Jump to content


Photo

Patch 3.3.3 Proposed Changelog


  • Please log in to reply
376 replies to this topic

#21 PurpleGaga27

PurpleGaga27

    Retired C&C Modder

  • Members
  • 517 posts
  • Location:Earth

Posted 19 January 2018 - 09:42 PM

Well it's about time.



#22 IamInnocent

IamInnocent
  • New Members
  • 4 posts
  • Projects:YR: Generals Mod 3.0

Posted 20 January 2018 - 12:18 AM

Finally! Loving the changes with Epsilon so far. :D Looking very much like a game changer.

The Soviets will get more durability with massive buff towards their base defences and defensive units like Kirov, Vulture and Fury Drone.

Other than the Roadrunner nerf, majority of the faction buffs are directed towards Wings of Coronia. I'm not sure will it be OP or not, but I am looking forward to it.

Allied faction seems like they are getting nerfed... But I like the decrease of the cost towards Warp Miners. :D

finalize_sig.png

 

 

 


#23 StolenTech

StolenTech

    title available

  • Members
  • 367 posts

Posted 20 January 2018 - 12:27 AM

Coronia is always op
 

on a more serious note I feel like the nerf to road runner's health wouldn't change much, perhaps it should be pushed down to 450 instead ?

 



#24 IamInnocent

IamInnocent
  • New Members
  • 4 posts
  • Projects:YR: Generals Mod 3.0

Posted 20 January 2018 - 01:20 AM

Hmm, maybe the reason for the fearful Roadrunner is it's overwhelming of health. In this case, if anybody wants a rework of the unit, here are my thoughts.

Roadrunner V2

+ Price decreased from $1200 to $1100.
+ Movement speed increased by 30%.
+ Self EMP duration removed.

- Strength decreased to 450.
- Damage radius decreased by 60%.
- Damage versus structures reduced by 50%.

Description : The proposal change in Road Runner is to turn it into a more hit-n-run type of unit. By living up it's name to the infamous chaser Roadrunner.

The nerf in price makes it a more spammable unit, however with the nerf in damage radius it requires more of them to deal damage instead of one taking out many. The most noticeable changes is the increment in it's movement speed and the removal in self EMP duration, the switching role for it to become hit-n-run, balancing with the reduction in damage radius and adding the penalty for damaging structures.

This turns the unit into a tank chasing machine, ramming into them and emits a scrap killing pulse that aims at shredding tanks, but also towards infantries in some degree.

OR

Roadrunner V3

- Price increased from $1200 to $1300.
- Strength reduced to 450.
- Blast radius reduced by 30%.
- Blasts no longer affects structures.
- Blast damage reduced by 50%.

+ Blast now EMPs nearby enemies.
+ Can no longer be damaged by wind or M.A.D. type damage. (Atlanqa, Eureka M.A.D.M.A.N, M.A.D. Mine, etc)

Description: This version reworks Roadrunner to a tactical unit. The nerfs applied is to balance the new function of stunning nearby enemy vehicles with its EMP. This enables units like Alanqa, Tarchia and Eureka to fulfill their waiting role before able to deal their damage towards ground units.


Edited by IamInnocent, 20 January 2018 - 09:49 AM.

finalize_sig.png

 

 

 


#25 Solais

Solais

    Conspiracy Theorist

  • Members
  • 1,578 posts
  • Projects:Multiple projects at Croteam

Posted 20 January 2018 - 01:43 AM

Big, juicy update.

Noticed that from Epsi, most buffs targeted to SC. That's nice, we can expect more surprises now.

I think Epsi needs basic T1 defense building like (allied pillbox or soviet sentry). I remember somewhere was such building shp file with ini settings. It looked like small, black, half sliced dome, and fired like initiate but with more damage.
(If this suggestion is dumb, then skip those lines).

 

I think it was called the Seraph, and indeed it had Initiate-like attack. I do kinda miss that building. I somehow never really liked the Gattling.

 

The update looks real nice, but as someone who's mostly focused on campaign, I'm a little afraid of the Jet nerfs making the campaign, especially for the Allies much harder. I wonder if it will be still possible to beat Beautiful Mind by massing Stormchildren.



#26 StolenTech

StolenTech

    title available

  • Members
  • 367 posts

Posted 20 January 2018 - 01:51 AM

Hmm, maybe the reason for the fearful Roadrunner is it's overwhelming of damage required to deal before taking out the unit. In this case, if anybody wants a rework of the unit, here are my thoughts.

Roadrunner V2

+ Price decreased from $1200 to $1100.
+ Movement speed increased by 30%.
+ Self EMP duration removed.

- Strength decreased to 450.
- Damage radius decreased by 60%.
- Damage versus structures reduced by 50%.

Description : The proposal change in Road Runner is to turn it into a more hit-n-run type of unit. By living up it's name to the infamous chaser Roadrunner.

The nerf in price makes it a more spammable unit, however with the nerf in damage radius it requires more of them to deal damage instead of one taking out many. The most noticeable changes is the increment in it's movement speed and the removal in self EMP duration, the switching role for it to become hit-n-run, balancing with the reduction in damage radius and adding the penalty for damaging structures.

This turns the unit into a tank chasing machine, ramming into them and emits a scrap killing pulse that aims at shredding tanks, but also towards infantries in some degree.

OR

Roadrunner V3

- Price increased from $1200 to $1300.
- Strength reduced to 450.
- Blast radius reduced by 30%.
- Blasts no longer affects structures.
- Blast damage reduced by 50%.

+ Blast now EMPs nearby enemies.
+ Can no longer be damaged by wind or M.A.D. type damage. (Atlanqa, Eureka M.A.D.M.A.N, M.A.D. Mine, etc)

Description: This version reworks Roadrunner to a tactical unit. The nerfs applied is to balance the new function of stunning nearby enemy vehicles with its EMP. This enables units like Alanqa, Tarchia and Eureka to fulfill their waiting role before able to deal their damage towards ground units.

Road Runners are unable to damage buildings by default, they are only Unit killing machines, problem is right now that they are easily mass-produced, can crush infantry with their speed and can even go on to killing Nuwa cannons if they felt like it.

Now speed is fine and a spinblade user should be rewarded for using it (though I'm not sure if some people not using the spin blade justifies the buffs, but they aren't that game changing) and they seem to be focused on Anti-tank now which is also fine (while it's true they can still crush infantry, you can just keep them together with the uncrushable infantry to form a barrier) the main problem was just lying in how easily they annihilated armies, especially epsilon ones because other than brutes which are melee, you had no way to stop Road Runner+minermite All-Ins.


Edited by StolenTech, 20 January 2018 - 01:53 AM.


#27 TeslaCruiser

TeslaCruiser

    Elitist condescending prick, Arrogant cunt

  • Members
  • 324 posts
  • Location:Chile
  •  mp bot

Posted 20 January 2018 - 01:54 AM

Roadrunners are not capable to deal any damage against structures

Current Nerf seems ok, I would like to see its damage against infantry reduced even more TBH



#28 Flandre

Flandre

    Saury Hunter

  • Members
  • 279 posts
  • Location:Scarlet Devil Mansion
  •  Defense Order

Posted 20 January 2018 - 03:39 AM

 

 

++ added: new Foehn Origins mission 'Nobody Home'
++ added: new Foehn Origins mission 'Kill the Messenger'
++ added: new Foehn Origins mission 'Tainted Empire'

 

Oh yes! Finally we see this.


fbea3f0ec9a8fd29fb5b6017d4816af6.jpg

 

 

 

 

 

 

 

 

 

 

 

 

 

 

China's Four Heavenly Sisters


#29 Allied Commander ???

Allied Commander ???

    M.A.D.M.A.N within your vicinity

  • Members
  • 186 posts
  • Location:Antarctica Allied Outpost
  •  A random Harrier jet taxiing around

Posted 20 January 2018 - 03:59 PM

The Ironwing hype tho... I'm pretty interested in its capabilities

BTW how does the new Tech Ore Refinery look like anyways?
Spoiler

#30 SteamsDev

SteamsDev
  • New Members
  • 1 posts

Posted 20 January 2018 - 07:17 PM

nerf: Prism Tank price increased from $1400 to $1450

Isn't the Prism Tank already nerfed enough? I can't even use those things anymore, they're so weak!



#31 TheWankBank

TheWankBank
  • Members
  • 236 posts
  •  What am I doing here?

Posted 20 January 2018 - 07:19 PM

They're weak ALONE. you need to use them in conjunction with Thors and mirages.

 

Army deleter works too.


iy2vXkp.png

Games -

 

Command and Conquer Red Alert 2/3 and Yuri's Revenge

Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun

Command and Conquer Generals and Zero hour

 


#32 Nox667

Nox667
  • Members
  • 12 posts
  • Location:doesnt concern you
  •  noone interesting

Posted 20 January 2018 - 10:00 PM

prism tanks are far from weak. their damage output vs buildings and infantry, paired with their speed and shrapnel when attacking units allows them to hit very hard and withdraw quickly aswell. also aside from chronoing tortoises, prism tank + chronosphere allows to easily snipe anything where the enemy lacks units/defenses. i kinda wonder what that 50$ price increase is even going to do, dont think a small change like that will be noticeable at all


Edited by Nox667, 20 January 2018 - 10:01 PM.

Infinite are: the universe and human stupidity. Im not quite sure about the universe. - *supposedly* Albert Einstein

 


#33 Battle Bee

Battle Bee
  • Members
  • 60 posts

Posted 20 January 2018 - 10:05 PM

>Save and load

>Map editor

>Foehn origins

>Fixed loading screen resolutions

>MOON MISSION

 

THE TIME FOR HYPENING HAS COME


Edited by Battle Bee, 20 January 2018 - 10:07 PM.


#34 Tathmesh

Tathmesh

    title available

  • Members
  • 251 posts
  • Location:In the eye of the storm
  •  Is okay at Foehn

Posted 21 January 2018 - 02:55 AM

The Ironwing hype tho... I'm pretty interested in its capabilities

BTW how does the new Tech Ore Refinery look like anyways?


Is it going to be some kind of significant unit? It just seems like an end-of-mission prop.

How I'm expecting Kill the Messenger to go is that the main objective is just to escort Yunru to the Ironwing. Yunru loads in and the Ironwing flies off.

#35 NorthFireZ

NorthFireZ

    Writer, Amateur cook, and Slacker

  • Members
  • 313 posts
  • Projects:A Fan fiction ravioli
  •  Just another pleb

Posted 21 January 2018 - 04:52 AM

nerf: Prism Tank price increased from $1400 to $1450

Isn't the Prism Tank already nerfed enough? I can't even use those things anymore, they're so weak!

 

Sorry man, it seems like the general line of thinking is that people need to build snipers (which are also expensive) to deal with infantry instead of building prism tanks even though prisms are the only thing in EA's arsenal that is effective against buildings. It's not like EA's T3 monsters can't target buildings at all and Mirage tanks tickle anything that's not armor. It's not like EA lacks generalist units and requires more money and time to build up an army. It's not like EA struggle to close out games simply because they don't have the anti-structure power like other factions. Pfft, no it's because they decreased the price of the overpriced Charon tank by 100, so technically it's cheaper if you build a Charon and a Prism now. 


Warning, cancerous poster. Any and every precaution must be used agains this one. Do not underestimate his insanity.

@ https://www.fanficti...1/At-Mind-s-End

#36 JackoDerp

JackoDerp
  • Members
  • 138 posts
  • Location:Somewhere in the UK
  • Projects:Doing dumb shit to Red Alert 1
  •  Arrogant arsehole with questionable sanity.

Posted 21 January 2018 - 11:15 AM

It's not difficult to attack things with Prism tanks you know.

Everyone seems to be arguing over how Yunru came into such a position of power,

yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.


#37 PeaceKeep0r

PeaceKeep0r
  • New Members
  • 4 posts
  • Location:'Murica
  •  Lurker

Posted 22 January 2018 - 06:15 AM

Overall, a pretty solid foundation for nerfs and buffs, I see the suppressor being mentioned so I won't bother restating that issue.

 

Buuuuuuuuuuuuuuut

 

 

- nerf: Prism Tank price increased from $1400 to $1450

- nerf: Dustdevil price increased from $1400 to $1450, strength decreased from 420 to 400

+ buff: Rocketeer price decreased from $550 to $500

- nerf: Stalker strength decreased from 340 to 300, price increased from $1450 to $1500

+ buff: Dybbuk-Attacker price decreased from $1100 to $1050

+ buff: Plague Splatter accuracy increased, price decreased from $800 to $750, firepower increased from 120 to 135

+ buff: Shadray price decreased from $1650 to $1600

 

These $50 price nerfs/buffs are unnecessary for these units, they just don't do anything in the short or long term.


Edited by PeaceKeep0r, 22 January 2018 - 06:19 AM.


#38 doctormedic

doctormedic

    Giver of Demolition trucks

  • Members
  • 506 posts

Posted 22 January 2018 - 07:38 AM

This is starcraft balance of reducing the price or the training time of a unit by 5 points,doesnt really change much in the long run but is unnecesery in my opinion.



#39 Damfoos

Damfoos

    When world domination haven't cured the emptiness inside

  • Members
  • 839 posts
  • Location:Russia
  • Projects:Translation of various cool C&C mods.
  •  Mental Omega Russian Translator

Posted 22 January 2018 - 08:21 AM

Yeah, these 50$ changes matter nothing in case of lategame units or units you won't spam in really big numbers (such as pad aircraft), it will only have effect on spammable units and the early game ones (like infantry). That stalker price change is useless because with cloning vats it is just -25$ per stalker, which is not a big deal at all. As for rocketeers, what they really need is more DPS, preferably against armored targets and buildings too, not the price drop so they are easier to spam.

Edited by Damfoos, 22 January 2018 - 08:23 AM.


#40 Allied Commander ???

Allied Commander ???

    M.A.D.M.A.N within your vicinity

  • Members
  • 186 posts
  • Location:Antarctica Allied Outpost
  •  A random Harrier jet taxiing around

Posted 22 January 2018 - 09:13 AM

So will we get an extra Engineer in some
Allied missions like Panic Cycle to compensate for the change that Medics no longer form a Repair IFV?
Spoiler




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users