerend sind.
zB das die Predator Tanks nicht geändert wurden. Nun wird ein Rush mit den Tanks
einfacher und schwerer abzuwehren! Aber mal schauen. Einige Änderungen finde ich
hammer geil andere als nicht ganz so effektiv.
Die Sonic Emitter hätten sie vielleicht ganz rausnehmen sollen. Einfach nur Türme für
Notbedürftige Verteidigung. Die Türme lassen andere Spieler viel mehr Bunkern!
 
was mir gerade auffällt

die gleiter von scrin wurden so gelassen und fast alle anti-Air units geschwächt bzw teurer gemacht na was sagt euch das ;)

ich sehs schon kommen ^^
 
ich weiss jetzt nich mehr ob ich das gut oda schlecht finden soll... einige sachen sind übertrieben und machen aus dem jetzigen spiel ein mir wildfremdes! Man kann ja gleich wieder von vorne anfangen! Mal schauen ob das spiel wirklich interessanter wird. ich hab das gefühl das wird eher nen rückschlag...:(
 
jaja lategame gegen Scrin war auch vor dem Patch schon nicht sehr lustig.
bin gespannt ob das so nicht noch heftiger wird. Besonders die kleinen Jets sind bei Scrin
echt schnell produziert und machen auch noch schnellen und guten schaden. Ich denke das
wird dann häufiger eingesetzt.
Ich mag die Jets eh nicht da sie meines erachtens schneller aufladen müßten! So ist das
einfach mist
 
Find das meiste in Ordnung.
Auch das die Inf gestärkt wird (ich liebe ja Inf ^^) und die Eco etwas nach unten gedreht wird.
Was ich aber gar nicht raffe, wozu machen die so ziemlich alle GDI Spezialfertigkeiten so abartig teuer?
 
Warum wundert es mich immer wieder aufs neue, wenn sie absoluten MÜLL bauen? Allein das was ich oben gelesen hab reicht mir schon. Verkaufspreis der reffs auf 300 runter...hallo? Vollidioten sind das. Die sollten einfach das geld reduzieren und aus squads einzelne units machen, anstatt das spiel zu verlangsamen, indem sie regeln wie das mit dem verkaufspreis brechen.

*e*

die interface changes finde ich allerdings sehr gut:

· 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.

· 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.
yes, yes, yes und yes!
 
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ich finds asbolut okay mit den 300... und 1400 für die sammler.
SO wird die "eco" wie man es aus SC kennt, wirklich zuu ner eigenen thematik, weil sich halt wirklich überlegen muss zu welchem extend man diese ausbaut.

Bis jetzt wurde von 8of10 spielern eco boom gespielt womit die "eco" itself nach 1,5 min abgehakt war.
Ich sehe es auch etwas bedenklich wie Kilinator das sie anfangen quasi grundsätzliche regeln zu brechen(wie z.b. halber verkaufspreis usw), ist halt wirklich die frage wo das problem gewesen wäre, einfach den Harvester Load zu dezimieren.

Habe das gefühl das EA nicht darauf reagiert wie sich das spiel entwickelt und demnach counter möglichkeiten schafft, sondern vielmehr gewisse intentionen mit den verschidensten sachen verbindet und jetzt im nachinein merkt das diese missbraucht werden...

Beispiele: verkauf der raffs führt zu gleichteuren sammlern ohne WAff zu belegen
oder Verkauf von gravStabilisatoren führt zu übertrieben billigen shock troopern.
Und dem setzen die direkt nen Riegel vor.

Im endeffekt aber dennoch der erste schritt ind ie richtige richtung.Das spiel wird krass anders, und danach sollten nur noch kleinere Änderungen einmal im Monat vorgenommen werden.

Denke die spiele werden jetzt im schnitt bestimmt 3- 5min länger dauern.
 
Stimmt ja wirklich das mit den Scrin ...


Jetzt wirds interessant wie eigentlich vorgehabt macht der Ionensturm + Dam + Rüstung auf die kleinen Flieger. und die meisten AA sind wirklich geschwächt worden. Da wird bald ein NErfschrei kommen da bin ich mir sicher. Was ich allerdings ungern sehe ist das die Rockets + 75% Range haben und die Scrin Desintegratoren immer noch ziemlich nahe hinmüssen :(
 
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