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Aaron Kaufman

Official Patch 1.09 Notes from APOC

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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 )

 

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

 

p.s. - SovietBlackOut, did you get the signed game :o)

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Even if i dont play online, im very happy regarding the effort of patching this game, and i hope the support continues long after KW, respectively this game remains patched and supported for those as well who dont buy the expansion.

 

I have to note though, that the factions should be more varied instead of balanced out.

 

Btw, how will the expansion be handled on the German market, regarding languages and censorship?

Will there be any bonus content?

 

September is finished in some days, why wasnt there a bigger fuss concerning CnCs 12th birthday?

 

Nonetheless im eagerly anticipating the exp pack, and of course, BCPT Ep.2 tomorrow :)

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Not being a regular online player, my comments are moot I guess, but I like the areas that you are trying to improve.

 

.

.

.

I just wish balance didn't equal mirrored in the developers mindset.

 

Can't you find a way to balance the sides other than with equal speed, equal firepower, equal build times etc??? Even the maps have been adjusted to become more identical! It makes the gameplay ultimately boring, when picking a side is really a decision about which skin is prettier!?!

 

I haven't adjusted my old hobby thread to current stats, but I would like to see balance reflected in more diverse ways and more in line with philosophy of the sides.

 

eg. GDI create armoured units to protect their most important resources - people. Nod treat people as expendable assets so the sacrifice armour for greater firepower. Or Scrin needs to convert a harvesting operation into a invasion/supression operation - so that units take longer to build, cost more, and are probably able to take on more units single-handedly.

 

eg. Rather than nerfing the Scrin's harvesting abilities, you should increase unit costs across the board, so that balance is achieved overall.

 

eg. A good example is the old RA1 light tank v heavy tank. Where in toe-to-toe battle the heavy wins, but with the q trick and possible a second wingman, the light can take out the heavy. I think that's balance, not creating/buffing an allied tank to go toe-to-toe with a heavy.

 

[noob] -gben [/noob]

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As always I reserve judgement till I get to play the "new" game. :nod:

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Gben is right in theory though- Balance shouldnt be about two identical sides, it should be rather about balancing out two diverse ones.

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To be fair, C&C3 wasn't never really had that much faction diversity to begin with. I mean GDI and Nod are made from the same template really. The Scrin are the only really unique side.

 

That being said they haven't really done anything in this patch, aside from the MCV change up, crane, that really affects what little faction diversity there is on offer. ;)

 

 

Also, ideally EA would make Wrecktroplois an OFFICIAL 2v2 map, we need more. I mean the only one I like is dustbowl and the crater one, RR and that other one, you know which one I mean, are both very dull.

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Past CnCs neither (Especially in the Tib universe)- That having said, they really could improve on faction diversity instead of even piling it on.

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I hate to be the old repeating record, but just listening to all this brought Generals into my mind.

 

While I will admit that it wasn't canon C&C, it is, to me, the template that should have been expanded upon for balance in C&C3. The three factions were very different in their approaches, but were very well balanced overall.

 

The same could be said, essentially, for the three-faction game of Starcraft.

 

While I enjoy C&C3, I find myself falling back mostly to Zero Hour, because I enjoy the ideas of more interesting approaches to problems. While I obviously haven't played the new patch, I fear that it's just adding to the idea that "balance" equates to "identical", and that really shouldn't be the case.

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The three factions were very different in their approaches, but were very well balanced overall.

 

The same could be said, essentially, for the three-faction game of Starcraft.

 

Generals, Starcraft, C&C 3..... nah. Trust me when it comes to faction diversity, the RTS rulebook is about to be rewritten by a game due out from October 30th.

 

The only other thing I'll say is that in terms of overall RTS gaming. The past is now. It's time to embrace the future. And no, I'm not being biased, this is clear fact. I'm just not going to mention the game, because I know sooner or later, someone is going to scream like a kid who's had their candy taken.:wink:

 

And no Luk3us, the Scrin are about as different as C&C 3 is to the rest of the C&C franchise. Any developer can change a few values then slap skins on a side and call it different. They are no different from GDI & Nod. :roll:

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Saracen, UaW isnt the first game with real faction diversity (Earth 2160 anyone?), and its not the only aspect RTS are or should be about- Its a different approach which leaves room for more classical concepts as CnC.

 

Scrin are different, as is Nod, while true, these differencies are minimal.

But why should all games do or be the same?

 

Im happy the big names stay true to themselves and dont take just any concept that comes along because its new, good or different.

 

Or else, UaW wouldnt be that interesting. And CnC3 or SC2 so satisfying in a completely other way.

 

Sometimes, there is the craving for a Big Mac, other days you want to have the lobster. Both are tasty, so why argue?

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Big Mac & Lobster eh? Perfect Metaphor.

 

I was going to write a long lengthy argument, but gave up half way through because it was getting too long and way off the point..

 

So instead watch this game review, and put it into UaW's perspective and C&C's past in a loosely termed fashion. Just ignore the review's specifics surrounding the game in question. It's the messages running throughout it that just about brings my point across to argue anything I have to say in this thread.

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It would be of no use anyways :P

 

I enjoy the heck out of CnC3, and im by no means impressed with just any strategygame (or anything, for that matter- So many disappointments, thus many half-arsed titles).

 

Currently, its my favourite RTS, and after all these months, im still playing skirmish, and its a blast everytime.

 

It may be not a hallmark, its clearly not innovative, by no means perfect in any way, but it opens enough room for both action and strategy, looks good, feels good, plays awsome, has flair, and well...its CnC.

Perhaps its the general concept of the title in gameplay, design, atmosphere, story, maybe the combination of everything, i cant really put my finger on it- I just know that many other games just left me bored, incredulous and uninvolved.

 

UaW seems to be equally enjoyable, and has its pros and cons-

Im very anxious to play single player, since im a loner at heart.

Hopefully it will grab me by the throat as TW did, and ill expect the same from TWs expansion (Hopefully EA listens) and SC2.

 

Simply adore the novus flow, the hard points and dark matter armor!

 

Btw, love the reviews from that guy :)

His Bioshock review was excellent.

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To be fair, C&C3 wasn't never really had that much faction diversity to begin with. I mean GDI and Nod are made from the same template really. The Scrin are the only really unique side.

 

No I disagree there. The original franchise was able to bring factional diversity through the limitations of it's own engine through the types of units each side had, and their respective strengths and weaknesses.

 

GDI had apc's, meds, mammy's

Nod had recon bikes, lights, stanks, flamers and arty's

The only mirrored vehicles were the Humvee/Buggy and Orca/Apache.

 

GDI's strength was headtohead conventional military strength.

Nod's strength was hit and run guerilla warefar.

 

ipso facto - balance though unmirrored.

 

-gben

 

EDIT:

Oh watched the Pyschonauts review, nice.

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Why? WHY??? I mean making Devestators stronger??? Just ****...

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