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balance, wie siehts momentan aus, gameplay =??

Joined
Jan 9, 2006
Messages
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he,y

ich habe heute und morgen um das spiel zu lernen, dann kann ich 2 wochen net spielen.

anschliessend fangen die finals schon an, da muss ich fit sein.

ich muss nur die ersten runden überstehen, dann habe ich zeit und kann locker games spammen.

hat ein erfahrener guter spieler ein paar tipps, was hat sich gameplay mässig verändert.

und die wichtigste frage, kann ich mit allies only erfolgreich sein, das heisst auf jeder map gewinnen?

ich habe patch 1.11, bzw 1.12 noch nie gespielt.. erst 1-2 games, diese waren aber 2on2.

was sind die standard spielweisen der 3 armys?
 
du musst den bauhof zusammenbauen, inf spammen und rüber fahren. Dann türme bauen. Klappt eigentlich ganz gut.
 
hat sich eig nichts verändert....die vllt nennenswerten sachen wären das der techbaum eig nicht so schlecht ist wie er zu sein schein (ich rede jetzt vom ally), der AC is nützlich geworden, und vorm tsunamie musste nen bissel aufpassen weil der jetzt diese healrate hat
 
ac = assault carrier?

hmnm,, gegen sov selbes prinzip, aber man braucht keine angst vor eco/kranboom mehr zu haben, right?
 
hauptsächlich wird fast wafa gebaut
da fast AF>kran, wegen den 400$ flaktrooper
 
warum soll sov am stärksten sein

kannste bissle was erklären?

hammertanks und flaktrooper immernoch stark? mit terrordrohne und mcvß

oder was is das problem?
 
imo sollte man für bestimmte maps wie bbb,cr,tp un evtl is races wie sov oder emp
spielen.. überall sonst allies..
ansonsten hat sich nid viel verändert
 
das mit lamen war allgemein bezogen, ist halt so....ich muss nur noch in der base hocken, meine exen deffen und dann warten das du nen go machst und ich dir deine armme zerlege um direkt nen gegen gepush zu machen.

@ dynamic: die kombo ist so ziemlich das heftigeste was ein sov gegen nen empire machen kann... das einzigste was eniger maßsen hilft ist eine combo aus TB und Tengus...oder du push halt early mit 2 Dojos in begleitung mit IW. rein und veruschst halt die SR und die Rafs zunehmen....

@ Core2Dou: ich verlier nicht, ich gewinne, hab jetzt 3 mal aufen sack bekommen, weil ich einfach offensiv gepsielt habe und nicht in meiner base gelamt hab
 
was hat sich bei gebäuden geändert

pks oda so in gebäuden

wurde was verüändert?
 
was hat sich bei gebäuden geändert

pks oda so in gebäuden

wurde was verüändert?

der dmg gegen gebäude wurde gesenkt...
die meisten spieler bauen gegen emp dualrax und spammen PK zumn häuser räumen und Javas um die gegen Air dicht zu machen

ich denk du musst die selbst mal einblick machen ;)
 
das der dmg gegen gebäude gesenkt wurde wusste ich nicht, ich dachte nur der dmg von standart inf der 3 fraktionen gegen tengu und riptides wurde um 10% gesenkt und die reichweite in häusern bekanntlich verringert
 
also ist die range von gebäuden kleiner
?

egal was drin is oda nur bei pks?
 
==================================================================
Command & Conquer(tm) Red Alert(tm) 3
Version 1.12 Patch Notes - May, 2009
==================================================================

==================================================================
Command & Conquer(tm) Red Alert(tm) 3
Version 1.11 Patch Notes - May, 2009
==================================================================

This patch for Command & Conquer Red Alert 3 fixes several
exploits and bugs, improves balance, adds two free maps from
Red Alert 3: Uprising, and more.

<General>

• Added two new maps for skirmish and online play: Spring Fever
(2 player) and Blitzen’s Back (4 player). Play these maps and
many more in the stand-alone campaign expansion, Red Alert 3
Uprising, available for download at
http://www.commandandconquer.com.

<Balance Changes: Global>

• Garrison Range bonus reduced to 75% from 100%.

• Walls and Structures no longer block line of sight while being
constructed.

• Parachute drop time increased.

• Oil Derricks now explode when destroyed. Keep your distance.

• Observation Post health increased to 10000 from 3000.

• Due to the recent downturn in the global economy, all Super
Weapons are now half price.

• Anti-Infantry vehicles (Riptide, Jet Tengu) vulnerability to
GUN damage (PeaceKeeper, Conscript, Imperial Warrior) now
reduced to 25% from 50%.

• The Top Secret Protocols have been reordered for all three
factions.

<Balance Changes: By Faction>

• Allied Javelin Soldier cost reduced to 300 from 400.

• Allied Aircraft Carrier drone speed increased to 225 from 150.

• Allied Aircraft Carrier drones no longer give large amounts of
XP when killed.

• Allied Aircraft Carrier reload time reduced to 10s from 15s.

• Allied Assault Destroyer Black Hole Armor bonus increased to
35% from 25%.

• Allied Outpost now gains additional health when upgraded (25%
per level).

• Allied Athena Cannon no longer requires line of sight to
attack. It can fire over walls now!

• Allied Cryocopter health reduced to 650 from 750.

• Allied Chronorift cast delay reduced to 1s. Rift time changed
to 5s , 10s, and 15s, depending.

• Allied Defense Bureau build time increased to 30s from 10s.

• Special Agent Tanya Adams now requires the Defense Bureau to
be built.

• Allied Apollo Fighter heath increased to 300 from 250.

• Allied Chronosphere now requires the Defense Bureau to be
built.

• Soviet Hammer Tanks can no longer leech while moving.

• Soviet Apocalypse Tank grinder damage halved.

• Soviet Flak Trooper Cost increased to 400 from 300.

• Soviet structures will no longer refund 100% of their cost if
canceled after taking damage. Refund value reduction is
equivalent to the damage taken by the building.

• Soviet Super Power Plant energy production reduced to 350
from 500.

• Soviet Super Power Plant will no longer explode if it is
destroyed before it has completed building.

• Soviet Stingray health increased to 450 from 360.

• Soviet Dreadnaught Missiles now scatter against units.

• Soviet MiG Fighter health increased to 240 from 200.

• Soviet Iron Curtain now requires the Battle Lab to be built.

• Japan MCV build radius increased to facilitate wall building.

• Japan Jet Tengu now much less deadly against each other in
air form.

• Japan Tsunami Tank now auto-heals while it’s secondary ability
is active.

• Japan Honorable Discharge power no longer deals any friendly
fire.

• Japan King Oni health increased to 3000 from 2250.

• Japan Emperor’s Rage powers now limit the speed debuff to 75%
for all levels.

• Japan Wave Force Artillery no longer requires line of sight
for attacking. It can shoot through walls, buildings, and
anything else dumb enough to get in front of it.

• Japan Naginata Cruiser Spread-Torpedo damage halved.

• Japan Naginata Cruiser health reduced to 1200 from 1400.

• Japan Shogun Battleship speed reduced to 50 from 75.

• Japan Shogun Battleship cannons now properly scatter against
other units.

• Japan Shogun Battleship rate of fire now reduced by 40%.

• Japan Point Defense Drones now have an expiration time of 2
minutes.

• Japan Final Squadron Power damage reduced in accordance with
the new power tree design.

<Balance Changes: Vision>

• Vision changes were incorporated from Red Alert 3: Uprising
in order to improve unit behavior.

• Allied Multigunner Turret Vision Range increased to 310 from
300.

• Allied Prism Tower Vision Range increased to 360 from 350.

• Allied Hydrofoil vision range increased to 325 from 300.

• Allied Javelin Soldier vision range increased to 200 from 175.

• Allied Guardian Tank vision range in Target Painter mode
increased.

• Special Agent Tanya Adams’ shroud clear range increased to 500
from 400.

• Soviet Apocalypse Tank vision range in Harpoon mode increased.

• Soviet Hammer Tank vision range in Leech mode increased.

• Soviet Terror Drone vision range in Stasis Ray mode increased.

• Soviet Base Defenses vision ranges increased slightly.

• Soviet Bullfrog vision range increased to 325 from 300.

• Soviet commando vision range increased to 175 from 150.

• Japan Seawing vision range increased to 225 from 200.

• Japan Tengu vision range increased to 225 from 200.

• Japan Commando vision range increased to 175 from 150.

• Japan Commando shroud clear range increased to 500 from 400.

<User Interface Enhancements>

• Players who choose random in online play will now have their
faction hidden on the “escape” screen during the match.

• The wait time to kick an online player with a bad connection
has been reduced to 30 seconds (from 60).

• Players who are not on your friends list can no longer whisper
you while you’re in a match.

• Rally points can be reset on airfields by right clicking on the
airfield while it is selected.

• PC Users can now customize right click scroll speed by adding
the following command line argument: -dragTolerance #
[where # = distance in pixels, typically a number from 1 – 50].

• Interface lag (irresponsiveness between clicks and keyboard
commands) has been reduced.

<Bug Fixes>

• EVA announcements will no longer play when a disguised spy
enters your base.

• Made several improvements to the way garrisoned buildings and
captured structures are reported through shroud (in game and on
the radar).

• Integrated several AI improvements from Red Alert 3 Uprising.

• The Apoc Tank can no longer move while harpooning.

• Fixed a bug that prevented Allied airfields from building the
appropriate number of aircraft in certain situations.

• Fixed a bug that prevented units from attacking enemies with
very low health.

• Fixed a bug that allowed the Soviet Crusher Crane to be
captured by an engineer without the 3-second capture delay.

• Fixed a bug that allowed Soviet players to cash bounty their
own deployed MCV and then get a refund by selling it.

• Fixed a bug that allowed the Mirage Tank and Tsunami Tank’s
secondary abilities to still function when under the effect of
an Aircraft Carrier’s blackout missile.

• Fixed a bug that allowed structures to be placed on top of
Tesla Troopers in their secondary mode.

• Fixed a bug that occasionally prevented veteran Guardian Tanks
from painting targets correctly in their secondary mode.

• Fixed a bug that allowed certain units to be frozen despite
being under the effects of an Iron Curtain or Chrono Rift.

• Fixed a bug that caused certain textures to display incorrectly
when playing multiple, different community-made maps in
succession.

• Chrono Swap no longer allows you to move non-amphibious units
from land to water.

• The Shinobi's secondary ability now correctly causes all
enemy units who are actively targeting him to lose their target.

• While inside a Nanoswarm, the Apoc and Riptide can now properly
attack other units within the Nanoswarm.

• Enemy tanks with the Terror Drone Surprise upgrade will no
longer spawn a terror drone when killed by Tanya, as this would
kill her instantly.

• Desolator strikes and Chronospheres will no longer affect
repair drones.

• Time bombs can no longer be cast on walls.

• Amphibious units may now be sent into a friendly crusher crane
on land or at sea.

• Structures that were under repair when captured will no longer
be under repair for the new owner.

• If a player has multiple Twinblades selected but not all are
garrisoned, pressing the secondary ability button will now only
cause the garrisoned Twinblades to descend.

• Blocked an exploit that gave the Bullfrog’s secondary ability
(the man cannon) unlimited range.

• Blocked an exploit that allowed the Javelin to remain locked-on
while moving or when the target goes out of range.

• Blocked an exploit that allowed unlimited camera zoom-out in
online play.

• Blocked an exploit that gave a Hammer Tank unlimited Toxic
Corrosion.

==================================================================
Command & Conquer(tm) Red Alert(tm) 3
Version 1.09 Patch Notes - March, 2009
==================================================================

This patch for Command & Conquer Red Alert 3 fixes several
exploits and bugs, improves balance, adds a community news
viewer, and more.

<Balance Changes>

· Added a smoke flare delay when using the Magnetic
Singularity support power.

· The IFV base defense is now more vulnerable to cannon damage.

· If a King Oni uses his bull rush secondary ability while
shrunk by a Cryocopter's S.H.R.I.N.K. ray, the King Oni will now
explode on impact.

· In multiplayer matches, Allied and Soviet players may now dock
their aircraft at any friendly airfield, regardless of faction,
to refuel and reload.

<User Interface Enhancements>

· Added the ability for hosts to select a random tournament map
when playing in a custom match with 2 or 4 players. Players will
see the Random Map option on the Map Selection list.

· Added a community news window that is displayed on game launch.
This window can be disabled by selecting “Do Not Show Again”
on the news window.

· Added a Spanish multiplayer lobby.

<Bug Fixes>

· Units will no longer occasionally animate incorrectly when
crossing a bridge.

· The Striker VX and King Oni now correctly animate when powered
down by an EMP attack.

· Fixed an exploit that allowed players to create health, money,
or veterancy crates.

· Fixed a crash caused by saving while a Magnetic Singularity
was active on the map.

<Other Changes>

· Added additional Mod support to Red Alert 3.

· Updated the credits.
 
Wer ließt denn noch Patchnotes??
Zock' drauf los alda!!!
Mit Ally Emps einfach Towerpushen, lappt so auf CR, TP, II (aber schwer), SP, IS.
Im Mirror weißt du es ja sogar besser, Infen oder einfach ne crazy BO, kA wies' atm online ausschaut.
Gegen Sov: KP ;D
Spiel wie vorher, mit Emp rulest du sowieso alles, da diese den geilsten Techtree haben und nen Tsunamiebuff! Manche Leute heulen ja wegen den Eisstrahl der Allies, weint alle rum, Emp's Abwehrdrohnen sind sowieso mehr op. :P
 
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