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Aaron Kaufman

Patch 1.05 Full Notes Revealed

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Hey everyone,

 

You've won me over, instead of revealing this to newsletter subscribers first, i'm posting it to the boards, we won't be denied in our quest to win you guys over.

 

So, before you read the extensive list below, here is a reiteration of our plans surrounding patch 1.05 which we feel is going to set the landscape for Command & Conquer 3 for the coming months, WCG, the ladder, etc, etc, etc... and of course, I expect there will be many who agree and disagree, but such is life in RTS la la community land

 

-We are targeting the patch release for later this month and we are currently on track. Since this is such a huge patch, our QA team has mandated a much more extensive amount of testing time on it. That is the primary reason we have not put the patch live yet. As i've said before our patche go through extensive QA testing efforts, and especially one of this magnitude.

 

-The balance changes that are addressed in this patch are absolutely reflective of thousands of hours of testing and play, thousands of matches and generated opinions from you...the community...we listened and we made conscious choices that we feel are going to diversify the factions greatly. I ask that you please save your final judgement until you PLAY THE PATCH extensively. We had balance testers here and they all really felt it brings a new dynamic to the game. I consider our balance testers indicative of the general community player, you. Can't have everyone come in and test, but it certainly helps to get that added layer!

 

-The notes below do not encompass all of the technical bug fixes in this patch but they do include the primary fixes that would be most visually apparent to you.

 

-We just fixed the auto-map transfer issue for custom maps, that is not noted in the patch notes, but it will be included in patch 1.05. So for anyone having issues automatically transferring custom maps, this patch should fix your problem.

 

-We are working on a strict disconnection and cheat policy that we plan to coincide with the release of patch 1.05. We will not rest on our laurels and let these people ruin the competitive aspect of the game. Please also understand that this battle is end-less and there cannot be an expectation to 100% rid of cheaters and disconnects. We will have to adapt to survive, its true. If you look at any other RTS, MMO, or FPS game, its an on-going war, its not just here on C&C 3, its everywhere. We will crackdown and do whatever it takes to combat this in order to make our ladder and your experience as great as possible.

 

-We intend to start a ladder season shortly after the release of patch 1.05. Per this ladder season we are working on prizes, tournaments, etc.

 

-The Battlecast feature is currently undergoing A LOT of tuning. Its a new revolutionary feature and we are working to make it everything its meant to live up to. Changes and enhancements to Battlecast will also coincide with patch 1.05 and further in to June.

 

 

Alright, without further ado, here are your patch 1.05 full notes. Please do not tarnish this thread with anything less than constructive talk related to C&C 3. That would be hugely appreciated.

 

We will be having some interviews and so forth with the designers to coincide with the patch and our producer of patch 1.05, Greg Kasavin will be talking in this thread and other patch related threads to help answer any questions. Expect to see him on and off.

 

Thanks again to all those supporting our efforts,

APOC

 

<Fixed Exploits>

 

· Fixed an exploit in which players could use GDI Engineers,

Nod Saboteurs, or Scrin Assimilators to capture enemy structures

without moving the units over to those structures.

 

· Observers of multiplayer matches can no longer use hotkeys to

affect spectated players' production queues.

 

· Units affected by the Scrin Mothership's Catalyst Cannon now

lose their explosive properties if teleported via the Teleport

Units ability or the Wormhole support power.

 

· Scrin Mothership can no longer fire its Catalyst Cannon

through a Wormhole.

 

 

<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 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. All Harversters' speed and turn rates equalized, which

makes Scrin's Harvester slightly more maneuverable than before.

 

· GDI Refinery, Nod Refinery, and Scrin Extractor sale price

reduced by 70% to 300 credits.

 

· GDI Surveyor, Nod Emissary, and Scrin Explorer base expansion

units now all move at the same speed. Specifically, the Nod

Emissary and and Scrin Explorer move 50% more slowly to match

the GDI Surveyor.

 

· Repair Drones for all sides 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.

 

· Ground Control provided by building a GDI Crane, Nod Crane, or

Scrin Foundry has been equalized. 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 reduced to 100, build time reduced

to 5, Foxhole capacity increased to two units. Foxholes no longer

eject infantry units until the Foxholes are destroyed. Dig In

ability now causes the unit to begin building a Foxhole

immediately at its location.

 

· 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%.

Attack power with Railguns upgrade increased by 35%.

 

· Orca: Health increased by 50%.

 

· Firehawk: Now fires its missile loadout in volleys, improving

its 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 50% 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: 200% attack power bonus vs. aircraft has been

removed. 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% before Laser

Capacitors upgrade.

 

· Flame Tank: Cost/buildtime increased by 20% to 1200/12. Turret

turn rate doubled, improving the unit'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 changed 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 50% 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%. Movement rate improved; now

more effective at cutting through massed infantry but 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 unit more maneuverable.

 

· Harvester: No longer spawns an Ion Storm when destroyed.

 

· Corruptor: Acceleration and deceleration times reduced, making

the unit 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 the 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.

 

 

<Multiplayer Maps>

 

Added four new multiplayer maps, which may also be used in

Skirmish mode. Two out of four of these maps are enabled for

ranked competition online, and so will appear in the Automatch

map rotation.

 

/Map 1: Tournament Rift/

Red Zones such as this have long since become uninhabitable to any

of Earth's life forms, and yet serve as a focal point for the

conflict between the GDI, the Brotherhood of Nod, and the Scrin,

in their continued efforts to gain control over the alien mineral.

This is a two-player map available for ranked matches.

 

/Map 2: Tournament Coastline/

As the spread of Tiberium inexorably continued across the world,

GDI and Nod forces found themselves frequently skirmishing for

control over strategic coastal regions such as this one. This is

a two-player desert map available for ranked matches.

 

/Map 3: Schlactfeld Stuttgart/

The Scrin, desperate for Tiberium, savagely laid waste to this

once-proud German city in short order. Now fighting over the green

crystal continues in the city's ruined remains. This is a two-

player urban map available for unranked matches.

 

/Map 4: Coastline Chaos/

An extension of Tournament Coastline, this map is based on the very

first map used to publicly showcase Command & Conquer 3 Tiberium

Wars at the 2006 Electronic Entertainment Expo. This is a four-

player desert map available for unranked matches.

 

 

<User Interface Enhancements>

 

· Added a "Classic Command & Conquer (Left-Click Orders) mouse

interface option, which may be selected in the General tab of

the Settings menu.

 

· Added the ability to cycle through multiple production

facilities of the same type either by clicking on the main

tab for that production category or using the respective hotkey.

 

· When placing unit-producing structures, players will now see

these structures' default rally point, which should help guide

base-building decisions near impassable terrain.

 

· The Reverse Move command for vehicles can now be given by

pressing and holding the hotkey (default 'D') as well as by

tapping the hotkey before each move order.

 

· The 'Show Healthbars' hotkey (default '`') now toggles on all

healthbars with one tap. Tapping the hotkey again reverts the

effect.

 

· Loading screens prior to online multiplayer battles now show a

snapshot of the selected map as well as statistics for each

player.

 

· It is now possible to rebind the default hotkeys for camera

controls.

 

· Hotkeys for Telestrator features are now available for match

Commentator. Visit the Hotkeys tab of Settings menu to view

the default hotkeys or change them.

 

· Various "slash commands" added to online multiplayer lobbies.

Type "/help" in an online lobby for a list of commands.

 

 

<Bug Fixes>

 

· Fixed an error that prevented players from being able to place

certain structures as closely together other as expected, which

makes it easier to find suitable building locations.

 

· Flying units can now be ordered to move onto terrain that is

impassable to ground units.

 

· The Attack Move order now works correctly if a target unit

is selected.

 

· Fixed an error that sometimes caused units to not target

structures automatically when given an Assault Move order.

 

· Fixed a graphical error that caused production timers in the

Sidebar interface to "snap" to position when switching between

production queues.

 

· Added an EVA announcement for when an enemy Scrin Mastermind

enters the player's line of sight.

 

· Fixed an error that prevented players from using hotkeys to

change unit stances while units were moving.

 

· Tiberium Spikes now continue to provide a flow of resources

if damaged and then repaired.

 

· Several campaign cinematics now show up as expected in the

Transmission Log.

 

· Fixed an error that sometimes caused GDI Ox Transports and

Nod Carryalls to become stuck and unselectable when ordered to

land next to edges of cliffs.

 

· Mouse cursor no longer suggests that air units can be used to

open crates.

 

· Jumping to a unit group now moves the camera to the center

of the group, rather than the last unit added to the group.

 

· Nod defensive turret hubs now appear unstealthed when their

turrets fire while under the effects of the Disruption Tower.

 

· Computer-controlled players will no longer attempt to sell

the same structure multiple times when low on resources, which

caused a stream of zeros to appear onscreen.

 

· GDI APCs now will always move close enough to their targets

to ensure infantry units inside are within attack range.

 

· Fixed an error that sometimes caused walker unit death

animations to not play correctly.

 

· Stormriders are now affected by the player's handicap setting

in multiplayer matches.

 

· Maps with six starting positions now properly randomize

players' starting positions.

 

· The Nod nuclear missile can no longer be stopped after launch

if the player powers down the Temple of Nod.

 

· Nod Avatars will no longer retain their veterancy level when

they are destroyed and their husks are recovered.

 

· Nod Beam Cannons now gain their expected bonuses to attack

power from veterancy.

 

· Fixed an error that sometimes caused Nod laser defenses to

appear as if they still were firing when powered down or

destroyed.

 

· Units created using Nod's Decoy Army support power will no

longer last indefinitely if the Nod Operations Center is

powered down. Decoyed Scrin Corrupter units no longer spawn

Visceroids.

 

· Fixed an error that sometimes caused units to display

veterancy ranks from the wrong faction.

 

· Added effects for when Tiberium crystals are attacked and

destroyed.

 

· Added effects for Nod Vertigo Bomber's rear anti-air turret.

 

· Added ambient sound effects for Scrin Gun Walker and

Scrin Annihilator Tripod.

 

· GDI and Nod Commandos will now respect the rules of their

selected combat stance with regard to their C4 charges. They

will not automatically rush to demolish structures unless

set to Aggressive stance.

 

· GDI Firehawks equipped with Stratofighter Boosters will no

longer fly in stacked on top of each other when groups of them

are order to use the ability at the same time.

 

· Nod Scorpion Tanks don't catch fire as quickly.

 

· The user interface now properly stretches to the top and

bottom of the screen in 1280x1024 resolution.

 

· Added recoil effects to unupgraded Nod Scorpion Tank and GDI

Guardian Cannon.

 

· Scrin Worm Hole support power no longer allows the user to

create the entry and exit points on top of each other.

 

· Scrin Buzzer Hives now show an attack radius when selected.

 

· If a player is defeated, the end-of-mission music no longer

plays twice.

 

· Computer-controlled players will now attempt to build

superweapons only in their most-fortified bases.

 

· Added an EVA announcement for when teammates place a beacon.

 

· The Resources chart in the post-match screen now graphs total

credits gathered over time.

 

· When spectating multiplayer matches, players will now hear the

game music change dynamically as the battle's participants do.

 

· Fixed an error that caused text to misalign in online chat

lobbies if players remained in those lobbies for a relatively

long period of time.

 

· When loading replay files directly from the Windows desktop,

Main menu music no longer plays during the match.

 

· Various other minor bug fixes.

 

 

<Other Changes>

 

· Some campaign missions have been tuned and rebalanced.

 

· In team-based matches, allied players now share Ground

Control, allowing them to build structures in each others'

bases.

 

· When attempting to restart a campaign from the beginning,

players will now receive a warning prompt notifying them

that their autosave for that campaign will be overwritten

if they proceed.

 

· Added wider variety of scorch marks to the battlefield.

 

· Added garrison-clearing effects for Nod Flame Tank, Nod

Black Hand, and Scrin Corrupter units.

 

· Added explosion effects for when Scrin Disintegrators are

crushed.

 

· Added Heroic-level firing effects for the GDI Juggernaut.

 

· Added music when viewing Intelligence Database during

campaign missions.

 

· Scrin Devourer Tanks now have an additional gauge that

shows remaining supercharged ammunition after using the

Conversion Beam ability.

 

· Added new visual effects for the Scrin Annihilator Tripod's

close-range EMP attack.

 

· Added an audio cue for when Repair command is used on a

structure.

 

· Added ammunition counters to the unit portraits of aircraft

with limited ammo, including the GDI Orca and Firehawk and the

Nod Vertigo Bomber. Also added reload sound effects to

these units.

 

· Updated the loading screen when loading saved games.

 

· Fixed various typographical errors in the game.

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YES... :D

 

No more spidering bastards either! :nod:

 

I don't agree with the slowing down of the emissary, I mean ALL Nod units are meant to be fast, and now they move along like some crappy GDI unit? Pah. :(

 

Yaa for nerfing the mammoths! :nod:

 

Hmm... Scrops now suck completely compared to Predators... :(

 

Allies can now build in each others bases? Hmm.. Should be interesting... :P

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Wow. Thats a lot!!!

 

At least the Ion Storms will stop appearing after I destroy a Scrin Harvester. :D

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I dont understand why they made the attack power of rail guns 35% more on mammoth's. its going to be close to one shot kill for most units they face now.

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I dont understand why they made the attack power of rail guns 35% more on mammoth's. its going to be close to one shot kill for most units they face now.

 

Less rate of fire and it cost 5000 to get it. Nod can rush you way before you can afford 5000 and still pump out tanks.

 

" Added a "Classic Command & Conquer (Left-Click Orders) mouse

interface option, which may be selected in the General tab of

the Settings menu."

 

That'll make A LOT of people happy.

 

Any Ctrl + F in there? I liked that from ZH. :(

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I will need to reinvent my playing style after this patch ;)

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Maybe.. We will see... :nod:

 

They need more "official raking" maps though...

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They need more "official raking" maps though...

 

On the contrary. They need more "non-symmetric" maps, for unranked games.

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That is what custom maps are for... You can't use custom for official ranking matches. ;)

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They need more "official raking" maps though...

 

On the contrary. They need more "non-symmetric" maps, for unranked games.

 

Exactly, I miss the days of TS where we had massive maps where the landscaoe was more than just small little patches of land that are unusually symetrical

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i fear that the mammoth will become more like an overlord now. but maybe thats a good thing.

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i fear that the mammoth will become more like an overlord now. but maybe thats a good thing.

 

I guess, but we'll see if it's weaker or stronger once the patch comes out. Maybe better counters will be in place since this patch.

 

INCREASE AA placements! Those devastator warships or w/e they're called got too much range!

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Finally the Flame Tank can do some real damage, though the Corruptor was perfect in its mobility if you ask me.

 

Concerning Visceroids, what purpose do they serve when compared to the ones from Tiberian Sun?

My units just open fire on the Visceroid the second it is created and it never sees the light of day.

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yeah if 2 or 3 are together they should merge and form a supervisceroid or something.

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oh god....you can build in each others bases now? oh god....

 

this is bad news for many of us. If you have faced Mammothcake4you and his m8, you would be groaning. now they are going to be unbeatable......

 

my BO will only change a tiny bit. no biggie.

 

Less rate of fire and it cost 5000 to get it. Nod can rush you way before you can afford 5000 and still pump out tanks.

 

thats assuming GDI doen't rush. only a fool techs up and gets upgrade while building nothing else. you're supposed to rush and constantly churning out tanks nonstop while upgrading at the same time. soon as u get the upgrade, your predators become unstoppable and mammoths are unneeded. there are plenty of times where i would go for predators over mammys. but they also increased the power of base defences. Sonics should be able to kill things in 1 instead of 2 hits now.

 

you thought the Nod emissary was fast? pfft Scrin explorers are the fastest. theres a player NinjaTactics who uses a nasty rush that works particulary well against many tank rushers. only way to stop it is if ur expecting it. then he's screwed

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You kidding? If Nod allows GDI to get Mammoths with Railguns, Nod loses, period, probably even Scrin.

GDI is a big steamroller, they got heavier, more costly units that can take some serious damage.

 

Not that it matters since what all people do is spam the same heavy unit :evil:

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not with Scrin. The rule with scrin is. NEVER GIVE THEM MORE THAN 5 MINUTES TO LIVE. Massed tripods with shields or lots of carriers or stormriders are perfectly capable of taking on mammys with rail guns.

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Don't have to torrent it. It's at FilePlanet, FileFront, file... file[othername here]

 

It's out, it's on the C&C official site as well. :)

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