Second lot is out, 10k keys. I now have two XD
you look nice todayKommander_Kale wrote:
Second lot is out, 10k keys. I now have two XD
SamTheMan:D wrote:
you look hawt todayKommander_Kale wrote:
Second lot is out, 10k keys. I now have two XD
So anyone receive an e-mail from the second round?
Nope. Nothing yet.
Lol sorry Sam, gave it to my brother. Then i got a third key in the third wave ROFL!!!! XD
give mee?Kommander_Kale wrote:
Lol sorry Sam, gave it to my brother. Then i got a third key in the third wave ROFL!!!! XD
I have one coming but its killing me right now not to play.
Got mine yesterday
The paradox is only a conflict between reality and your feeling what reality ought to be.
~ Richard Feynman
~ Richard Feynman
Still haven't got mine I registered retarded late because KW came out so fucking late here, and then it was sold out for 2 weeks
got an email today with my key downloading now......
Yeah so all of you check your e-mails. This brings the total up to about 22000. Also a big balance/fix update is coming soon (the last two were just hotfixes).EALA wrote:
Hey everyone,
Around 4PM today we activated the next 10,000 Kane's Wrath registered users in our public queue. I am telling you now because most of those e-mails should have been sent by now. I hope that most of you who were saying you had not been activated yet, have been activated now.
Furthermore, for those of you that e-mailed me, many of you were not in the early queue range but should be activated now, you were further down than you thought We did have some errors early on with the website registration around the launch of Kane's Wrath that *could* have caused you to wind up back further in line.
Simply put, we apologize for this and will continue making every effort to activate all Kane's Wrath registered users this week. We will continue activating thousands more tomorrow and throughout this week. Thank you for your patience and I hope many of you are receiving your activation e-mails.
Remember:
-check your spam/junk email
-check the e-mail you registered with
- remember to login in to the Beta with your Master EA.com account (not your C&C 3 persona!) under username and password...and then a Persona of your choosing (which can be your C&C 3 persona)
We are working hard on our next big patch for the beta with balance changes and hundreds of bug fixes, however, we still have not set a timeline for release. Please keep posting your feedback, keep playing, and i'll keep you posted as always!
Regarding big issues like NAT refresh, black screen, and other issues, we are aware and looking in to these as I type this. Thank you for working around these as best as possible, this is a Beta Test, but we will improve the software.
No key for me yet.
Same here. Dang it!!!
shame about no skirmish
wtf u can only play online boring i want to play against the PC lol
New uber-patch is almost out. Below are proposed balance fixes
Aside from the over-nerf of CyroCopter and African American Hole Armor it's looking to WTFPWN all other RTS games with prefect balance.EALA wrote:
Global Changes:
Wall health increased to 300 from 100.
Bridge health decreased to 1000 from 6000.
Garrison Range Bonus increased to 200% from 125%
Infantry vulnerability to PRISM weapon increased to 100% from 30%.
All ships should now slow down by 25% when REALLYDAMAGED.
Standard surface ship armor vulnerability to Rocket damage reduced to 100% from 150%.
Amphibious Ground Units should no longer be crushing infantry on water.
Heroic Veterancy now grants a 25% rate of fire increase.
Heroic infantry are now immune to Bark-Stun.
T1 base defenses now require line of sight. Check your firing lanes!
Air Superiority Fighter attack ranges increased to 300 from 200.
Aircraft are now twice as vulnerable to CANNON, EXPLOSIVE, and GUN damage. This should only affect how quickly ground units can kill them while they’re docked.
Anti-Ground Aircraft will now reveal themselves to their victims if they’re shooting from up on a plateau.
Bark / Roar stun duration increased to 10 seconds from 6. (15s if you have Advanced Tech)
Frozen Units are no longer insta-gibbed by RADIATION damage.
Prism, Tesla, and Wave Force weapons no longer “thaw” frozen units.
Repair Drone leash range increased by 50.
Refineries now have a 30s infiltration delay, to prevent players from spamming infiltrators at refineries and getting mo money, mo problems.
Allied Changes:
Peacekeeper health reduced to 150 from 200.
Peacekeeper now does more damage when up close than when far away.
Peacekeeper damage reduced to 40 at point blank, from 60, and 25 at max range, from 30.
Peacekeepers are no longer immune to RADIATION damage when their shield is active.
Engineer now gets a big armor boost when he’s in his (presumably Kevlar) medic tent. He’s also immune to bark stun in this mode.
Multigunner Turret now has a unique weapon for the Imperial Warrior.
IFV / Multigunner Turret + Dog/Bear range increased to 300 from 150.
IFV now has a unique weapon when garrisoned by an Imperial Warrior
IFV + Dog bark-stun duration increased to 5s from 3s.
IFV + Peacekeeper should now be doing AUTO_CANNON damage.
IFV + Tesla Trooper rate of fire doubled.
Guardian Tank target painter reload time increased to 2 seconds from 0.
Cryocopter health reduced to 300 from 500.
Cryocopter cryo-beam range decreased to 150 from 300.
Cryocopter freeze damage DPS reduced by half, for the rare triple nerf.
Mirage Tank invisibility field radius decreased to 175 from 200.
Mirage Tank mirage field toggle reload time decreased to 2 seconds from 10.
Assault Destroyer Black-Hole Armor armor buff reduced to 25% from 75%.
Athena Cannon shield HP reduced to 2000 from 4000. Duration increased to 20s from 10s. Reload time reduced to 20s from 60s.
Precision Strike now strikes much faster, although no more precisely.
Cryo Satellite powers now have a pre-attack delay time of 5 seconds. In addition to making the power more balanced, it also horribly broke the visual FX!
Soviet Changes:
Flak Trooper magnetic mine range decreased to 20 from 75.
Soviet Ore Collector reactive armor buff increased to 75% from 50%.
Terror Drones will now damage aircraft in the air. Previously they would stop damaging an aircraft once it became airborne.
Apoc Tanks can now grind large vehicles (MCV’s) and even structures(!) using it’s harpoon + grinder.
Heroic Apoc tank damage type changed to EXPLOSIVE from CANNON.
Heroic Apocalypse Tanks now fire high explosive rounds that detonate in an eerily similar fashion to that of V4 rockets.
Soviet Bunkers now refund half their cost when sold. Soviet Bunkers no longer spawn a conscript when sold.
Natasha’s bombing run reload time decreased, she should now be able to immediately paint a new target when she’s done with the old one.
Soviet Power Tree reorganized.
Toxic Corrosion DPS lowered considerably. This should give you enough time to get back to something that can repair you.
Desolator Airstrike field damage increased by 4x.
Desolator Airstrike will now clear garrisons.
Orbital Refuse time to target increased for all levels.
Magnetic Satellite now has a 2 second pre- attack delay, giving you time to GTFO of the way. Beam duration increased by 3 seconds per level. Beam Speed increased to 50 from 30. Doubled effective radius.
Empire of the Rising Sun Changes:
Burst Drone cost decreased to 150 from 300.
Burst Drone attached speed penalty increased to 75% from 25%.
Burst Drones received a 40% damage scalar against Nano-cores.
Imperial Warrior is now immune to Bark-Stun while bonsai charging.
Tank Buster: A burrowed tank buster can no longer attack. You must first unburrow them before giving an attack command. Essentially this cuts the middle “down in the hole but half way up and shooting” state of the tank buster.
Japanese Refineries now grant enough buildability to allow you to wall in your harvesters.
Mecha Tengu ground speed increased to 125 from 100. Water speed increased to 100 from 80.
Transformers are no longer receiving that a massive shroud clear buff when in the air.
Seawing water speed increased to 125 from 100.
Tsunami tank’s are now buildable from the Japanese Naval Yard.
Tsunami Tank secondary ability armor buff changed to 50% across the board and now increases your Tsunami’s speed by 25%.
Chopper VX speed increased to 140 from 120.
Chopper VX should now have an easier time attacking moving units.
Rocket Angel paralyze whip range decreased to 250 from 300.
Waveforce Artillery can no longer fire while moving.
Shogun Battleship: Changed the Ramming Speed ability from a toggle to a location-targeted ability. Reduced duration of ramming speed to 5 seconds from 10. Ramming Battleships now have noticeable acceleration.
Final Squadron aircraft will now attack enemy aircraft while in flight.
Emperor’s Resolve status effect changed from a damage boost to a rate of fire boost. Overall DPS increase should remain the same.
Balloon bomb spread decreased. Level 1 now drops 6 bombs, up from 4. Level 2 drops 10 bombs, up from 8. Level 3 drops, get this, 14 bombs up from 12.
Balloon bombs now move twice as fast. They however fall at the same old speed.
Balloon Bombs are immune to Magnetic Satellite. Apparently they’re made out of ceramics or wood or something.
Final Squadron spread reduced for all levels. Number of planes per target increased for level 2 and 3.
All I can say is: spammers will hate this game.
Undoubtedly people will go for ApocRush, and get owned by infantry and aircraft.
Undoubtedly people will go for ApocRush, and get owned by infantry and aircraft.
The paradox is only a conflict between reality and your feeling what reality ought to be.
~ Richard Feynman
~ Richard Feynman
YAY a key
Indeed, all the units either have a very specific function (such as the Apollo and Cruiser) or are versitle yet not good at anything in particular (like the Destroyer and Twin-blade). You need a balanced force to be able to win.Spark wrote:
All I can say is: spammers will hate this game.
Undoubtedly people will go for ApocRush, and get owned by infantry and aircraft.
Ok, just got the beta, installed, settings, went into a game room, chose faction, game starting, count down! WOOT 5...4...3...2...1..........game crashes.
Apparently it doesn't support 64-bit WTF!
Apparently it doesn't support 64-bit WTF!
Finally got my beta key, downloading now...
So they took a semi starcraft style rock paper scissors approach?DoctaStrangelove wrote:
Indeed, all the units either have a very specific function (such as the Apollo and Cruiser) or are versitle yet not good at anything in particular (like the Destroyer and Twin-blade). You need a balanced force to be able to win.Spark wrote:
All I can say is: spammers will hate this game.
Undoubtedly people will go for ApocRush, and get owned by infantry and aircraft.
Sweeet.
Whoa... Can't believe these forums are still kicking.
If someone can find a good counter for rocket angel spam, I'll be very, very, very happy.
The paradox is only a conflict between reality and your feeling what reality ought to be.
~ Richard Feynman
~ Richard Feynman
Flak Troopers are by far the best counter (as they do much splash damage and you can spam enough of the out that the RA can't lock them down without getting killed). Javelin Troopers work good to, also Apollos if your opponent isn't using the Lock-down beam. In an Imperial mirror, I really don't know what is effective, probably use your pwn Rocket Angels against his.Spark wrote:
If someone can find a good counter for rocket angel spam, I'll be very, very, very happy.
The Rocket Angel's lock-down beam is getting nerfed in the next patch (shorter range, doesn't instantly disable enemies) so you won't have to worry about it for long.