Lieblings Spielversion?

Welche war es?

  • 1.00

    Votes: 5 6.3%
  • 1.01

    Votes: 6 7.6%
  • 1.05

    Votes: 5 6.3%
  • 1.07

    Votes: 5 6.3%
  • 1.09

    Votes: 58 73.4%

  • Total voters
    79

stefros

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1.00 - Buzzer Rush



1.01 - Scorp Spam
<Balance Changes>

· Scrin Storm Column cost/buildtime increased by 100% to 3000/30.

· Scrin Buzzers health reduced by 75% and weapon type changed
to SNIPER. This change makes Buzzers ineffective against units and
structures besides enemy infantry.


1.05 - China Style Sonic Push
<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.


1.07 - Seeker Spam
<Balance Changes>

· Scrin Mothership now takes 8 seconds to deploy over the
Scrin Signal Transmitter, where it will be unselectable by user
but can be attacked by opponent. Scrin Mothership speed has been
increased by 33%. Weapon chain reaction delay increased by 1 sec.

· GDI Pitbull: Health reduced by 20%. Mortar upgrade cost
increased by 100% to 2000. Mortar scatter radius increased.

· Scrin Buzzer Hive: Now leaves 1 Buzzer instead of 3 when
destroyed or sold.

· Cranes for all factions can no longer build defensive
structures or superweapons.

· Harvesters' rate of collecting Tiberium has been made equal
across all factions. Harvesters will now unload at the refinery
before moving to a new Tiberium field.


1.09 - Unit Mixing
<Balance Changes>

The following balance changes are intended to make resource-
gathering more strategic and artillery units more viable, while
also further tuning the combat forces to ensure even balance
across all three factions in any combination.


/General Balance Changes/

· Harvesters: Carrying capacity reduced by 42% to 1400 credits of
green crystals and 2800 credits of blue crystals. Gathering cycle
sped up by 8 seconds. Overall rate of income reduced by
approximately 35%.

· GDI MCV, Nod MCV, Scrin Drone Platform: Cost/Build time
increased by 40% to 3500/35, health and speed normalized.

· Outposts: Health increased by 5%. This prevents them from being
destroyed by one use of the Nod Shadow Team's Explosive Charges.


/GDI Balance Changes/

· Grenadier Squad: Range increased by 20%.

· Commando: Suppression time reduced by 70%. This means the
Commando can use his C4 Charges to demolish multiple structures
more quickly.

· Juggernaut: Range increased by 25%.

· Mammoth Tank: Turret turn rate reduced by 66%. This makes the
vehicle slightly less effective at quickly changing targets.

· Sonic Emitter: Attack power reduced by 25%. This means the
Sonic Emitter can no longer one-shot-kill certain vehicles.


/Brotherhood of Nod Balance Changes/

· Crane: Health increased by 50%, normalizing its health with
that of the GDI Crane and Scrin Foundry.

· Fanatics: Cost/Build time reduced by 13% to 700/7.

· Commando: Suppression time reduced by 70%. This means the
Commando can use her C4 Charges to demolish multiple structures
more quickly.

· Attack Bike: Range increased by 16%.

· Stealth Tank: Attack power increased by 66%.

· Beam Cannon: Range increased by 25%. This does not affect the
Avatar's extra weapon gained from commandeering a Beam Cannon.

· Avatar: Health increased by 25%. Pre-attack delay reduced by
33%. Main weapon's attack power increased by 25%.

· Confessor: Upgrade no longer provides a rate-of-fire bonus to
affected infantry squads.

· Tiberium Infusion: Upgrade bonus to infantry squads' health
reduced by 60%.

· Catalyst Missile: Support Power cost increased by 33% to 2000.

· Tiberium Vapor Bomb: Support Power cooldown time increased by
25% to 300. Attack power increased by 140%.


/Scrin Balance Changes/

· Disintegrators: When crushed by enemy vehicles, attack power of
explosive revenge attack increased by 30%.

· Seeker: Health reduced by 13%.

· Devastator Warship: Range increased by 20%. Rate of fire
reduced by 200%. Attack power increased by 100%. Scatter radius
reduced.

· The Swarm: Support Power can no longer be used directly on top
of infantry and vehicles. Cooldown time increased by 66% to 150.
Now spawns 5 Buzzers instead of 7.

· Phase Field: Support Power no longer affects infantry. Cooldown
time reduced by 50% to 180.


<Other Changes>

· Tuning to Classic Command & Conquer (Left-Click Orders)
mouse interface: Bridges are no longer selected in favor of
issuing move orders. Players can now issue orders on the Radar.

· There is a new Fast-Forward button onscreen while watching
Replays or BattleCasts.
 
Dann fang ich mal an :D

Definitiv 1.09!!
Man braucht mehr Micro und alle Fraktionen sind meiner Meinung nach gut balanced.
 
1.5 und 1.9
Pitbulls micro <3.
Harrass mit Unit mix zeigt skill.
 
1.0 :z

Die Zeiten als Obelisken noch unendlich weit schießen konnten :ugly
 
1.10, mit verringerten und fairen HP bei Sammlern und Gebäuden :p

Aktuell halt 1.09 da des einfach Laune macht :)
 
Hm, das Umfrageergebnis is ja mehr als eindeutig :D

EA macht doch nen guten Job :)
 
frag mich auch wieso da net 1.04 auftaucht?? das war auch n anderes spiel :)

sonst 1.09
 
ich find 1.09 auch am besten...denke EA hats in dem Patch fast geschaft die Fraktionen aus zu ballacieren...wen die in 1.10/1.11 nich totalen murks machen und an ein par kleine fixes arbeiten ist das spiel perfekt....aber dan kommt das addon und alles geht von vorne los^^
 
1.04 entspricht 1.01 dazwischen wurde an der Balance nichts verändert ^^
 
Also ich hatte das Spiel vor 3-4 Monaten eigentlich schon abgeschrieben und auch die WCG Finalspiele waren sicherlich keine Werbung für CnC3. Auch die Herangehensweise an die Patches und Balanceänderungen fand ich mehr als fragwürdig (Stichwort: Holzhammermethode).
Aber mit 1.09 hat das Spiel imo einen großen Schritt in die richtige Richtung gemacht. Bleibt nur zu hoffen, dass der Lernprozess bei EA nicht mit dieser Spielversion endet und der Support weiter anhält. Ich denke aber auch, dass EA nicht den Fehler machen darf, weiterhin mit Hammer und Meißel den Balanceprozess voranzutreiben, jetzt ist Feintuning angesagt ^^.

Ach ja: 1.09, ganz eindeutig !!!
 
Der größte Spaß war mit Scorpions vom spielerischen her 1.09
 
1.09, aber Tankspamm war auch mal ganz lustig :D
 
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