Fat_Swinub
jaff
+125|6695
The new patch for Kane's Wrath is now live, here's the changelog:

Desync Fixes


· Fixed a desync that occurs when a Nod ally attempts to create a Decoy army of a Mechapede.

· Fixed a desync that occurs when playing against a brutal AI with 2 players on level Unfair Advantage.

· Fixed a desync that occurs when playing with 2 players against a Brutal Black Hand AI on
the map Unfair Advantage.

· Fixed a desync when 2 players use Black Hand vs GDI on the map Tournament Arena.

· Fixed a desync that occurs when engaging Firehawks with Seekers

· Fixed a desync when Venoms attack a Plasma Missile Battery that is detecting an invisible unit




Bug/Exploit Fixes


· The Message of the Day will now show up online for Kane's Wrath.

· In-game rank/stats now show up alongside player name while in the game lobby.

· Improved Automatch performance

· Reaper 17 – You can no longer sell a stasis chamber to receive a group of Ravagers for only 600 credits.

· You can no longer use group selecting to allow a Mantis, AA-loadout Firehawk, flying Shadow Team,
or Slingshot to force-fire on other ground units.

· Titans crushable level increased. Titans can no longer crush other Titans.

· Fixed the minimap while match is loading

· Can no longer build more than one VOICE of Kane

· Can no longer build multiple epic unit factories


Balance Changes


The following balance changes are intended to make resource-gathering decisions more strategic,
while also further tuning the combat forces to ensure even balance across all three factions in any combination.


General Balance Changes


· Refinery cost increased to 3000 credits, build time increased to 30 seconds, power requirement increased to 15 units

· Harvester cost increased to 2000 credits, build time increased to 20 seconds

· Tiberium Spike capture bonus decreased by 33%, income per second decreased by 60%

· Harvester health increased 25% for most factions, Steel Talon/Black Hand harvester health increased by 16%

· Build radius: most unit production structures no longer provide a build radius,
all conyards have had their build radii increased by 25%

· Advanced infantry structures now provide a basic infantry unit when sold or destroyed

· Grasslands Landgrab: blue tiberium now starts at 0



GDI Balance Changes


---Structures---

· Silo cost reduced by 80%

· Power Plant upgrade now provides double the bonus power

· Power Plant cost and build time reduced by 12.5% to 700/7


---Units---

· Commando armor versus gun, rocket, and grenade doubled

· Grenadier range increased 8%, grenade speed increased 50%,
scatter increased 33%, blast radius increased 50%

· Rig: packed HP increased 33%, unpack/pack time decreased 40%,
repair drone range increased 33%

· Pitbull damage increased 25% against ground units, HP reduced 10%
against air scale reduction 200% to 150%.


· Hammerhead speed reduced 17%

· Mammoth speed increased 12.5%

· Shatterer range increased 30%, sonic wave horizontal damage radius tripled,
pre-attack delay removed, clip reload time increased, cost increased to 1500/15

· Zone Shatterer range increased 30%, sonic wave and overload beam sonic wave
horizontal damage radius tripled, removed pre-attack delay, increased clip reload time, cost increased to 1600/16

· ZOCOM Orca burst damage capability dps increased significantly, clip size reduced 50%,
cost and build time increased to 1500/15

· Titan crusher/crushable level increased to that of a heavy tier 3 walker,
damage increased 12.5%, railgun-upgraded damage increased 9.2%

· Behemoth range increased 20%, HP increased 10%

· Combat Engineer damage increased by 17%

· APCs now lay mines as quickly as the Mobile Repair Transport (instantaneously)

· Firehawks will no longer force-fire at the ground when loaded with anti-air missiles
and group-selected with ground units

· Slingshots will no longer force-fire on the ground when group-selected with ground units

· Surveyor -- damage taken by gun-type decreased by 25%, speed increased by 20%.


---Upgrades/Abilities/Powers---

· Call for Transport ability cost reduced by 60%

· Hardpoints upgrade no longer decreases Firehawk anti-air missile speed

· Autoinjectors health bonus increased an additional 20%

· Ceramic Armor bonus versus gun- and cannon-type damage
decreased by 50% for the ZOCOM Orca

· ZOCOM Bloodhounds power cost increased by 50%, now provides veteran APCs

· ZOCOM Airborne power cost increased by 50%

· Steel Talon Bloodhounds power cost increased by 40%

· Composite armor build time tripled

· Tiberium Field Suits build time and cost doubled, armor bonus vs cannon halved

· MARVesting now returns 33% of the harvested Tiberium value



Nod Balance Changes


---Structures---

· Silo cost reduced by 80%

· Voice of Kane now provides the appropriate increase in combat effectiveness to nearby infantry

· Shredder Turret Hub for Marked of Kane subfaction can now fire when upgraded with quad turrets


---Units---

· Commando armor versus gun, rocket, and grenade doubled

· Beam Cannon range increased 20%

· Avatar beam weapon damage increased by 6.25%

· Purifier beam weapon damage increased by 6.25%

· Flame Tank damage taken from cannon-type decreased 25%

· Fanatic damage increased 54%, blast radius increased 25%

· Redeemer laser damage increased 6%, range increased 7%

· Mantis range increased 10%

· Confessor Cabal cost/build time increased 33%, un-upgraded damage increased 50%

· Tiberium Trooper rangefinder has been fixed, increases unit range by 20%

· Awakened speed increased 11%, health reduced 25%

· Emissary -- damage taken by gun-type decreased by 25%, speed increased by 20%.

· Flying shadow team will no longer force-fire at the ground when group-selected with ground units

---Upgrades/Abilities/Powers---

· Reflector Beam ability no longer diminishes attack power, reflection range doubled

· EMP Cannon of the Awakened/Enlightened tuned for significantly faster responsiveness,
squads will no longer perform a funky backwards walk-dance when attempting to get into EMP range

· Call for Transport ability cost reduced by 60%

· Charged Particle Beam cost reduced 66%, upgrade time halved

· Dozer Blades cost and research time doubled

· Black Disciples cost increased 33%, research time doubled

· Purifying Flame cost increased 33%, research time doubled, damage bonus to Flame Tank increased 116%,
damage bonus to Purifier decreased 75%

· Commandeer Beam Cannon damage bonus increased by 50%

· Commandeer Stealth Tank: stealth-upgraded Avatar will no longer lose stealth when moving

· Rage Generator hallucination time reduced 60%, cooldown halved

· Supercharged Particle Beam damage bonus to Shredder Turrets decreased 70%

· Charged Particle Beam damage bonus to Shredder Turrets decreased 60%

· Laser Capacitor upgrade damage bonus to raider buggy increased 33%,
damage bonus to laser turret increased 50%

· Disruption pods now subtract the appropriate 500 credits on use

· Tiberium Vein Detonation damage decreased 20%

· Tiberium Core Missiles no longer reduce the range of the Attack Bike

· Shadow Strike Team power cost increased by 25%

· Shadow Team Explosive Charge damage reduced 10%

· Catalyst Missile radius decreased by 50%

· Mantises will no longer force-fire at the ground when group-selected with ground units



Scrin Balance Changes


---Units---

· Devastator Warship range increased 14%, damage type changed from cannon to grenade

· Storm Rider health, cost, and build time normalized to base Scrin across all subfactions

· Cultist health reduced 20%, speed increased 12.5%, mind control cooldown increased 33%

· Seeker damage taken from cannon type damage increased 10%, damage taken from gun-type damage doubled

· Disintegrator range increased 36%, back-end members of the squad should no
longer have trouble firing

· Devourer Tank uncharged damage increased 23%, charged damage increased 6%

· Mechapede disintegrator segment damage and range halved,
corrupter segment range decreased 25%, range of disc segment increased 8%,
Shard segment rate of fire improved significantly

· Corrupter range increased by 50%, speed increased by 17%

· Ravager damage from gun-type reduced by 33%

· Explorer -- damage taken by gun-type decreased by 25%, speed increased by 20%.


---Upgrades/Abilities/Powers---

· Lightning spike power cost increased by 50%

· Plasma Disc Launcher upgrade cost and build time doubled

· Blink Packs upgrade cost and build time halved

· Attenuated Forcefields research cost normalized to base Scrin across all subfactions

· Advanced Articulators cost/build time quadrupled

· Lifeform Recycling range increased 50%

· Blue Shards upgrade no longer reduces the clip size and firing rate of the Shardwalker

· Overlord’s Wrath damage reduced by 55%

· Conversion reserves now provide the stated bonus of 2x charged shot capacity

· Forcefields now take the intended 1% damage from sniper fire



Neutral Balance Changes


---Units---

· Mutant Marauder damage and speed increased 50%



Other Changes


· Added a Russian Lobby
Get it from the autoupdater in-game or from EA.

All in all it seems the game is a lot slower now. You can either choose to go for a standard build order and get spikes or go for a crane order and get an early rush in to take some harvesters that are more important than ever. I usually play GDI and from what I've found steel talons are amazing at rushing. With one titan alone I took out three harvesters just by crushing them. It's too early to give my final verdict but a lot has changed because of that refinery nerf.

Last edited by Fat_Swinub (2008-07-09 10:45:23)

unnamednewbie13
Moderator
+2,053|7032|PNW

Mutants did need a bit of a boost. I've actually seen their pens ignored.
Spidery_Yoda
Member
+399|6530
I really don't like what they've done to the refinery + harvester.

It was pretty uncalled for...

Going to download it anyway though.
Peter
Super Awesome Member
+494|6662|dm_maidenhead
You said "Here's the changelog:" twice
Doctor Strangelove
Real Battlefield Veterinarian.
+1,758|6728
I think the refineries are way to expensive now, 3000 credits is huge. 2000 for a single harvester is even worse.

They should be at 2500/1600, which is more expensive than 2000/1400 but still not as much.

Besides that I think the units balance changes are mostly good, and as a Marked of Kane player I especially like the EMP path finding fix, that was damn annoying.
Fat_Swinub
jaff
+125|6695
They didn't balance a lot of the things that needed balancing. Mechapedes (being the main one) are still way way overpowered. It's basically a choose-your-own unit that can do everything. The cost of refineries don't really matter to me so much, it's just the long build time (so long I may even use a crane) and that they take up 15 power. Also spidering on tournament tower with a war factory is more or less dead. You either have to move your MCV or use two refinerys with a command post to get the second field. I'm going to still wait around and experiment with build orders before I call this out as a bad patch.
Doctor Strangelove
Real Battlefield Veterinarian.
+1,758|6728
DLing now, and time for a proper deconstruction.

Desync Fixes


· Fixed a desync that occurs when a Nod ally attempts to create a Decoy army of a Mechapede.

· Fixed a desync that occurs when playing against a brutal AI with 2 players on level Unfair Advantage.

· Fixed a desync that occurs when playing with 2 players against a Brutal Black Hand AI on
the map Unfair Advantage.

· Fixed a desync when 2 players use Black Hand vs GDI on the map Tournament Arena.

· Fixed a desync that occurs when engaging Firehawks with Seekers

· Fixed a desync when Venoms attack a Plasma Missile Battery that is detecting an invisible unit


Nothing wrong with fixing desyncs

Bug/Exploit Fixes


· The Message of the Day will now show up online for Kane's Wrath.

· In-game rank/stats now show up alongside player name while in the game lobby.

· Improved Automatch performance

Automatch, while it has served its purpose very well for me, has always been a bit buggy

· Reaper 17 – You can no longer sell a stasis chamber to receive a group of Ravagers for only 600 credits.

· You can no longer use group selecting to allow a Mantis, AA-loadout Firehawk, flying Shadow Team,
or Slingshot to force-fire on other ground units.

· Titans crushable level increased. Titans can no longer crush other Titans.

Yeah, that was just retarded

· Fixed the minimap while match is loading

· Can no longer build more than one VOICE of Kane

I never understood why you could only have one VoK, I mean so long as the effect didn't stack there was no reason of the limit[/h[

· Can no longer build multiple epic unit factories

[h]Why would you want to anyway? they cost moar and you can only have one epic on the field at a single time


Balance Changes


The following balance changes are intended to make resource-gathering decisions more strategic,
while also further tuning the combat forces to ensure even balance across all three factions in any combination.


General Balance Changes


· Refinery cost increased to 3000 credits, build time increased to 30 seconds, power requirement increased to 15 units

power requirement is just stupid, cost increased way to much, build time even worse. Fuck the competitive dicks for demanding this.

· Harvester cost increased to 2000 credits, build time increased to 20 seconds

see above

· Tiberium Spike capture bonus decreased by 33%, income per second decreased by 60%

[/h]They do to little now, it's almost not worth taking back a spike that belongs to an enemy. They're only really worth the capture bonus now. They were fine the way they were. Once again, fuck the competitive dicks[/h]

· Harvester health increased 25% for most factions, Steel Talon/Black Hand harvester health increased by 16%

While I'm glad harvesters get more health, shouldn't the BH and ST harvs get more of a boost considering they don't have any defense mechanisms until the other Harvs? But yeah overall I'm pleased with this. Decreases the effectiveness of rushing.

· Build radius: most unit production structures no longer provide a build radius,
all conyards have had their build radii increased by 25%

Base creeping as ineffiecent and in many cases dumb anyways, why further nerf it? If you want people to pack up the con yards then make them move faster, and if you want people to use emissaries then make them cost 1000 not 1500.

· Advanced infantry structures now provide a basic infantry unit when sold or destroyed

So long early game shadow team rush

· Grasslands Landgrab: blue tiberium now starts at 0



GDI Balance Changes


---Structures---

· Silo cost reduced by 80%

No one builds these anyway

· Power Plant upgrade now provides double the bonus power

Okay, fine by me

· Power Plant cost and build time reduced by 12.5% to 700/7

see above

---Units---

· Commando armor versus gun, rocket, and grenade doubled

Commandos really needed more armor. This is good[/h[

· Grenadier range increased 8%, grenade speed increased 50%,
scatter increased 33%, blast radius increased 50%

[h]The grenades did fly to slow. However taking all these upgrades into account I think they should also have a small decrease in rate of fire.


· Rig: packed HP increased 33%, unpack/pack time decreased 40%,
repair drone range increased 33%

Rigs were a joke. Now maybe people will use them

· Pitbull damage increased 25% against ground units, HP reduced 10%
against air scale reduction 200% to 150%.

Seems fair, though never had a problem with pitbulls

· Hammerhead speed reduced 17%

Now the HH does fly to fast IMO, however I also felt that they were quite inefficient. Against a venom they didn't stand a chance even if they had a Missile squad in them, and in that case they cost more than twice the venom. Decrease the cost to 1300 from 1500.

· Mammoth speed increased 12.5%

Mammoths were too slow, I know that's the point of them but it was just ridiculous

· Shatterer range increased 30%, sonic wave horizontal damage radius tripled,
pre-attack delay removed, clip reload time increased, cost increased to 1500/15

So shatterers are a tier 3 unit now? That's fine. I think that now though they should require a tech center to be built.

· Zone Shatterer range increased 30%, sonic wave and overload beam sonic wave
horizontal damage radius tripled, removed pre-attack delay, increased clip reload time, cost increased to 1600/16

· ZOCOM Orca burst damage capability dps increased significantly, clip size reduced 50%,
cost and build time increased to 1500/15

Seems fair, but Zone Orca's sonic guns are still easy to avoid

· Titan crusher/crushable level increased to that of a heavy tier 3 walker,
damage increased 12.5%, railgun-upgraded damage increased 9.2%

I always thought Titans were strong enough

· Behemoth range increased 20%, HP increased 10%

Yeah, those things sucked

· Combat Engineer damage increased by 17%

Now he can actually kill enemy engineers, this is good

· APCs now lay mines as quickly as the Mobile Repair Transport (instantaneously)

No one ever lays mine anyway

· Firehawks will no longer force-fire at the ground when loaded with anti-air missiles
and group-selected with ground units

Bug fixes are always welcome

· Slingshots will no longer force-fire on the ground when group-selected with ground units

· Surveyor -- damage taken by gun-type decreased by 25%, speed increased by 20%.

These guys were too weak. This is very good I think

---Upgrades/Abilities/Powers---

· Call for Transport ability cost reduced by 60%

Now people will actually use it maybe!

· Hardpoints upgrade no longer decreases Firehawk anti-air missile speed

· Autoinjectors health bonus increased an additional 20%

WTF is autoinjectors?

· Ceramic Armor bonus versus gun- and cannon-type damage
decreased by 50% for the ZOCOM Orca

Yeah, CA gave too much of an upgrade

· ZOCOM Bloodhounds power cost increased by 50%, now provides veteran APCs

· ZOCOM Airborne power cost increased by 50%

· Steel Talon Bloodhounds power cost increased by 40%

· Composite armor build time tripled

Most of the new upgrades for KW build to fast

· Tiberium Field Suits build time and cost doubled, armor bonus vs cannon halved

These things were too good.

· MARVesting now returns 33% of the harvested Tiberium value

MARV =/= a harvester. The harvesting part was supposed to be used as a way to ruin the enemy econ, not boost your pwn


Nod Balance Changes


---Structures---

· Silo cost reduced by 80%

· Voice of Kane now provides the appropriate increase in combat effectiveness to nearby infantry

I might actually build them now

· Shredder Turret Hub for Marked of Kane subfaction can now fire when upgraded with quad turrets

Yeah, that really pissed my off
---Units---

· Commando armor versus gun, rocket, and grenade doubled

see GDI commando

· Beam Cannon range increased 20%

I'm glad BC's got buffed. But I think the problem is damage not range

· Avatar beam weapon damage increased by 6.25%

They toned down the weapons too much from CnC3. Hopefully they'll be fine now

· Purifier beam weapon damage increased by 6.25%

· Flame Tank damage taken from cannon-type decreased 25%

FTs were too easy to kill

· Fanatic damage increased 54%, blast radius increased 25%

[/h]Still won't mean people are gonna use them[/h]

· Redeemer laser damage increased 6%, range increased 7%

The Redeemer's gun was too weak, but the problem had more to do with RoF than damage. But any buff is welcome

· Mantis range increased 10%

The problem with these guys is their health and cost, not range.

· Confessor Cabal cost/build time increased 33%, un-upgraded damage increased 50%

Never had a problem with these guys but I guess now as they cost more it will be harder to use the grenades

· Tiberium Trooper rangefinder has been fixed, increases unit range by 20%

This is excellent, even though they still need to do ALLOT more damage against buildings. I mean sure the MoK has Enlightened as their anti-building unit, but the Tib Trooper needs to be good against buildings for when it is in the Redeemer

· Awakened speed increased 11%, health reduced 25%

These guys were to slow, and to heathy. But still I hate how if you sell a building you only get a single guy, that is just too weak, can't even beat a militant squad like that

· Emissary -- damage taken by gun-type decreased by 25%, speed increased by 20%.

· Flying shadow team will no longer force-fire at the ground when group-selected with ground units

---Upgrades/Abilities/Powers---

· Reflector Beam ability no longer diminishes attack power, reflection range doubled

I doubt people are going to use it now but what the hey? Maybe

· EMP Cannon of the Awakened/Enlightened tuned for significantly faster responsiveness,
squads will no longer perform a funky backwards walk-dance when attempting to get into EMP range

OH GOD YES!!!

· Call for Transport ability cost reduced by 60%

· Charged Particle Beam cost reduced 66%, upgrade time halved

Wow these things is cheap now

· Dozer Blades cost and research time doubled

Y?

· Black Disciples cost increased 33%, research time doubled

These guys were way to strong

· Purifying Flame cost increased 33%, research time doubled, damage bonus to Flame Tank increased 116%,
damage bonus to Purifier decreased 75%

PF was the most OP upgrade ever. I mean sure it was (and is) the most reason to play as the BH but it was rediculous the way it was. The FT on a Purifier did more damage against vehicles than the laser gun!

· Commandeer Beam Cannon damage bonus increased by 50%

Now people will actually use it

· Commandeer Stealth Tank: stealth-upgraded Avatar will no longer lose stealth when moving

It still isn't worth killing a 1800 credit Stank to get the upgrade. I just use the cloaking field

· Rage Generator hallucination time reduced 60%, cooldown halved

I agree with both of these. The RG was too good (see the Silverman/Joshi fight for further details) but the cooldown was so long you could ussually only fire it once

· Supercharged Particle Beam damage bonus to Shredder Turrets decreased 70%

Yeah, they were too good. However you still gotta remember that SCPCs needs to be the most powerful shit ever as Bullet<Laser<CPC<SCPC

· Charged Particle Beam damage bonus to Shredder Turrets decreased 60%

See above

· Laser Capacitor upgrade damage bonus to raider buggy increased 33%,
damage bonus to laser turret increased 50%

This is good, the effect it had on Buggies and Turrents was crap, however to counter balance this I think the cost should be bumped up to 3500 from 3000

· Disruption pods now subtract the appropriate 500 credits on use

· Tiberium Vein Detonation damage decreased 20%

TVD is way overpriced already. I mean who builds stuff on Tiberium Veins? No one, because you can't since you aren't allowed to place stuff on Tiberium

· Tiberium Core Missiles no longer reduce the range of the Attack Bike

That's good I guess in that it fixes a bug. But I think that the Bikes are way OP. Even though by the time you got TCM you're using STanks so.

· Shadow Strike Team power cost increased by 25%

So long early shadow rush It's a mid game unit, use it as such

· Shadow Team Explosive Charge damage reduced 10%

See above.

· Catalyst Missile radius decreased by 50%

I never thought the catalyst was that good anyway

· Mantises will no longer force-fire at the ground when group-selected with ground units



Scrin Balance Changes


---Units---

· Devastator Warship range increased 14%, damage type changed from cannon to grenade

Good, good good

· Storm Rider health, cost, and build time normalized to base Scrin across all subfactions

Fine with this

· Cultist health reduced 20%, speed increased 12.5%, mind control cooldown increased 33%

Most excellent! This guys were such a bitch

· Seeker damage taken from cannon type damage increased 10%, damage taken from gun-type damage doubled

They are too strong compared to the Scorp, which costs the same and can't attack air units and is weaker against inf. Glad to see this

· Disintegrator range increased 36%, back-end members of the squad should no
longer have trouble firing

Good, these guys have too much trouble getting close[/h[

· Devourer Tank uncharged damage increased 23%, charged damage increased 6%

[h]This makes them more in tune with the heavy 1600 price tag


· Mechapede disintegrator segment damage and range halved,
corrupter segment range decreased 25%, range of disc segment increased 8%,
Shard segment rate of fire improved significantly

Right track but not enough. Increase the time it takes to replace segments, and make it so that if the head segment gets EMP'd the whole thing goes down

· Corrupter range increased by 50%, speed increased by 17%

They are more in tune with FTs now

· Ravager damage from gun-type reduced by 33%

They died to easy from Venoms

· Explorer -- damage taken by gun-type decreased by 25%, speed increased by 20%.


---Upgrades/Abilities/Powers---

· Lightning spike power cost increased by 50%

I think that the real problem with the LS was that it could be repaired, thus making it too strong. But yes, it also was way underpriced

· Plasma Disc Launcher upgrade cost and build time doubled

Good, the Shocker is an anti-tank unit, not an AA unit like people use it as

· Blink Packs upgrade cost and build time halved

Now people might use them

· Attenuated Forcefields research cost normalized to base Scrin across all subfactions

If this means it costs more than good. The Seeker gets too many upgrades, especially as R17

· Advanced Articulators cost/build time quadrupled

Excellent, they affected way more units than Cyborg legs, were more powerful than Cyborg legs yet were the same cost as CLs. Now it's balanced

· Lifeform Recycling range increased 50%

Yeah, the Eradicator could only make money if it stomped on enemies

· Blue Shards upgrade no longer reduces the clip size and firing rate of the Shardwalker

BLU Shards also need an increase in price and build time

· Overlord’s Wrath damage reduced by 55%

OW was by far the most OP support power ever

· Conversion reserves now provide the stated bonus of 2x charged shot capacity

Now maybe people will actually both to waste their Tiberium

· Forcefields now take the intended 1% damage from sniper fire



Neutral Balance Changes


---Units---

· Mutant Marauder damage and speed increased 50%

Now people have a reason to build these guys.

Other Changes


· Added a Russian Lobby
Overall I think the balance changes are on the right track but either go too much or not enough. I don't now what EA has against harvesting tiberium, but I the way it's going it looks as if we will just have the starting 10000 and not be able to harvest any more.
Spark
liquid fluoride thorium reactor
+874|6935|Canberra, AUS
I think the idea is that they're trying to make the game require a little more thought than just making a macro.
The paradox is only a conflict between reality and your feeling what reality ought to be.
~ Richard Feynman
Spidery_Yoda
Member
+399|6530
I tried playing a skirmish just then and i was so crippled for funds the entire time that I got slaughtered against a hard cpu. I usually mince them. Stupid uneeded refinery nerf. Think I might reinstall the game.
Doctor Strangelove
Real Battlefield Veterinarian.
+1,758|6728
Meh, enough community outcry and they'll unnerf the refineries.

The problem however is that the competitive players seem to have more voice in the matter than the regular people who just want to play the damn game. These eletists sit all high and mighty up on top of the ladder, however we the lowly, with our 1.00 W/L ratios, with our imperfect build-orders and barely par micromanegment skills have the strength to RISE UP!!!

WE HAVE THE NUMBERS, WE HAVE THE POWER! THOSE SERIOUS COMPETITIVE PLAYERS ARE FEW IN NUMBER, AND THE COMBINED STRENGTH OF OR VOICES WILL RING FROM EVERY FORUM AND MESSAGE BOARD! WE ARE THE FUTURE! WE ARE THE ONES! WE! ARE! LEGION!
HurricaИe
Banned
+877|6221|Washington DC

DoctaStrangelove wrote:

Meh, enough community outcry and they'll unnerf the refineries.

The problem however is that the competitive players seem to have more voice in the matter than the regular people who just want to play the damn game. These eletists sit all high and mighty up on top of the ladder, however we the lowly, with our 1.00 W/L ratios, with our imperfect build-orders and barely par micromanegment skills have the strength to RISE UP!!!

WE HAVE THE NUMBERS, WE HAVE THE POWER! THOSE SERIOUS COMPETITIVE PLAYERS ARE FEW IN NUMBER, AND THE COMBINED STRENGTH OF OR VOICES WILL RING FROM EVERY FORUM AND MESSAGE BOARD! WE ARE THE FUTURE! WE ARE THE ONES! WE! ARE! LEGION!
ALLAH AKBAR
ALLAH IS GREAT
DEATH TO THE AMERICANS AND THE CHINESE
MAY ALLAH BLESS THE GL-

shit, wrong game

PEACE THROUGH POWER.
unnamednewbie13
Moderator
+2,053|7032|PNW

· Mechapede disintegrator segment damage and range halved,
corrupter segment range decreased 25%, range of disc segment increased 8%,
Shard segment rate of fire improved significantly

Right track but not enough. Increase the time it takes to replace segments, and make it so that if the head segment gets EMP'd the whole thing goes down
Wouldn't that be a fatal design flaw coming from an alien rig? I like to think of each segment having its own power source. Why the heck are these things vulnerable to EMP anyway? I know it's balance, but still...

Last edited by unnamednewbie13 (2008-07-09 20:08:06)

Spidery_Yoda
Member
+399|6530
Is there a file anywhere where I can change the cost value of the refinery myself, BF2 style?

I've never played the game online so I don't need to worry about it messing with punkbuster or anything stupid like that.

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