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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; was aber prinzipiell nichts an den buzzertürmen ändert ;\...

  1. #221
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    was aber prinzipiell nichts an den buzzertürmen ändert ;\

  2. #222
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    --DiE PhIlOsOfFeN!-
    http://forums.ea.com/mboards/thread....t=855&tstart=0

    das changelog wurde überarbeitet, es gab ein paar änderungen. habs mir nchmal durchgelesen, mir is aber net viel aufgefallen. ausser dem apc stealth exploit fix und das die loobys nicht mehr nummern haben werded. die liste is einfach zu lang. freu mich aber schon das es endlich rauskommt.
    42

  3. #223
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    noch eine dicke Änderung ist drin - werd den Anfangspost heute mittag/ abend überarbeiten:

    · 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.

  4. #224
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    Wäre toll wenn du dann die neuen Einträge irgendwie farblich nen bissel hervorheben könntest *g*

  5. #225
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    das heisst wenn sie das gebäude berühren wird es repariert/eingenommen ?

  6. #226
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    Gibts schon ein date? Kann schon nimma warten^^.

    @ Talla: Ja. Find ich auch gut so weil dann können die turrets nimma durchschiessen was echt gesuckt hat...

  7. #227
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    Datum gibts noch keines, aber wie wird das eigentlich mit den WCG Qualis? Ich kenne die Daten der anderen nationals jetzt nicht aber bei uns Fangen die ja am 05.06. an und gehen 3 Tage, ich glaube woander fangen sie am 27.05 an....

    ich kann mir irgendwie nicht vorstellen, dass EA nen so gravierenden Patch mitten in den Quali games für die WCG raushaut, oder?

  8. #228
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    Zitat Zitat von Fastfire Beitrag anzeigen

    ich kann mir irgendwie nicht vorstellen, dass EA nen so gravierenden Patch mitten in den Quali games für die WCG raushaut, oder?
    bei EA ist alles möglich, sag nur ZH 1.3, die haben aus einem guten patch, ne katastrophe gemacht

  9. #229
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    ich sehe es schon.... WCG Finals, letztes Match, große Ankündigung:

    Bitte alle vor dem Spiel Patch 1.5 ziehen XD

  10. #230
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    <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.

  11. #231
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    Zitat Zitat von Fastfire Beitrag anzeigen
    ich kann mir irgendwie nicht vorstellen, dass EA nen so gravierenden Patch mitten in den Quali games für die WCG raushaut, oder?
    Sie haben gesagt, dass der Patch unter anderem das Game fit machen soll für die WCG. Ich rechne mal mit ca. 1 Woche Vorlaufzeit vor dem ersten WCG Qualiturnier, also wäre der Release Ende Mai. Am 5. Juni startet in Deutschland der erste online WCG-Cup.

  12. #232
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    Ein Glück werden die World Cyber Games nur in Deutschland ausgetragen :P

    andere Qualifier starten schon am 27.05 wie oben erwähnt (CnC 3, halt net in DE) also wäre da eine Woche der 20.

    aber der 21. wurde als Datum schon dementiert, mit der anmerkung: später

  13. #233
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    ich habe mir heute überlegt:
    GDI nach dem patch.

    die infanterie wird ja deutlich stärker, und wenn man dann sniper in BMT`s steckt, hat ein nodler ja keine chance mehr mit infanterie... oder täusche ich mich? dann kann ein GDIler zusätzlich noch rockets in die BMT`s stecken.....
    was denkt ihr dazu?

  14. #234
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    Zitat Zitat von GIGU Beitrag anzeigen
    ich habe mir heute überlegt:
    GDI nach dem patch.

    die infanterie wird ja deutlich stärker, und wenn man dann sniper in BMT`s steckt, hat ein nodler ja keine chance mehr mit infanterie... oder täusche ich mich? dann kann ein GDIler zusätzlich noch rockets in die BMT`s stecken.....
    was denkt ihr dazu?
    Predator und sniper könnten wirklich ein problem werden, die rocket inf wird von sniper gekillt und die Scrops sind eh kein problem mehr für predators

    schau ma mal

  15. #235
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    ????
    man kriegt die sniper am ende der tech kette ^^
    und die sind teuer wie sau. jede andere rasse hat billigere anti inf einheiten. von shadow teams mal gar nicht reden. die dinger sind sowieso viel zu vielseitig.

    dazu schiessen die sniper als ob sie die kugeln noch selbst herstellen müssten.
    ka wo die leute nur ihre fantasie lassen.
    steckst du halt 5 inf sqauds zu den rocket man und dir können die sniper egal sein weil es jahre dauert bis alles totgeschossen ist. und die inf troops killen sniper recht schnell wenn er sie manuell nur auf die rocket man ballern lässt. wenn nicht, halt shadow teams dazu, 4 shadows > als 2 sniper, und genauso teuer.

    eine nodarmee kombo von avataren strahlen kanonen und emp buggies müsste einen gdi trupp noch immer überlegen sein. insbesondere da du ihn ja auch durch early harassment klein hällst.

  16. #236
    Gefreiter
    Avatar von GIGU
    Registriert seit
    10.04.2007
    Ort
    Hochdorf (LU)
    Alter
    26
    Beiträge
    177
    Nick
    GIGU
    Clans
    SPQR, RA2: aDEATH
    man kann die sniper für 2500 credits nach dem technologiezentrum per luft kommen lassen^^
    und 3 sniper teams in BMT`s killen SEHR schnell die gegnerische infanterie.

    aber wie @TaLLa2XLC sagte, schauen wir mal.


    EDIT: ja ok, die sniper werden nach dem patch 1.05 ja noch teuerer:
    Scharfschützenteam: Spezialfähigkeistkosten um 40% auf 3500 Credits erhöht.
    Geändert von GIGU (19.05.2007 um 00:43 Uhr)

  17. #237
    Hauptgefreiter
    Avatar von Kan.Y.NOd
    Registriert seit
    07.04.2007
    Ort
    Franken
    Beiträge
    315
    Name
    Merlin
    Nick
    MerlinIL
    Clans
    --DiE PhIlOsOfFeN!-
    Zitat Zitat von GIGU Beitrag anzeigen
    ich habe mir heute überlegt:
    GDI nach dem patch.

    die infanterie wird ja deutlich stärker, und wenn man dann sniper in BMT`s steckt, hat ein nodler ja keine chance mehr mit infanterie... oder täusche ich mich? dann kann ein GDIler zusätzlich noch rockets in die BMT`s stecken.....
    was denkt ihr dazu?
    naja die bmt gehn aber schnell down und dann is ja der 100% health upgrade der infantrie weg.
    die combie is aber auch net grad billig
    42

  18. #238
    Kriegsdienstverweigerer

    Registriert seit
    06.04.2007
    Alter
    29
    Beiträge
    2
    ich denke ma, dass der patch im großen und ganzen net schlecht is...
    nur das mit den bauradien der gebäude kotzt mich tierisch an...

  19. #239
    Major
    Avatar von AbYsS
    Registriert seit
    11.02.2003
    Ort
    Mannheim
    Alter
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    9.157
    Name
    Michael
    Nick
    inaktiv
    Clans
    inaktiv
    Zitat Zitat von Chill Beitrag anzeigen
    ich denke ma, dass der patch im großen und ganzen net schlecht is...
    nur das mit den bauradien der gebäude kotzt mich tierisch an...
    eine der besten veränderungen im ganzen patch, musst auch mal intelligent bauen

  20. #240
    Unteroffizier
    Avatar von SwissCommander
    Registriert seit
    27.03.2007
    Alter
    36
    Beiträge
    720
    Nick
    unreal_ch
    Clans
    Kung Fu
    mich kotzt es an, dass die Botschafter 50% langsamer sind! Auf Tournament Arene muss man jetzt die ganze BO deswegen verlängern! Shadow Rush deshalb noch stärker... danke

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