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1.05 Patch Änderungen sind da! *update Gerücht Freitag dementiert

Eine Diskussion über 1.05 Patch Änderungen sind da! *update Gerücht Freitag dementiert im Forum Tiberium Wars & Kanes Rache. Teil des Command & Conquer-Bereichs; Gerücht Freitag: http://www.united-forum.de/showpost....&postcount=285 ---------- Leider nur in English Viell macht sich jemand die mühe das gescheit zu übersetzen thx ------------------------ ...

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    1.05 Patch Änderungen sind da! *update Gerücht Freitag dementiert

    Gerücht Freitag: 1.05 Patch Änderungen sind da! *update Gerücht Freitag dementiert
    ----------

    Leider nur in English

    Viell macht sich jemand die mühe das gescheit zu übersetzen thx

    ------------------------
    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.
    Spoiler:

    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.
    Geändert von Mooff (24.05.2007 um 15:22 Uhr)

  2. #2
    Stabsunteroffizier
    Avatar von RockingRolli
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    jetzt muss der patch nur noch veröffentlicht werden.
    Endlich kann man die Infantrie einsetzen

    The day Micro$oft makes something that doesn't suck, is the day they make a vacuum.

  3. #3
    Obergefreiter
    Avatar von Dem0n
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    [-WoH-]
    Manche Veränderungen sind aber heftig krass...

  4. #4
    Gefreiter
    Avatar von Cobalt
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    Cobalt///
    Omg das sind vielleicht Änderungen ....

    Das wars wohl mit dem Sammler harassen der Scrin

    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.

  5. #5
    UF Supporter
    Mainforum-Moderator
    Avatar von Crash
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    Crash
    · 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^^

  6. #6
    Major
    Avatar von ReLaX
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    ReLaX
    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.
    http://www.abload.de/image.php?img=darksoldierjjos.jpg

  7. #7
    PrOgAmEr

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    FaZiNaTe
    · 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.

  8. #8
    Administrator
    Avatar von Mooff
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    Mooffs
    Ich hab mal einige, nicht alle Änderungen übersetzt:


    Zitat Zitat von cYs|VuK Beitrag anzeigen
    /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).

  9. #9
    Major
    Avatar von AbYsS
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    · 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

    · 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

  10. #10
    Gefreiter
    Avatar von Mase
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    Matthias
    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*

  11. #11
    Schütze

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    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!

  12. #12
    Major
    Avatar von AbYsS
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    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 ^^

  13. #13
    Unteroffizier
    Avatar von SwissCommander
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    unreal_ch
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    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...

  14. #14
    Schütze

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    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

  15. #15
    Oberstabsgefreiter
    Avatar von Prochnow
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    Prochnow
    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?

  16. #16
    Mainforum-Moderator
    Avatar von kilinator
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    Clans
    TMF, CMB, MOON, RAP
    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!
    Geändert von kilinator (11.05.2007 um 10:29 Uhr)

  17. #17
    Schütze

    Registriert seit
    02.04.2007
    Alter
    33
    Beiträge
    71
    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.

  18. #18
    Gefreiter
    Registriert seit
    24.05.2005
    Ort
    SAARLAND
    Alter
    29
    Beiträge
    119
    Name
    Philippe
    Nick
    Fo_OF!ghteR
    Clans
    fld
    sehr großer patch^^

  19. #19
    Gefreiter
    Avatar von Cobalt
    Registriert seit
    16.03.2007
    Ort
    Krems a. d. Donau
    Alter
    33
    Beiträge
    137
    Nick
    Cobalt///
    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

  20. #20
    Unteroffizier
    Avatar von SwissCommander
    Registriert seit
    27.03.2007
    Alter
    36
    Beiträge
    720
    Nick
    unreal_ch
    Clans
    Kung Fu
    also nach dem Patch spielen wir ein anderes Spiel...

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