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Patch 3.3.4 Proposed Changelog


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#241 TY229

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Posted 05 August 2018 - 01:33 PM

about time that got nerfed.

 

Rest in pieces Centurion rush


Your balance suggestions are bad


#242 TrollWarlord

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Posted 05 August 2018 - 02:30 PM

- nerf: Chinese Atomheart requires 300 power units instead of 50, just like the other Soviet labs

 

Thank the Emperor for this one!



#243 PACER

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Posted 05 August 2018 - 02:32 PM

 

- nerf: Chinese Atomheart requires 300 power units instead of 50, just like the other Soviet labs

MZ040nO.gif
gif.gif

 

 

I must say that robbed most of the fun when playing as CN...


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#244 Drezalnor

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Posted 05 August 2018 - 02:42 PM

I don't know what exactly forced this change-but now one thing is clear-I'll be playing China a little less now on.
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#245 TY229

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Posted 05 August 2018 - 02:44 PM

> techrushing into something broken

> fun


Your balance suggestions are bad


#246 TeslaCruiser

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Posted 05 August 2018 - 05:52 PM

Now we need some buffs to SC

 

Mantis HP / Firepower buff maybe?



#247 BlackAbsence

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Posted 05 August 2018 - 06:45 PM

Now we need some buffs to SC

 

Mantis HP / Firepower buff maybe?

Considering that they have special fibre-armour... or whatever... how about they get repaired twice as fast?

I remember suggesting, a long time ago, that they leave husks behind when they die. A mantis husk would:

- Rapidly repair nearby mantis tanks, but take damage while doing so (if possible).

- Be able to be repaired back to a functioning mantis tank with an engineer from its owners side.

 

I personally would like to see the speeder trike become more accurate so it could, at least, hit a terror drone while retreating from it.


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#248 Handepsilon

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Posted 06 August 2018 - 01:01 AM

Quicker repair rate was supposed to be Rhino's specialty, which somehow doesn't work.

Edited by Handepsilon, 06 August 2018 - 01:02 AM.

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#249 BotRot

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Posted 06 August 2018 - 04:18 AM

Will the Phantasm receive the same change as the Mirage Tank (new deploy feature)?

 

Will deployed Mirage Tanks have a visual effect to distinguish them from undeployed ones, like Shadow Tanks do?


hT8PHUN.gif


#250 JackoDerp

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Posted 06 August 2018 - 08:35 AM

* change: veteran strength multiplier increased from 1.25 to 1.4, elite firepower multiplier from 1.25 to 1.4

Oh nice, Veterancy might actually mean something now.

* change: Mirage Tank gets a new 'hold the fire' mode on deploy command, can still be ordered to attack

Sounds like a pretty niche ability imo, the chances of a Euro Player needing to do this or pulling off the ultimate ambush with this is rather low, imo.
Lets see if TY can make it work :v

* change: Shadow Tank's 'hold the fire' mode no longer makes the unit immobilized, can be ordered to attack

Yeeeeet. Is it still going to use the Whiter Frame for this mode?

* change: Buratino now has two firing modes: precise and spread, use the deploy command to switch

Don't know if I like this, I thought Buratinos were fine as they were (well, including the 25% damage buff to defenses). What is the difference between the two modes going to be exactly?

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


#251 Solais

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Posted 06 August 2018 - 09:06 AM

Veterancy can easily mean something more now, since in the latest Ares, units can transform into other units through veterancy.

 

They can also do that via deploy and water image too, so for instance, a helicopter could turn into a tank on deploy, which then could go into water to become a sub, and such.



#252 BotRot

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Posted 06 August 2018 - 09:45 AM

 

* change: Buratino now has two firing modes: precise and spread, use the deploy command to switch

Don't know if I like this, I thought Buratinos were fine as they were (well, including the 25% damage buff to defenses). What is the difference between the two modes going to be exactly?

 

The spread firing mode is likely just the default mode. Best against infantry blobs and big structures.

 

The precise firing mode is probably the buff the Buratino needs against defenses which occupy only 1 cell (e.g. Sentry Gun). Combined with the increased damage to defenses, the Confederation won't have to rely on Morales to knock down enemy defenses quick.

 

Veterancy can easily mean something more now, since in the latest Ares, units can transform into other units through veterancy.

 

They can also do that via deploy and water image too, so for instance, a helicopter could turn into a tank on deploy, which then could go into water to become a sub, and such.

I believe complete transformation of one vehicle to another class (airborne or navy) is something that Red Alert 3 should only keep. So unless a madman would want to turn Megalodon to become amphibious when elite (and have cool voxel of mechshark with laser teeth as well), the new veterancy's potential is left for others to explore. 

 

muh skill cap


hT8PHUN.gif


#253 JackoDerp

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Posted 06 August 2018 - 11:47 AM

Only other unit I can think of that actually might use the deploy logic would be Colossus.
And Maybe Gehenna

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


#254 Tathmesh

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Posted 06 August 2018 - 12:34 PM

 

+ buff: Hunter-Seekers now have a small laser they'll use against infantry and units before detonation

 

Shouldn't this be a cryobeam because lasers are USA's thing? :U

 

This is kind of an interesting change, but I'm not sure how effective it will be without a clearer idea of the laser. How much damage does each laser deal? How fast are these lasers fired (Tanya-fast or Aeroblaze-fast)? What target does the laser prioritize? 



#255 StolenTech

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Posted 06 August 2018 - 12:55 PM

Tyrants right now become irrelevant after first or second use because base defenses get spread everywhere and you can't take them down easily, so how about we give them a second mode ?

I was thinking the second mode could make tyrants move normally on ground like other units, and get a decently long ranged attack that slows down units (by 10% or 15% for 6-8 seconds) this would at least help them not be unusable after a couple of uses (or if they get spotted too early).

but that's just a thought, any other ideas for a secondary mode for tyrants ?


Edited by StolenTech, 06 August 2018 - 12:57 PM.


#256 JackoDerp

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Posted 06 August 2018 - 01:08 PM

I heard Rumours of a Oxidiser-type beam for ground units being added to Tyrants, which sounds pretty yeety
Gives them a bit more use on the ground at least

Edited by JackoDerp, 06 August 2018 - 01:08 PM.

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


#257 PACER

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Posted 06 August 2018 - 03:06 PM

Tyrants right now become irrelevant after first or second use because base defenses get spread everywhere and you can't take them down easily, so how about we give them a second mode ?

I was thinking the second mode could make tyrants move normally on ground like other units, and get a decently long ranged attack that slows down units (by 10% or 15% for 6-8 seconds) this would at least help them not be unusable after a couple of uses (or if they get spotted too early).

but that's just a thought, any other ideas for a secondary mode for tyrants ?

 Yet another reason to send Splatters directly to the Grinder


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#258 BlackAbsence

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Posted 06 August 2018 - 05:39 PM

Tyrants right now become irrelevant after first or second use because base defenses get spread everywhere and you can't take them down easily, so how about we give them a second mode ?

So how about sabotaging their power? Shadow-ringed infiltrators via driller is a thing.

 

The only addition I think they deserve is EMP immunity because of how hit-and-run oriented they are.


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#259 StolenTech

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Posted 06 August 2018 - 06:09 PM

 

Tyrants right now become irrelevant after first or second use because base defenses get spread everywhere and you can't take them down easily, so how about we give them a second mode ?

So how about sabotaging their power? Shadow-ringed infiltrators via driller is a thing.

 

The only addition I think they deserve is EMP immunity because of how hit-and-run oriented they are.

 

yes I'll sabotage gun turrets and bunkers that'll work, they could be defending with units as well.



#260 BlackAbsence

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Posted 06 August 2018 - 06:45 PM

 

 

Tyrants right now become irrelevant after first or second use because base defenses get spread everywhere and you can't take them down easily, so how about we give them a second mode ?

So how about sabotaging their power? Shadow-ringed infiltrators via driller is a thing.

 

The only addition I think they deserve is EMP immunity because of how hit-and-run oriented they are.

 

yes I'll sabotage gun turrets and bunkers that'll work, they could be defending with units as well.

Lol 2 or 3 gun turrets are easy to kill with tyrants. 10 tyrants seem to be my golden number for them. Bunkers are a slightly different story but if they had the time to spam those and fill 'em up with flak troopers then they deserve to have that prevention... until plague splatters come along. 


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