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Patch 1.09 notes


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#1 Stinger

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Posted 26 September 2007 - 23:11

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Hey everyone,

Below is the official and final list of changes for Patch 1.09, which is still slated to come in the 1st half of October with the Battlecast Viewer and Battlecast website changes.

Before you read, know a few things first:

-We will post an article before the end of the week with context from Balance Designer Gavin Simon on the changes and why we did, what we did.

-Watch Gavin's interview tomorrow on Battlecast Primetime Episode 2 for more insight in to the changes

-All the changes are a result of extensive research on player feedback and our internal testing. We don't expect 100% agreement, maybe not even 50/50, but we feel good that these changes will take the game in a good direction. As I always say, don't judge until you play and until you play a lot. A lot of people cry foul before they understand how to play the game with the changes. You can't alwys use your same tactics and you can't always expect that just because you got beat by the same tactic doesn't mean there is no new way to defend it. Its important that you as a player learn new tactics and adapt with patches before sending negative criticism, or even positive comments for that matter :o)

So, no more of me, here is the list:


This patch for Command & Conquer 3 Tiberium Wars fixes several
bugs, makes balance changes across all three sides, adds a
new four-player multiplayer map, and more.


Bug Fixes

· Fixed an error that sometimes caused players to unexpectedly
type-select multiple unit types at once due to an interface lag
when rapidly switching between unit types during online play.

· Structures now lose Ground Control radius as soon as they are
destroyed. Previously they continued providing Ground Control for
several seconds while their husks remained onscreen.

· Fixed an error that caused some infantry units to continue
approaching their targets while firing, rather than firing
while standing at their maximum range.

· Fixed an error that caused upgraded Power Plants and Reactors to
continue providing power for several seconds after being destroyed.

· Fixed an error that allowed players to detect enemy structures
through the shroud by using the Set Rally Point marker.

· Fixed an error that caused computer-controlled players with the
"Turtle" personality to not build base defenses as expected.

· Nod Avatar's flamethrower upgrade now correctly shows a
garrison- clearing effect.


Multiplayer Maps

New Map: Wrecktropolis

The ongoing conflict between the forces of GDI, the Brotherhood
of Nod, and the Scrin have taken a tremendous toll on the world,
as evidenced by countless ruined husks of cities. Wrecktropolis
is one such example. This is a four-player map available for
unranked matches.

Rebalanced Map: Barstow Badlands

This map is now slightly larger: There is more buildable area
near players' starting bases, and the chokepoints are not as
narrow. Garrisonable structures should now be symmetrical for
both players.

Rebalanced Map: Tournament Tower

This map no longer has a third-tier elevation level in the center
of the map, which frees up this area for battle. Expansion
Tiberium fields switched from blue to green. Various objects
throughout the map have been removed to free up room for base
building and combat.

Rebalanced Map: Pipeline Problems

This map no longer has pipelines near the northern starting
position, to mirror the layout of the southern starting position.

Rebalanced Map: Tiberium Gardens III (Kane Edition)

This Kane Edition map no longer has Tiberium fields along the
narrow ridges. New expansion fields have been added to the far
side of each basin containing a player position.


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.


Hope ya like...most of it ;o)

-APOC


Very interesting aswell is that the game has a new Balance Designer in Gavin Simon, which means no more Greg Black!

YES!

#2 RaiDK

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Posted 26 September 2007 - 23:41

Really good list, there. I'm looking forward to playing this latest patch!

Interesting that they've changed balance designers... I wonder why?

View PostMasonicon, on 17 Oct 2009, 13:44, said:

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#3 Soul

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Posted 27 September 2007 - 00:21

This interested me.

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· Fixed an error that caused computer-controlled players with the
"Turtle" personality to not build base defenses as expected.

Posted ImagePosted Image

 Insomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#4 Jerinx

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Posted 27 September 2007 - 09:53

I love the changes.
Especially changes on artilleries,commando and avatar.
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#5 Teron

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Posted 27 September 2007 - 14:09

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

I guess, this also should prevent defence spamming. Okay.

Quote

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

Hmm, not quite sure about that. The Mastermind has a high cooldown time. I fear those commandos will be a bit "evil" now ^^ But I'll better wait for it.

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· Stealth Tank: Attack power increased by 66%.

Why? I mean, they are already very strong.

Quote

· 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%.

They'll never think that those support powers are expensive enough. Raise them with every coming patch :pimp:

Quote

· 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.


Hmm, not quite sure about that. Never had any problems with that.

Quote

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

What? Why???

With the other changes, well, I agree or don't mind them :)

Edited by Teron, 27 September 2007 - 14:10.

"It's not the cards you have, it's how you play them!" - Gambit (X-Men)

#6 Cryptkeeper

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Posted 27 September 2007 - 18:59

these changes make me want to play it again

Edited by cryptkeeper, 27 September 2007 - 19:00.


#7 Rayburn

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Posted 27 September 2007 - 19:24

Most changes seem to be okay, especially the Commando-thing. I hate to see them pinned down for ages as they get blasted by enemy troops instead of getting the fuck up again. The only thing that irritated me was the range increasement of Grenadiers. If they do that, they better change it so one bloody grenade doesn't take out the whole freaking garrison. It's annoying as hell to see about 15 combusting soldiers flying out of the windows because _one_ grenade was thrown before the squad went down.

Edited by Rayburn, 27 September 2007 - 19:25.


#8 Medve

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Posted 27 September 2007 - 20:32

You got that right. Still they don't know my tactic. I hope I will be able to test it online too. (got a hungarian, unpatchable piece of sh*t)

Medve
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#9 Kyouko

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Posted 28 September 2007 - 11:31

Yeah, the commando thing was starting to really piss me off.



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