Patch 1.05 Full Notes Revealed!
Ascendancy
11 May 2007
Read the whole list of changes just a minute ago, I'm pretty happy with what they've done. Now they just need to release that and the SDK, and I will be a happy camper. EA's finally listened to the community. Well done and the list is extensive and comprehensive. Nice work overall.
Soul
11 May 2007
There learning from past mistakes and are really listening to the community more and trying to make the game more enjoyable and dealing with cheaters
.

CodeCat
11 May 2007
Stinger, on 11 May 2007, 16:33, said:
Codecat, the ground control for Power Plants and such has been reduced to prevent n00b players from using Power Plants to "spider base" their way across the map. On certain maps, n00bs were building multiple Cranes and killing other players with base defenses like Sonic Emitters and Obelisks.
You could do that in older C&C games, and it was never a problem there.
Stinger
12 May 2007
It is a problem in C&C3 because the new Crane system allows for multiple build queues, and power plants can be constructed in a few seconds to gain more ground control.
RaiDK
12 May 2007
Grouping my power plants together has brought me nothing but pain anyway
Edited by RaiDK, 12 May 2007 - 00:35.

Edited by RaiDK, 12 May 2007 - 00:35.
Dr HaxX
12 May 2007
I still find the increased support power price unsettling. Who the hell is going to pay $4500 for three squads of level 1 promoted zone troopers in a pod that gets destroyed before it lands and deploys 90% of the time?!?
RaiDK
12 May 2007
Probably to encourage people to build units themselves rather than just making an army out of support powers.
MentalAss
12 May 2007
Dr HaxX, on 12 May 2007, 00:45, said:
I still find the increased support power price unsettling. Who the hell is going to pay $4500 for three squads of level 1 promoted zone troopers in a pod that gets destroyed before it lands and deploys 90% of the time?!?
Why are you deploying them in harms way?
I'm a little pissed at the rise in price for the three Sniper Teams and the fact that the Power plants and Barracks/Hand of Nod will not give ground control anymore.
RaiDK
12 May 2007
That's to stop spider basing... The change was needed from what I've heard of online matches.
Shirou
12 May 2007
You know the map Pipeline problems, no? That big map with three Tiberium Fields. A NOD spammer would never need an emissary. You can spider your first two refineries to the blue tiberium. And along with your reactors/warfactories you can even reach the tiberium field in the middle of the map!
How sick is that...
On Tournament Arena players would often spider themselves to the middle of the friggin map with their warfactories. That's not what the construction yard system is ment for, is it?
How sick is that...
On Tournament Arena players would often spider themselves to the middle of the friggin map with their warfactories. That's not what the construction yard system is ment for, is it?
Golan
12 May 2007
CodeCat, on 11 May 2007, 23:49, said:
Stinger, on 11 May 2007, 16:33, said:
Codecat, the ground control for Power Plants and such has been reduced to prevent n00b players from using Power Plants to "spider base" their way across the map. On certain maps, n00bs were building multiple Cranes and killing other players with base defenses like Sonic Emitters and Obelisks.
You could do that in older C&C games, and it was never a problem there.

RaiDK
12 May 2007
Try and get the Bulgaria map, it's a Red Alert 1 map converted to TW. It's a great fun map.
Warbz
12 May 2007
the only thing i fear about this patch, is the likelyhood that it will also create some more bugs
Jerinx
12 May 2007
Again I got pwned by Spidey base :(
I can't wait for this patch!
Wait I got the replay for you guys...
Uber spidey base....
EDIT : Try now...
Edited by Agent717, 12 May 2007 - 16:49.
I can't wait for this patch!
Wait I got the replay for you guys...
Uber spidey base....
EDIT : Try now...
Edited by Agent717, 12 May 2007 - 16:49.
Commander Abs
14 May 2007
OMG, they made the GDI paradrops more expensive than the units you get from it?
Sorry,, that kinda sucks to me, it's the only reason I use those is because they cost less,, tactically they suck because the carryalls get dropped way too easily and take too long to land,,, other than that you might as well just drop them at your base,,, but if you do that, might as well just build the units,, it's cheaper now
Sorry,, that kinda sucks to me, it's the only reason I use those is because they cost less,, tactically they suck because the carryalls get dropped way too easily and take too long to land,,, other than that you might as well just drop them at your base,,, but if you do that, might as well just build the units,, it's cheaper now

MentalAss
14 May 2007
Uggg. So THAT is what a spider base is. I guess I'm not so pissed off anymore. Thank you for sharing that Agent717.
As with the Renforcement Drops, you still get them experienced, which is not a bad trade off. The Shockwave Artillery nerf is what is going to be rendered useless. $2000 for an attack power that now does no damage, but still deactivates for such a short time, no thanks.
As with the Renforcement Drops, you still get them experienced, which is not a bad trade off. The Shockwave Artillery nerf is what is going to be rendered useless. $2000 for an attack power that now does no damage, but still deactivates for such a short time, no thanks.
Stinger
14 May 2007
Tactically it is too good not to use - being able to freeze a group of Tripods or another equally large force over a wide area almost instantly could mean the difference between life and death.
Shirou
14 May 2007
Then still, it has practically the same effect as the Scrin stasis field. Difference is that the field actually is instant while the shockwave artillery could slip some misses.
Stasis field is the best support power, as scrin powers generally pwn.
Stasis field is the best support power, as scrin powers generally pwn.
Golan
14 May 2007
Though a neutered Artillery Strike is still usefull, it leaves the GDi with a striking lack of offensive powers, something generally attributed rather to Nod. 
€dit
Emphasis added...
Edited by Golan, 14 May 2007 - 21:21.

€dit
Emphasis added...

Edited by Golan, 14 May 2007 - 21:21.
Ascendancy
15 May 2007
Mammoths are good yes, but now they really need to be backed up by something other than Predators and Zone Troopers. Finally...
MentalAss
15 May 2007
Anyone know if the Mammoth RoF nerf affects the Mammoth Tusk missiles as well?