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Patch 3.3.4 Proposed Changelog


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#81 CLAlstar

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Posted 28 June 2018 - 02:34 PM

please remove AI ability to train spies early, thx

Impossible by default due how the prequesitive works from what i recall.



#82 AlexB

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Posted 28 June 2018 - 08:20 PM

Prereqs are explicitly not checked, and if I would add a global tag to enable those checks, it might cripple the AI.
One thing that might be a possible fix would be a targeted solution: Adding a new tag on units that enable the prereq check when the AI decides what team to build. It would not be a complete solution, because after that decision is made, there still won't be checks, so large teams might build while the prereq situation changes in the meantime. Might be worth a try.

#83 JackoDerp

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Posted 28 June 2018 - 08:21 PM

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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.

 

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#84 StolenTech

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Posted 28 June 2018 - 10:07 PM

+ buff: removed build time multiplier of 1.25 from Mercury Uplink, ROCC & Shield Command

I have a feeling this change will make epsilon have a really really hard time fighting allies, now that soviet tech rush is getting a nerf(which I presume was the reason it was done ?) I suggest undoing this change.

also I already said this in the feedback thread, but can Athenas please not auto target stuff ? it's really annoying how much they keep wasting their valuable shots.


Edited by StolenTech, 28 June 2018 - 10:12 PM.


#85 NorthFireZ

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Posted 29 June 2018 - 12:06 AM

+ buff: removed build time multiplier of 1.25 from Mercury Uplink, ROCC & Shield Command

I have a feeling this change will make epsilon have a really really hard time fighting allies, now that soviet tech rush is getting a nerf(which I presume was the reason it was done ?) I suggest undoing this change.

also I already said this in the feedback thread, but can Athenas please not auto target stuff ? it's really annoying how much they keep wasting their valuable shots.

Allies still have the slowest tech up by far and this only brings them in line with the other factions. You’d still have to buy a 3 powerplants and that’s the main issue. And this also makes Support structure first more viable. There’s almost no reason not to get air field first most of the time just because of how much nessary stuff it brings to the table. An Epsi player on top of their base building is still gonna T3 before Allies.

Athena are the back bone of Aoe damage for USA, they are mob killers and that’s why they auto acquire. No reason to change that.

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#86 JeagerEX12

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Posted 29 June 2018 - 02:56 AM

Still nothing new for the MO Map Editor. Anytime when I tried to run as administrator, it still showing all RA2 assets but nothing from Mental Omega and anything from Yuri's Revenge.

 

I can't wait the Map Editor to be fixed.



#87 TeslaCruiser

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Posted 29 June 2018 - 02:59 AM

The 3 tesla reactor tech rush will still be a thing for China
Atomeheart power requirements needs to be increased to add another tesla reactor at least
I mean, increasing centurion construction by 33% is a huge change but will not be that significative since CHINA can bypass the noclear reactor and build it after the lab

BTW, how about adding this 33% multiplier to all epic units? It would help to improve balance and enrich gameplay options

Slowest tech (T3 acces) goes to foehn, not to allies
supers and extra tech unlock is also faster to allies (against foehn), but not by a signifficant amount

Epsilon T3 rush will be now more notorius, when compared to soviets obviously, but was pasively nerfed when compared to Allies and Foehn due to build time tweaks

Rhan´s range needs to be nerfed, his ranga and damage means he can one shot a lot of stuff including some heroes, as an indicator of his power I can mention his ability to counter Volkov (wich is rightfuly considered op) and to 1 shot fin/alize

would also suggest a range nerf for Morales (primary weapon)

additional suggestion:
I think foehn needs the ability to build an empty refinery (without minermite) from armory tab, this construction option should be unlocked around mid game (either from loom/cyberkernel (?) or from full tier 3)
 



#88 NorthFireZ

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Posted 29 June 2018 - 03:16 AM

 

Slowest tech (T3 acces) goes to foehn, not to allies
supers and extra tech unlock is also faster to allies (against foehn), but not by a signifficant amount

This is without account for having to micromanage power more as Allies btw. If you calculate how much players usually spam power to feel safe or the power needed for just casual defenses in a normal game then Allies definitely still has the slowest tech up in practical terms. 

 

 

There are something interesting things I've found when making this video. 1: It's better to split up a group of 8 diver bees into groups of 4 when trying to kill the Centy. 8 Diver bees can do the job but not when they are all clumped up together. In my honest opinion, instead of a build time nerf the Centy should just have a straight-up health nerf. It takes a ridiculous amount of investment to kill this thing and even then EMP and repair drones can mess up everything. 


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#89 Verthunder

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Posted 29 June 2018 - 09:34 AM

 

* change: Dunerider grenade drop attack previously available through deploy command removed

* change: Tyrant poison trail attack previously available through deploy command removed

 

 

funny abilities they are going to be removed? Now we have choice to use that ablilities or not.  After this patch those units going to be so sad :( 

@Mentalmeisters, Are you going to add new abilities available through deploy command for those units in the future ? Or its just sad remove ?

 

or just make Dunerider grenade drop attack unable to hit any alies units . In big groups of dune riders it shall be usefull 


Edited by Verthunder, 29 June 2018 - 09:47 AM.


#90 JackoDerp

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Posted 29 June 2018 - 10:23 AM

 

 

* change: Dunerider grenade drop attack previously available through deploy command removed

* change: Tyrant poison trail attack previously available through deploy command removed

 

 

funny abilities they are going to be removed? Now we have choice to use that ablilities or not.  After this patch those units going to be so sad :( 

@Mentalmeisters, Are you going to add new abilities available through deploy command for those units in the future ? Or its just sad remove ?

 

or just make Dunerider grenade drop attack unable to hit any alies units . In big groups of dune riders it shall be usefull 

 

 

lol.

I've never even seen Tyrant deploy used before, and Dunerider deploy was just a "kill self and everyone around you" button.

Otherwise known as useless.


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.

 

8QTUrX0.png


#91 Handepsilon

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Posted 29 June 2018 - 10:43 AM

Yeah, tbh... Dunerider has a lot of potency to kill your own army if you somehow accidentally press D


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#92 FELITH

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Posted 29 June 2018 - 12:55 PM


could you buff GC somehow? maybe make them take lesser power.


Edited by FELITH, 29 June 2018 - 01:00 PM.


#93 BlackAbsence

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Posted 29 June 2018 - 05:37 PM

Hazah! A Plague Splatter buff.

It's probably still no prism tank (and why would it?) but it's somethin'.


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#94 Verthunder

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Posted 30 June 2018 - 09:22 AM

When Tyrant explodes we can see many of poison bullets thrown away. How about make this option as deploy comand ?



#95 BotRot

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Posted 30 June 2018 - 12:14 PM

When Tyrant explodes we can see many of poison bullets thrown away. How about make this option as deploy comand ?

Tyrants as part subterranean bombs (or a surprise AOE kind of tank)? I think Scorpion Cell atm has more than enough toxic weaponry already (e.g. Toxic Strike and Bloatick Trap).


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#96 StolenTech

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Posted 30 June 2018 - 09:47 PM

 

++ added: new 'Oil Control' map: '(6) Black's Big Bluff'

nice reference lol.


Edited by StolenTech, 30 June 2018 - 09:47 PM.


#97 FELITH

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Posted 01 July 2018 - 06:32 AM

powr2icon.png

Power Plant build time is around 36s in game

 

nrcticon.png

Nuclear Reactor in 3.3.4 will be around 1m:25s
 

I will use WF as a factor here as its power draining value has the exact division with our both power sources above so it's easy to calculate

 

gwepicon.pngnwepicon.png

Warfactory build time is around 1m:30s

Power Plant + Turbine can power up to 3 WF

Nuclear Reactor can power up to 10 WF

 

powerplant+WF+WF+WF+powerplant+WF+WF+WF+powerplant+WF+WF+WF
total build time =(36*3)+(90*9)=15m:18s

total cost=((800+200)*3)+(2000*9)=21K

nuclear reactor+WFx9
total build time= 85+(90*9)=14m:55s
total cost=1500+(2000*9)=19.5K < still have 1.5K compared to Allies. can even build 1 more reactor

 

and I think the explosion from the nuclear reactor is kind of benefit to soviet to me not that much downside to its owner.

edit: oh I forgot about Industrial Plant and Ore Purifier. so it's balanced? hmmmmmm 
 


Edited by FELITH, 01 July 2018 - 06:41 AM.


#98 Damfoos

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Posted 01 July 2018 - 06:52 AM

We could always make that explosion more devastating, making it risky for the player to have a nuclear reactor close to his valuable structures. Right now the explosion doesn't do much, it's more of a cosmetic thing even.



#99 FELITH

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Posted 01 July 2018 - 06:55 AM

oh Nuclear Reactor can be power source of 20 WF not 10 WF. VALUES @_@
now it's 
obviously unbalanced
 
 

We could always make that explosion more devastating, making it risky for the player to have a nuclear reactor close to his valuable structures. Right now the explosion doesn't do much, it's more of a cosmetic thing even.

I once suggest about more risky thing of the nuclear reactor before. that if one of nuclear reactor goes down all of its owner's nuclear reactor will go blackout for like 30s but people don't like it haha.


Edited by FELITH, 01 July 2018 - 07:09 AM.


#100 Divine

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Posted 01 July 2018 - 11:37 AM

...

additional suggestion:
I think foehn needs the ability to build an empty refinery (without minermite) from armory tab, this construction option should be unlocked around mid game (either from loom/cyberkernel (?) or from full tier 3)
 

Why, tho?


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