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C&C 3 Patch 1.09 Developer Blog

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A new developer blog has been posted on the Official Command & Conquer 3 Site. Lead Balance Designer Gavin Simon explains the strategic reasoning behind the upcoming balance changes for Patch 1.09. If you haven't read the patch notes for 1.09 yet you read them in this thread on our forums. Here is a sample of the new developer blog....

 

Patch 1.09 Balance Change Explanations

 

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%.

 

Reasoning: We want to accomplish three things by slowing the economy down:

 

1. Make economy harassment more viable by increasing the relative risk of expanding one's economy

 

2. Increase the importance of micromanagement and tactics by reducing the number of units in play

 

3. Slowing the speed of teching to allow more room for tactical and strategic options at each stage of the game

 

Additionally, the economy should be smoother now so you won't have as many times where you're sitting at 0 cash waiting for a Harvester to return and also less extreme cash-floating if several return at once.

Click here for more.

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Relly semms nice! The commando thing will pwn in campagin!

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

 

Nod Crane: Health increased by 50%, normalizing its health with that of the GDI Crane and Scrin Foundry.

 

Reasoning: Make MCVs a more valuable central target. They are now slightly more difficult to replace if destroyed and it costs more to invest in a second defensive structure queue.

 

Good.

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All seems good...

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C&C3: "Slower, fluid, fun"! :P

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C&C3: "Slower, fluid, fun"! :P

 

knee slapping funny!

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