- Joined
- Aug 2, 2002
- Messages
- 25,427
- Reaction score
- 0
Patchnotes September 2012
Commanders,
here are the patchnotes for september 2012.
The patch will go live on the CB-Servers at the 17th of September 2012
Research New Unit Upgrades
GDI Offense Zone Trooper: Charge
The latest unit upgrade is featuring the Charge ability for the Zone Trooper.
Once the Zone Trooper is under attack, he starts using his jump jet
and is charging forwards until he reaches his focused destination.
Support damage does not trigger the charge ability
GDI Defense Pitbull: Flashbang
The Pitbull is using the Flash bang Upgrade to disable attacking units.
Nod Offense Cobra: Shield
The Cobra is armed with cannons that can only attack ground units. The cannons
are designed to easily pierce medium and heavy tank armor. The Cobra is an
important part of the Nod Support Commander’s arsenal during the early
phases of any battle. The Cobra Shield upgrade gives a much higher armor factor
to the unit and all damage that is dealt will first be subtracted from the shield.
The shield does not count in to the hit points of the unit, so if the shield is
damaged, no attack damage will be reduced as long as the hit points of the
shielded units are at 100%. Once the Shield is destroyed, the Cobra will lose
hit points while under attack.
Nod Defense Beam Cannon: Stealth
The stealthed Nod Defense Beam Cannon enters the combat in “Stealth” mode
and is not attackable. A stealthed unit is invisible for enemy units;
no enemy unit will shoot at them as a direct target. Once the stealthed unit is opening fire on
its main target, the stealth will drop and the unit is again visible for all attacking units.
Note that stealthed defense units and structures are visible to the attacking player during combat preparation.
Move Improvements
Move Overview
Moving a player base could have been very time consuming and confusing when
a lot of other bases, camps and/or outposts were at close quarters. To simplify
the moving process a new moving overview is now available.
All valid moving spots are instantly highlighted when selecting the move mode
of a player base.
Base Moving On Camp/Outpost
A player base can now move on every forgotten camp or outpost. In this case
the camp or outpost simply disappears. It is not allowed to move on a camp/outpost
while they are under attack.
PvP Improvements
A big community concern about the player versus player combats is, that the players
aren´t allowed to move their bases for 20 hours after attacking another player base.
The move restrictions after attacking a player base were changed so it´s now possible
to move 10 fields around the base which was attacked. This e.g. allows the attacking
player to move towards the attacked base while ensuring that the defender could still strike
back.
Attacking multiple bases will reduce the area into which the attacker can move further.
The limitation created by an attacked base is lifted 20 hours after the attack.
Rematerializing defeated bases is now easier
They can now be rematerialized with double range. It´s also possible to
rematerialize next to tunnel exits or on camps/outposts.
Report Improvements
The report at the end of every combat has now a new interface with the
most important information including the damage states of the three
primary buildings, a detailed summary of the defense state of the attacked
base and repair costs of your own units.
It´s also possible to directly return to the last attacked target or to the region
view, if the target was destroyed with the last combat.
Offense Level Adjustments
On worlds with forgotten boost players armies consisting of expensive units were at a disadvantage since their army level tends to be lower which means that they can only attack relatively low level targets.
The offense level calculation was adjusted to counter this effect. Buying/upgrading the following units will now lead to a slightly higher offense level:
GDI:
Mammoth, Commando, Juggernaut, Kodiak
Nod:
Avatar, Command, Specter, Salamander, Confessor
With that change it´s possible to raid higher bases earlier without having your units weakened.
The ranking points for these units were also slightly increased ensuring that the players ranking reflects
the actual strength of the army.
Other Changes
Improved several tutorial missions to make them more suitable for beginners.
Added warning messages if alliance rights are removed while the player does something what he can only do with the specific right.
Added information about how much percent your units will be diminished when attacking a base/camp/outpost with morale.
Added a link to the C&C Tiberium Alliances Facebook page right next to the “Options” link.
The “Relocate Player” button can now be found on the world map overview.
Changed the behavior of the “Storage full in” display. It will now show the base in which the first resource storage is full.
See you on the battlefield
Greetings,
Skyther


Commanders,
here are the patchnotes for september 2012.
The patch will go live on the CB-Servers at the 17th of September 2012
Research New Unit Upgrades
GDI Offense Zone Trooper: Charge

The latest unit upgrade is featuring the Charge ability for the Zone Trooper.
Once the Zone Trooper is under attack, he starts using his jump jet
and is charging forwards until he reaches his focused destination.
Support damage does not trigger the charge ability
GDI Defense Pitbull: Flashbang

The Pitbull is using the Flash bang Upgrade to disable attacking units.
Nod Offense Cobra: Shield

The Cobra is armed with cannons that can only attack ground units. The cannons
are designed to easily pierce medium and heavy tank armor. The Cobra is an
important part of the Nod Support Commander’s arsenal during the early
phases of any battle. The Cobra Shield upgrade gives a much higher armor factor
to the unit and all damage that is dealt will first be subtracted from the shield.
The shield does not count in to the hit points of the unit, so if the shield is
damaged, no attack damage will be reduced as long as the hit points of the
shielded units are at 100%. Once the Shield is destroyed, the Cobra will lose
hit points while under attack.
Nod Defense Beam Cannon: Stealth

The stealthed Nod Defense Beam Cannon enters the combat in “Stealth” mode
and is not attackable. A stealthed unit is invisible for enemy units;
no enemy unit will shoot at them as a direct target. Once the stealthed unit is opening fire on
its main target, the stealth will drop and the unit is again visible for all attacking units.
Note that stealthed defense units and structures are visible to the attacking player during combat preparation.
Move Improvements
Move Overview
Moving a player base could have been very time consuming and confusing when
a lot of other bases, camps and/or outposts were at close quarters. To simplify
the moving process a new moving overview is now available.
All valid moving spots are instantly highlighted when selecting the move mode
of a player base.
Base Moving On Camp/Outpost
A player base can now move on every forgotten camp or outpost. In this case
the camp or outpost simply disappears. It is not allowed to move on a camp/outpost
while they are under attack.
PvP Improvements
A big community concern about the player versus player combats is, that the players
aren´t allowed to move their bases for 20 hours after attacking another player base.
The move restrictions after attacking a player base were changed so it´s now possible
to move 10 fields around the base which was attacked. This e.g. allows the attacking
player to move towards the attacked base while ensuring that the defender could still strike
back.
Attacking multiple bases will reduce the area into which the attacker can move further.
The limitation created by an attacked base is lifted 20 hours after the attack.
Rematerializing defeated bases is now easier
They can now be rematerialized with double range. It´s also possible to
rematerialize next to tunnel exits or on camps/outposts.
Report Improvements
The report at the end of every combat has now a new interface with the
most important information including the damage states of the three
primary buildings, a detailed summary of the defense state of the attacked
base and repair costs of your own units.
It´s also possible to directly return to the last attacked target or to the region
view, if the target was destroyed with the last combat.
Offense Level Adjustments
On worlds with forgotten boost players armies consisting of expensive units were at a disadvantage since their army level tends to be lower which means that they can only attack relatively low level targets.
The offense level calculation was adjusted to counter this effect. Buying/upgrading the following units will now lead to a slightly higher offense level:
GDI:
Mammoth, Commando, Juggernaut, Kodiak
Nod:
Avatar, Command, Specter, Salamander, Confessor
With that change it´s possible to raid higher bases earlier without having your units weakened.
The ranking points for these units were also slightly increased ensuring that the players ranking reflects
the actual strength of the army.
Other Changes
Improved several tutorial missions to make them more suitable for beginners.
Added warning messages if alliance rights are removed while the player does something what he can only do with the specific right.
Added information about how much percent your units will be diminished when attacking a base/camp/outpost with morale.
Added a link to the C&C Tiberium Alliances Facebook page right next to the “Options” link.
The “Relocate Player” button can now be found on the world map overview.
Changed the behavior of the “Storage full in” display. It will now show the base in which the first resource storage is full.
See you on the battlefield
Greetings,
Skyther