Luk3us 63 Posted July 26, 2007 Hey everyone, As promised, here are the balance changes we are doing for the upcoming patch 1.07. We are not commiting to a specific date yet, however, as soon as I know the time frame, i'll let you guys know. Knowing that we can have setbacks for many reasons, just know that we are trying to accomplish this as fast as possible with respect to our QA resources. Also, these changes are critical changes and of course are subjective in opinion to what you may agree or disagaree with. We know an economy change for the Harvester should be in order, but that will have to wait until patch 1.08. The current changes to the Harvester should be a good half-step, especially combined with the others. These changes were created from the top most requested balance changes across the community and in talking with many folks. As well as designer and balance opinions here based on what we've seen and know. Please remember with our next few patches, we're not aiming to do huge changes across all the factions, but really focus in on the most critical singular changes that we can do to fine-tune the game balance. I mentioned that we're aiming to do anywhere from 5-15 balance changes per patch instead of 20,30,40 which is huge and makes our patch process a lot longer. Better to get the most important stuff first. These are just the balance changes for 1.07. We are doing some critical bug changes and cheat protection as noted before, but I think everyone cares more about balance until release. The Mothership change and Pitbull changes are essentially a first-stab. If this works, then awesome, but we recognize that those values may need to be tuned. That is why we balance patch, right )? Alright, time to argue or maybe surprisingly we'll get some positive comments. Balance: Mothership (Speed 15% faster and now takes 8 seconds to deploy onto the signal transmitter after being cast, explosion chain reaction now has a 50% longer delay) Pitbulls (Health reduced by 15%, mortar upgrade now has a large scatter radius) Buzzer Hive selling (Sell now only gives 1 buzzer (from 3) when sold) Harvesters drop off their load more intelligently after finishing a Tib Field. NOD Harvesters have speed increased to match gathering rate of other faction Harvesters Defense Structure change (can only be built on construction yard queues) (meant to stop defensive structure crawling and OP) Thanks APOC Clicky Slowly but surely Nod is rising back up with the other factions. Also should kill of SE's popping out of nowehere, of course people will no doubt go build to MCV's but still its a start. Share this post Link to post
TheBlackOut 7 Posted July 26, 2007 Wow so tons of people mention a delayed time to activation of the defensive structure but yet they decide to go with the defense being MCV? Meh, w/e. Share this post Link to post
Gben 20 Posted July 26, 2007 Defense Structure change (can only be built on construction yard queues) (meant to stop defensive structure crawling and OP)Thanks APOC Also should kill of SE's popping out of nowehere, of course people will no doubt go build to MCV's but still its a start. Wow - that's a good change. Also if you think about it, it even brings it closer to classic C&C gameplay mechanics. making the MCB more valuable etc Can't speak for the other stuff, I never last long enough to worry about Motherships! -gben Share this post Link to post
Commando112 2 Posted July 29, 2007 i hope they will release mod sdk as stand alone because i am not dowbloading another 100 something megs Share this post Link to post