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Patch 1.05 Full Notes Revealed!


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#51 Shirou

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Posted 15 May 2007 - 15:37

I have been thinking quite a bit about how strategies would develop in 1.05. It's clear that harvester harassing will be very popular, especially to GDI players whose Pitbulls have been buffed greatly.

Also, now the infantry has been buffed so greatly, I might think that a fast attack with Zone Troopers, just like Scrin Players can go for Shock Troopers, wil be more effective now. If the enemy has no air units, ofcourse.
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#52 Ascendancy

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Posted 15 May 2007 - 18:15

As far as I could remember Shock Troopers could fire at air, but maybe I was just going crazy. Anyone know?
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#53 Golan

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Posted 15 May 2007 - 18:18

At least with the upgrade 8disc thrower or something like this) it can...
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#54 RaiDK

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Posted 15 May 2007 - 21:04

After the Plasma Disk upgrade they can.

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#55 The_Hunter

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Posted 15 May 2007 - 23:45

i think i'll look the most foward to the new foxholes with only a cost of 100, 2 squad slots and the improved infantry it's going to be a hell of a nice defence to use.
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#56 Dr HaxX

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Posted 16 May 2007 - 00:48

Hunter is very very right. I already use them more than I use allot of other defenses because they are 1) cheap, 2) effective, 3) can be made anywhere, and 4) don't take up a build que.

Now costing half as much for twice as much effectiveness, I think thry shall be my favorite. Sniper +rocket team foxholes everywhere... Hehehe.

Edited by Dr HaxX, 16 May 2007 - 00:49.

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#57 Shirou

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Posted 16 May 2007 - 21:03

My Juggernauts > that ^^
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#58 Razven

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Posted 16 May 2007 - 23:57

That's like comparing a Scorpian Tank to a Avater.

#59 Shirou

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Posted 18 May 2007 - 11:29

No it's not, I was just referring to his funny foxhole spam strat, one which would cost so much time I d have juggernauts ready by a mile ^^
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#60 Dr HaxX

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Posted 19 May 2007 - 02:35

Dude, I can build 25 foxholes for every one of your Juggernauts. Plus my snipers would snipe yours before you ever were able to get the mechs to fire across map.

And not to say I wouldn't build other units and defensive structures... I just foresee a larger use of foxholes in my strategies. I mean, think about it. A two person garissonable structure able to be built anywhere on the map in less than 30 seconds for only $100 AND it doesn't eject infantry until the building collapses. Very very useful.
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#61 RaiDK

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Posted 19 May 2007 - 07:12

Snipe a juggernaut?

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#62 MentalAss

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Posted 19 May 2007 - 07:20

No, snipe the enemy's sniper to nullify the Juggernaut's Bombard Target ability.

#63 Shirou

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Posted 19 May 2007 - 16:07

Bombard isn't gonna help destroying all those foxholes. Just charge with Tanks as cover.
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#64 Dr HaxX

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Posted 19 May 2007 - 19:24

Sniper team + Rocket Squad + Foxhole.

Large clusters of rocket holes > tanks.

Large clusters of sniper holes > infantry.

Large clusters of rocket/sniper holes > tanks&infantry simultaneously.

Plus you'd be an idiot to not back them up with our own vehicles and aircraft... Artillery isn't a new concept. I am very apt at countering them.
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#65 Shirou

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Posted 21 May 2007 - 07:05

Charge it with juggernauts who you cover with your other vehicles. Not make the tanks attack and such. Though that is gonna be hard cuz the rocket men have an insane range now which is probably near that of the juggernaut itself.
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#66 Stinger

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Posted 21 May 2007 - 13:30

A Grenadier Squad in an APC kills all your foxholes safely.

Plus, I'd like to see you construct that many foxholes against an experienced player who is going to be attacking you in the first few minutes. Harrassment is going to prevent you from doing what you want.

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Edited by Stinger, 24 May 2007 - 14:00.


#67 Shirou

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Posted 22 May 2007 - 19:19

Yes I know, but we were just contemplating the theory of when one may face such an overwhelming force of foxholes. Ofcourse that's never gonna happen in an online 1v1 if the player is at least half intelligent.
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#68 Dr HaxX

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Posted 24 May 2007 - 04:32

Well, with the foxhole dig ability being changed so all infantry squads begin digging at their current position, you would just build maybe 20 or so squads and use the formation preview to make a perfect line. Then use the dig in hotkey combination. Within less than 30 seconds you have 20 two-man bunkers ready for garrison. Easy enough and effective enough to stop rushers... At least until a better defense can be erected.
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#69 Commander Abs

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Posted 24 May 2007 - 13:29

APC + grenadiers = win.

Did i read right that they'll get a speed boost?
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#70 Dr HaxX

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Posted 24 May 2007 - 17:48

Grenadiers require some tech structures. People usually rush before then.
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#71 Cryptkeeper

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Posted 24 May 2007 - 18:09

i have big consern about scrin there infentry got barely changed at or improved and some of there ground untis wich are ovibously not realy up to speed on there gdi and nod counter parts in terms of enhancements and they were fairly week to begin with

i'am trying to be optomistic but ie disintigrators seem to be shafted as all other anti armor infentry got more HP and range O.o but distengrator have horrible range to begin with and often time get ran over yes i know they damage untis that run over them but the damage isn't very much

Edited by cryptkeeper, 24 May 2007 - 18:11.


#72 Amdrial

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Posted 24 May 2007 - 19:52

The Scrin are more a late-game power. Also, they are an airpower. They do not use much infantry, the only reason for them to have infantry is to counter early attacks. (At least, that's what I use them to forr)
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#73 Cryptkeeper

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Posted 24 May 2007 - 22:47

thats obivously not going to help if gdi or nod decide to spam infentry also yes there late game power but that doesn't mean there infentry should be crap compared to all other faction or

that the ground units are basicly weak pawns who do nothign but sacrifice the selves XD except tripod

doesn't seem very fun to me i love scrin but i was hoping they would up there ground force more then this alot the units are redundent too :likey:

i love scrin but these changes don't make sence balance wise sence all they do is up other factions more then one wich isn't realy that overpowered in the first place altho there airforce do rock there not so powerful as to make all there other units suck.

i just don't think there going about the right way of balancing it :P

#74 thinimus

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Posted 24 May 2007 - 23:52

Disintegrators got a speed increase, which is a big enhancement IMO.

Their best ability is at destroying buildings. For what they cost, they do alot of damage very quickly.

#75 RaiDK

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Posted 25 May 2007 - 01:04

<3 Scrin :P

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