Wann Kommt 1.10 ???

Wann kommt 1.10?

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naja nee idee wäre redzone zu entfernen ^^ da würden einige dumm aus der wäsche klotzen :D
 
Nur weil das spiel tot ist muss es nicht gleich heißen das es EA nicht doch noch vollenden sollte. Es ist immerhin ein C&C, schon alleine deswegen sollte man die Fans nicht im stich lassen. Wenn es um die Balance in TW geht, wären da schon eine sachen die man ändern sollte.

Guckt euch mal Crazygdifan123s ballancemod an. Mit dem macht TW richtig spaß

http://forums.commandandconquer.com/jforum/posts/list/144.page

Das chancelog ist im Spoiler

CHANGE LOG (all figures relative to 1.09 stats):::

#### GLOBAL CHANGES ####

::ECONOMY::
- All Harvesters' health reduced to 5650 (1.09 GDI and Scrin harvs had 7500, Nod had 5000). All harvesters' vulnerability to ROCKET damage increased from 75% to 100%.
- Refinery cost increased to $2500. Power consumption increased 6 to 12. Ground control radius reduced by 20%.


::STRUCTURES::
- All structures repair 60% slower (like in KW).
- MCV sell value reduced to $1000.
- Silos no longer spawn infantry when sold. Price reduced to $100 (build time unchanged).
- Crane structures cost reduced to $900/9 sec. Ground control radius reduced by 50%.
- Airfields or warfactories no longer provide ground control. Stasis Chamber, Secret Shrine, Armory build radius halved. Stasis chamber sell value reduced to $300.
- Powerplant upgrades are now available at Tier 2.


::INFANTRY::
- Basic rifle infantry/Buzzers deal 25% more dmg vs structures.
- Heavy inf (Zones, Shocks, Commandos) now take 17% from Rocket dmg, 6% from Cannon dmg (Previously 25% and 5% respectively).
- Rocket damage resistance of certain Nod infantry units (Militia, Confessors etc) doubled and normalised with that of other infantry.
- All anti-tank infantry as well as Grenadiers/Blackhands now have 100% vulnerability to GRENADE damage instead of 75%.


::ENGINEERS::
- Engineer units have a 3 sec delay when capturing enemy structures.
[Known Issue: Skirmish AI engineer units do not capture tech structures]


::BASE EXPANSIONS::
- Surveyors/Explorers/Emissaries price reduced to $600. Movement speed increased 10%.


::NEUTRAL TECH STRUCTURES & UNITS::
- Tiberium Spike initial cash bonus reduced to $250, credits per tick reduced to $18.
- Subway hub health doubled.
- Mutant Marauder attack power, movement speed and attack range increased by 50%. Mutants are now also stealth when moving through Tiberium.
- Viceroid attack power increased by 100%. Spawn probability halved. No longer attacks corrupters. Now more vulnerable to SNIPER type damage.


::SUPERWEAPONS::
- Cooldown timers reduced from 7 min to 6 min.


::OTHER GLOBAL CHANGES::
- Fog of War reappears in 25 seconds instead of 30 sec.
- Minimum low power build time penalty increased from 25% to 66%.
- All aircraft take off/landing speeds increased 50%.


#### BROTHERHOOD OF NOD ####

::UNITS::

AVATAR
- Health reduced from 12500 to 9750.
- Vulnerability to Zonetroopers increased by 25%.
- Pre-attack delay reduced 25%.
- Price increased to $2400. Avatar crushes smaller vehicles more effectively.
- Avatar upgrades improved--
a) Flame upgrade range increased by 150%.
b) Beam cannon upgrade attack power increased by 266%. Pre-attack delay increased 33%. Attack power vs infantry reduced by 75%, vs structures reduced by 25%.
c) Bike upgrade detection range increased by 100%. Now increases avatar's sight and attack range by 7%.
d) Stealth upgrade provides stealth while moving, and cloaks nearby units within a small radius.

BEAMCANNON
- Range increased by 20% as per 1.09 notes.
- Moved to Tier 2.
- Health reduced by 15%.
- Beam-Venom Reflector Ability range and damage doubled.

SCORPION TANK
- Health reduced by 5%.
- Now takes 12.5% additional damage from all anti-tank infantry.
- Dozer-upgraded Scorpion health bonus reduced from 33% to 18%.
- Dozer no longer crushes heavy infantry.

ATTACK BIKE
- Attack range increased by 7%.
- Now takes additional 10% penalty from CANNON weapons.
- Projectile speed increased 50%.

RAIDER BUGGY
- Price increased to $500. Veterancy levels re-scaled accordingly.
- Pre-laser attack power vs aircraft increased 25%.
- Laser attack power increased by 33%.
- EMP ability activation delay reduced significantly.

STEALTH TANK
- Damage vs infantry reduced by 50%.
- Price increased to $1700. Veterancy levels re-scaled accordingly to match price.
- Projectile speed increased 50%.

FLAMETANK
- Attack range increased by 50%.
- Cannon penalty reduced from 100% to 65%.
- Turret turn rate doubled.
- Collision geometry size reduced slightly for easier pathfinding.
- Removed pre-attack delay caused by long braking time.
- Turn radius reduced and tuned for better responsiveness.
- Friendly fire removed.
- Veterancy levels re-scaled to match price of $1200.

VENOM
- Damage vs infantry reduced by 25%, post and pre upgrade.
- Experience levels re-scaled with price of $900.
- Signature generator given a slightly more useful function: temporarily reduces RoF of nearby ground vehicles slightly.

VERTIGO BOMBER
- Bomb damage increased by 5%.
- Splash damage radius increased by 40%.
- Reload time reduced by 33%.
- The bomb now 'explodes' correctly even on missing its target.

ROCKET SQUAD
- Health reduced from 300 to 100.
- Vulnerability to TIBERIUM and SNIPER damage doubled.
- Rocket projectile speed doubled.
- Refire time reduced from 3.2 sec to 2.9 sec.

BLACKHANDS
- Speed increased 10%.
- Friendly fire removed.
- ROCKET vulnerability reduced 66%.
- CANNON vulnerability increased 200%.
- SNIPER vulnerability increased 25%.
- Now immune to Tiberium.

FANATICS
- Post-upgrade GUN armour penalty increased to +100%.
- Added pre-upgrade and post-upgrade GRENADE armour penalty of +100%.
- Splash damage radius increased by 10%.

SHADOW TEAMS
- Bomb attack power increased by 12.5% (doesnt really affect anything except the buffed airfields).
- Bomb damage vs refineries and expansion outposts reduced by 25%.
- Secret Shrine sell value reduced from $750 to $700.
- Shadow Team support power cost increased from $1600 to $1800.
- Gliders delays reduced significantly and tuned for quicker responsiveness during take off and landing.

NOD COMMANDO
- Health increased by 25%. Resistance to ROCKET damage additionally increased by 25%.
- Speed increased 33%.
- Restealth time reduced considerably to 0.3s.
- Immune to Tiberium.



::STRUCTURES::

TECH CENTER
- Vulnerability to CANNON damage normalized with GDI Tech Center.

SHREDDER TURRET
- Price increased to $700.
- Splash damage reduced slightly.

LASER TURRET
- Spawned turrets health increased by 50%.
- Attack damage increased by 25%.

AA SAM TURRET
- Rocket projectile speed doubled.

OBELISK
- Power consumption increased from 15 to 22.



::SUPPORT POWERS & UPGRADES::

CLOAK FIELD
- No longer kills enemy infantry.
- Price reduced to $2000.

CATALYST MISSILE
- Damage radius decreased from '200' to '100'.
- Catalyst chain reaction radius increased from '50' to '125'.
- Chain reaction damage increased by 20%.
- Added a 4 sec time interval between the missile launch warning sound and the arrival of the missile.


RADAR JAM
- Jam duration increased from 10 sec to 20 sec.
- Cost reduced from $750 to $300.

CALL FOR TRANSPORT ABILITY
- Cost reduced from $500 to $200.


TIBERIUM INFUSION (Rifle/Rocket militia)
- Upgrade cost reduced to $1000.

CONFESSOR UPGRADE (Rifle/Rocket militia)
- Provides 15% Rate of Fire bonus (instead of none).
- Confessor grenade pre-attack delay doubled, reload time halved, hallucination time reduced to 5 sec (to prevent it from being too effective vs infantry in conjunction with RoF boost. Confessor grenades will now be effective only when in large numbers).

SIGNATURE GENERATOR UPGRADE (Venoms)
- Moved from Tech Center to Operations Center.




#### GLOBAL DEFENSE INITIATIVE ####

::UNITS::

PREDATOR TANK
- Health reduced by 1% (hence killed by 6 Orca rockets).
- Railgun RoF reduced by 12.5%.
- Turret turn rate reduced 12.5%.
- Now takes 12.5% additional damage from all anti-tank infantry.

APC
- Speed increased by 20%. Turn radius halved and turn rate increased slightly.
- Now takes 20% extra from CANNON damage.
- Damage vs Aircraft increased by 25%.
- Mines cost reduced from $500 to $300, deployment delay reduced significantly.

ZONETROOPERS
- Health increased by 70%.
- CANNON damage vulnerability increased by 20%. Vulnerability to Blackhands, Corrupters and Devastators increased by 50%.
- Attack damage increased by 20% from 210 to 255.
- Jumpjetting speed increased by 75%, range increased by 7%.
- Delay after landing reduced significantly.
- Can no longer be 'crushed' by units when in mid-air.

GRENADIER SQUAD
- Cost reduced to $600. Veterancy levels accordingly re-scaled (ie, easier to achieve veterancy).
- Health reduced from 312 to 250.
- Vulnerability to CANNON damage increased 25% to 50%. Vulnerability to ROCKET damage reduced from 25% to 21%.
- Grenade Projectile speed increased by 150%. Projectile flight height halved.
- Attack range increased by 25%.
- Splash damage radius doubled.
- Resistance to suppression reduced by 75%.
- Friendly fire removed.

RIG
- Packed-up health increased by 66%.
- Movement Speed increased 20%, turn rate doubled, acceleration/deceleration times reduced.
- Deployed Battlebase health increased by 25%.
- Rig Repair drone leash range increased from 150 to 200.
- Rig deployment and pack up time reduced by 50% for improved responsiveness.
- AA Rockets projectile speed doubled.

PITBULL
- Rocket projectile speed doubled.
- Mortar damage increased 60%, damage vs infantry reduced by 50%.

MISSILE SQUAD
- Health reduced from 300 to 114.
- CANNON and ROCKET vulnerability reduced 50%. Vulnerability to TIBERIUM and SNIPER damage doubled.
- Resistance to Suppression increased 33%.
- Attack damage increased by 10%.
- Pre-attack delay removed for better responsiveness, reload time increased to compensate.
- Rocket projectile speed doubled.

ORCA
- Health reduced by 20%.
- Rocket projectile speed increased by 100%.
- Attack damage vs all harvesters reduced by 25%.
- Non-targetted sensor pod projectile firing range normalized (increased 200%) with that of targetted sensor pod.
- Sensor pod firing pre-attack delay reduced significantly.


FIREHAWK
- Missile splash damage increased from 10 to 30 to deal better with multiple enemy air units. Friendly fire vs Firehawks removed.
- Missile projectile speed increased by 50%.
- Now executes its turns slightly earlier during dogfights.
- The bomb now 'explodes' correctly even on missing its target.

SNIPER
- Health increased by 50%.
- Now take +100% additional damage from GUN type weapons.
- RoF increased by 15%.
- Range increased by 10%. Damage vs Zones, Shocks and Commandos reduced by 25%.
- No longer auto-acquires vehicles, structures and aircraft when on aggressive stance.
- No longer overkills targets (especially infantry members within squads).

MAMMOTH TANK
- Movement speed increased from 40 to 45. Chasis turn speed increased 20%.
- Rockets projectile speed increased by 100%.
- Rockets damage vs infantry reduced by 50% (except vs Rocket soldiers).

JUGGERNAUT
- Turret rotation speed increased by 100%.
- Vulnerability to GRENADE damage doubled.
- Minimum range increased 75%.
- Damage vs infantry reduced by 25%.

GDI COMMANDO
- Health doubled. Resistance to ROCKET damage additionally increased by 25%.
- Immune to Tiberium.
- Jumpjetting speed increased by 75%.


::STRUCTURES ::

POWER PLANT
- Cost decreased from $800 to $700.

AIRFIELD
- Resistance to CANNON damage increased by 33%.
- Health increased from 4000 to 5000.

WATCHTOWER
- Price increased to $700.

GUARDIAN CANNON
- RoF increased by 33%.

AA BATTERY
- Attack power increased by 20%.

SONIC EMITTER
- Attack power reduced by 5%. Damage vs infantry reduced by 25%.
- Can no longer shoot through buildings.
- Additional range gained via force-firing removed. Min range removed.


::SUPPORT POWERS & UPGRADES::

ORCA STRIKE
- Cooldown reduced from 300 seconds to 90 seconds.

BLOODHOUNDS
- Cost increased to $3500.

RADAR SCAN
- Scan duration reduced 75%.

CALL FOR TRANSPORT ABILITY
- Cost reduced from $500 to $200.


COMPOSITE ARMOUR UPGRADE (Missile/Rifle/Grenade squads)
- Now doubles resistance to Tiberium.
- Cost increased to $3000. Upgrade time increased from 20 to 40 sec.

SENSOR PODS (Orcas)
- Now purchased at Command Center.
- Sensor Pod deployment cost reduced to $100.
- Pods are no longer removed by friendly repair drones when attached to friendly vehicles.

SCANNER PACKS UPGRADE(ZoneTroopers)
- Upgrade time reduced to 15 sec, cost reduced to $500.
- Attack range boost increased from 10% to 20%.

POWERPACKS UPGRADE (ZoneTroopers)
- Auto Heal rate (only works when idle) doubled.
- Upgrade time reduced to 30 sec.


#### THE SCRIN ####

::UNITS::

BUZZERS
- 1v1 Buzzers wars are no longer random; both buzzers completely annihilate eachother.
- Resistance to CANNON and ROCKET damage increased by 150% and 50% respectively.
- Attack range when attached to vehicles increased 33%.


DISINTEGRATORS
- Attack range increased by 100%.
- Crush damage increased 33%.
- Damage vs infantry reduced by 33%.
- Price increased to $400.


SEEKER
- Damage vs Gunwalkers, APCs and Buggys increased by 50%.
- Now takes 10% additional damage penalty from CANNON weapons.


GUNWALKER
- Damage increased 20%, RoF reduced to keep DPS same.
- Anti-air damage increased 25%.
- Vulnerability to GRENADE damage increased by 100%


CORRUPTER
- Movement speed increased from 60 to 80.
- Attack range increased by 100%.
- Heal rate reduced by 40%.
- No longer auto-targets Viceroids.


DEVOURER TANK
- Regular beam attack power increased by 23%.
- Charged beam attack power increased by 7%.
- Charged beam damage vs infantry reduced by 50%, vs civilian garrisons increased by 100%.
- Tiberium leech range increased slightly.


SHOCKTROOPERS
- Health increased 25%, Vulnerability to GUN damage increased +15%.
- Speed increased by 8%.
- Resistance to ROCKET damage increased by 50%.
- Damage vs Rocketmen, Fanatics and Zonetroopers increased by 150%.
- Blinkpacks ability cooldown reduced from 30 sec to 15 sec.
- Blinkpacks delays reduced significantly and tuned for more responsiveness.

STORMRIDER
- Health reduced by 10%.
- Reduced damage scalar vs Stealth Tanks, APCs and Gunwalkers reduced (=33% damage increase vs these units).

DEVASTATOR WARSHIP
- Damage vs vehicles reduced by 50%.
- Damage radius increased by 25%.
- Plasma Discs projectile speed increased by 33%.

ANNIHILATOR TRIPOD
- Shields now take only 1% damage from SNIPER weapons (affects Shadows, buzzers), down from 100%.

MASTERMIND
- Stealth detection radius increased by 150% (normalised with sight/vision range).

PAC
- Sight range increased 50%.

MOTHERSHIP
- Deploy time increased from 8 sec to 30 sec.
- Now boosts nearby friendly units' firepower by 10%
- Speed increased by 50%.


::STRUCTURES::

TECHNOLOGY ASSEMBLER
- Resistance to CANNON damage reduced and normalized with that of GDI Tech Centre.

GROWTH ACCELERATOR
- Price reduced to $1200.

PHOTON CANNON
- Price reduced to $1100.


::SUPPORT POWERS & UPGRADES::

BLINKPACKS (Shocktroopers)
- Now purchased at Nerve Center.
- Upgrade cost/time reduced from $2000/60 sec to $1000/30 sec.

PLASMA DISC LAUNCHERS (Shocktroopers)
- Now purchased at Stasis Chamber.
- Upgrade cost/time increased from $1000/30 sec to $2000/75 sec.

FORCEFIELD GENERATORS (Tripods/Devastators/PACs)
- Upgrade cost reduced from $5000 to $4000.



MISC. CHANGES:

1) GDI APC "evacuate all" button now evacuates all infantry at the current location rather than employing a target location.

2) Airfields and Mutant Hovels can use production stances, similar to warfactories and barracks. The applied stance will not affect aircraft that have already been produced and/or docked at the airfield.

3) Fixed discrepancies in the Experience Points levels for several units/buildings which resulted in the exp levels not matching costs of the units/buildings accurately, and also re-scaled exp levels for units that have had their prices changed in this mod.
Eg. Storm columns, Flametanks, Stealth tanks, Heroic disintegrators etc.

4) Structure placement/deployment now has slightly increased tolerance towards terrain imperfections for more convenience.

5) Using the Nod Avatar's Commandeer ability no longer causes the target vehicle to "move away" when the Avatar comes near it.

6) Fixed bug with certain turret based units being able to forcefire on ground without having to orient their turrets in that direction.

7) Firehawks can now strato over water.

Firehawk, GDI Harvester and base defences' sight range fixed so that they now correctly acquire targets within their max range.

9) GDI Commando jumpjet-C4'ing now allows direct targetting of enemy walker units similar to when jumpjet-C4'ing structures, instead of causing the commando to jumpjet near the walker.

10) Corrupter can now damage neutral units/buildings.

11) Shocktrooper squad crushable level increased by 1 (Does not affect anything except the AI's ability to judge whether the squad is crushable).

12) Added extra skirmish AI personality - 'CGFBalanced'. This AI copes slightly better with the mod changes than the regular personalities.

13) New team colours added for multiplayer.
 
Joa hört sich alles viel versprechend an in diesem changelog.Werds mal an Testen.
 
ohh :o ich hab noch was vergessen, die balance is viel zu gut, und die eco ist noch viel besser als die von KW... Aber Scrin is viel zu schwach omg omg omg

Eco ist besser als in KW,in Kw wird nur auf die Sammler gegangen, da sie so teuer sind.
Balance find ich auch gut und Scrin ist auch nicht überpowered, bei Scrin nur was an ms ändern.Darum würd ich den Patch 1.10 (der eh nie kommt) nur wegen den Cheatern und Hackern gut finden.
 
Ne die Eco von TW find ich echt scheiße. Dadurch das man soviel geld zu verfügung hat, wird nur gespamt. Du brauchst nicht sowas wie einen schönen unitmix um zu gewinnen.

Vorallem weil dazu auch keine zeit bleibt, wenn spam viel einfacher und effektiver ist. Das macht doch keinen spaß .-.-
 
Ne die Eco von TW find ich echt scheiße. Dadurch das man soviel geld zu verfügung hat, wird nur gespamt. Du brauchst nicht sowas wie einen schönen unitmix um zu gewinnen.

Vorallem weil dazu auch keine zeit bleibt, wenn spam viel einfacher und effektiver ist. Das macht doch keinen spaß .-.-


Stimt auch wieder.Aber des ist halt die Kunst , mit eigenem Spam dagegen zu halten, aber auch des Geld aufbringen für Tech.Also mir amcht des Spaß.^^

Zu dem Mod kann ich nur sagen, dass es EA schon wissen wird,was sie machen,wenn sie was machen.
Aber der Mod schaut ganz gut aus,außer halt ein paar Kleinigkeiten.
 
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ach ja so is es^^

Ne die Eco von TW find ich echt scheiße. Dadurch das man soviel geld zu verfügung hat, wird nur gespamt. Du brauchst nicht sowas wie einen schönen unitmix um zu gewinnen.

Vorallem weil dazu auch keine zeit bleibt, wenn spam viel einfacher und effektiver ist. Das macht doch keinen spaß

i find in kw wird genau so gespamed wie in tw nur halt andre einheiten
PS:
besten 2 clans in TW nur aus maphackern und cheatern bestehten find ich noch viel cooler.
welche sind die besten 2 clans??

LG
 
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