Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 2:03 am
All times are UTC + 0
Patch 1.02 for Kane's Wrath!
Moderators: Global Moderators
Post new topic   Reply to topic Page 1 of 1 [31 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Dec 12, 2008 11:59 am    Post subject:  Patch 1.02 for Kane's Wrath!
Subject description: The Live team is fully functional!
Reply with quote  Mark this post and the followings unread

Kane's Wrath should get a new patch in the next weeks. This patch is mainly focused on competitive online gaming, so do not expect a mod compatibility with it, neither AI fixes for the Global Conquest Mode, which got majorly screwed up in the last patch due to the economic changes.

Anyway, here's the changelist:



Bug fixes:

· Fixed an error that sometimes caused players to unexpectedly select multiple control groups at once when rapidly switching between control groups.
· Beacons once again work for subfactions
· GDI Slingshot and Shatterer icons swapped at the Reclamator Hub to mirror the War Factory
· Watch tower will now correctly autotarget units at maximum range
· ZOCOM Shatterer can no longer bypass the overload beam power down by using Call for Transport
· Sonic fencing will no longer disappear from the armory when healing infantry
· Decoy Specters will no longer deal the full non-decoy damage if the decoy dies while the weapon shell is in flight
· Decoy specters will no longer do damage if the decoy dies while the shell is in flight
· Specters will no longer damage airborne units
· Nod Crane can now build the Voice of Kane
· Units will no longer retain the mothership catalyst effect when transported through a wormhole
· Decoy Tripods can no longer EMP
· Fixed an exploit that allowed small units to walk along the map border, outside of normal detection, on the Tournament Tower map


Global Conquest:

· Meta-unit hardpoints will be reset at the beginning of each Global Conquest battle
· Strike forces can now have spaces in their names


Global changes:

· Level 2 Veterancy bonus increased from +20% damage, +30% health to +25% damage, +40% health.
· All Harvesters: cost reduced to 1600, build time reduced to 16s. This will speed up the time to unit production and decrease the impact of all-in rushes without affecting the early-game scouting phase.


GDI factions – units

· Guardian Cannon damage increased from 175 to 200
· Hammerhead: range increased from 200 to 300, speed increased from 150 to 160
· ZOCOM Orca: clip size increased to 5
· Rig: unpacked hit points increased from 5000 to 5500
· Rig stealth detection range increased from 200 to 400
· Zone Shatterer overload beam damage increased from 1250 to 1500
· Shatterer and Zone Shatterer: range increased from 325 to 350
· Orca attack duration increased by 50% per shot
· Mobile Repair Transport repair drone leash distance increased from 50 to 100
· Mammoth tank health increased from 10000 to 11500
· Juggernaut: clip reload time reduced from 5s to 3s
· Juggernaut and Behemoth: turret turn rate doubled
· Titan range increased from 300 to 325


GDI Factions – abilities

· Zone Trooper/Zone Raider jumpjets no longer have a small pre-jump delay, flying speed increased
· Sniper Team no longer unstealths when using Bombard
· Sensor pod cost reduced to 100
· APC minefield cost reduced to 300


GDI Factions – upgrades

· Pitbull Mortar: upgrade cost reduced to 1000
· AP Ammo: cost reduced to 2000, build time increased to 60s
· Hardpoints: build time increased to 60s
· Zone Trooper/Raider Scanner Pack: upgrade range bonus increased from 10% to 20%, cost reduced from 1000 to 500, build time reduced to 15s
· Zone Trooper/Raider Autoinjectors: cost reduced to 1000, build time reduced to 30s
· Stratofighter: upgrade cost reduced to 1000, build time reduced to 30s
· Composite Armor: cost reduced to 1500, build time reduced to 45s
· Tiberium Field Suits: cost reduced to 1000, build time reduced to 30s
· Railgun: upgrade cost reduced to 4000
· Adaptive Armor: research cost reduced to 1000


GDI Factions – powers

· Railgun accelerator: rate of fire bonus increased to 200%, cost reduced to 500
· Orbital bombardment: cost reduced to 3000
· Supersonic air attack: cost reduced to 2000


Nod factions – units

· Fanatics: damage increased from 700 to 800, explosion radius increased from 50 to 60
· Attack bike armor versus cannon reduced by 10%
· Black Hand raider buggy stealth detection range increased from 200 to 400
· Obelisk of light cost/build time increased to 2000/20s
· Specter cost/build time increased to 1500/15s
· Shadow team: range increased from 200 to 225, clip reload time reduced by 40%, speed increased from 80 to 90, flying speed increased from 100 to 120
· Reckoner health increased from 2000 to 2200
· Avatar range increased from 350 to 375, commandeered beam cannon damage increased from 900 to 1100, range of flame weapon increased from 100 to 200
· Flame tank range increased from 100 to 150
· Awakened are now much more resilient to missile and cannon fire
· Enlightened hit points increased from 600 to 650
· Venom damage, pre- and post-upgrades, increased by 10%
· Vertigo Bomber area effect radius increased from 30 to 40


Nod factions – Abilities

· Disruption pod: cost reduced to 300
· Booby trap: cost decreased to 100


Nod factions – Upgrades

· Tiberium Infusion: cost reduced to 1000, build time increased to 30s
· Laser capacitors: cost reduced to 2500, build time increased to 1:15
· Black disciples: upgrade cost reduced to 1000, build time reduced to 30s
· Tiberium core missiles: cost increased to 2500, build time increased to 1:15
· Super charged particle beam: cost reduced to 3000
· Dozer blades: armor bonus decreased from 25% to 15%


Nod factions – powers

· Cloaking field: damage vs infantry reduced to 400 from 500
· Power signature scan: cost reduced to 300
· Decoy temple: cost reduced to 500
· Redemption power: cost decreased to 750
· Radar Jamming Missile: cost reduced to 300


Scrin factions – units

· Hexapod: ravager addition no longer hits air
· Devourer tank range reduced from 350 to 340
· Corrupter healing reduced by 50%
· Seeker tank armor versus rockets increased 10%, armor versus gun increased 10%
· Planetary Assault Carrier: damage increased from 45 to 55, health of drones increased 10%
· Mechapede: disintegrator segment range increased from 150 to 175
· Mechapede corrupter segment healing reduced by 66%
· Mechapede ravager segment: range increased from 300 to 325
· Shard Walker: cost/build time increased to 800/8s
· Tripod and Reaper Tripod damage increased by 10%


Scrin factions – abilities

· Blink packs have been tuned to feel significantly more responsive
· Ion storm healing increased from 2% to 5%
· Mastermind/Prodigy teleport recharge increased to 20s, no longer works on EMP’d/phased units
· Cultist, prodigy, and mastermind mind controls (all types) no longer work on Epic Units or commandos


Scrin factions – upgrades

· Advanced articulators: cost reduced to 1000, build time reduced to 30s, speed bonus increased by 10%
· Traveler engines: cost reduced to 1500, speed bonus increased by an additional 10%
· Reaper 17 forcefields: cost reduced to 2000, build time reduced to 60s
· Shard launchers: cost reduced to 2500, build time increased to 1:15
· Plasma Disc launcher: cost and build time reduced to 1500/45s
· Blink Packs: cost/build time reduced to 500/15s
· Forcefield generator: cost reduced to 4000
· Blue shards: cost reduced to 2000, build time increased to 60s
· Attenuated forcefields: build time reduced to 60s


Scrin factions – powers

· Tiberium vibration scan: cost reduced to 300
· Infestation power cost reduced to 1000




And that's what you should expect from this patch. Too bad that they are really saying no for mod support for Kane's Wrath, specially in a time where a lot of interesting mods for TW are finally going live, like Tiberium Essence and Granatball.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Fri Dec 12, 2008 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Better late than never

(but still its been a while)

_________________
Creator of TS:BoB and some other things that might be good when finnished.

Back to top
View user's profile Send private message Send e-mail Skype Account
Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Dec 12, 2008 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its EA. Ultra Nerf/Uber as balance for the loss.

_________________
You come for the modding but you stay for the Crap Forum.

Back to top
View user's profile Send private message Skype Account
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Dec 12, 2008 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hit crtl+f

then I typed in cost increased/

only 1 thing popped up, and upgrade for nod.

They nerfed the economy, but I guess they are making everything cheap too.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Dec 12, 2008 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, this may get me back to KW... Looks good.

Back to top
View user's profile Send private message Send e-mail Skype Account
MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Fri Dec 12, 2008 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I honestly didn't think I would see another patch for KW. I'm so glad there are going to do 1.02! I just really wish they would fix the AI...

_________________
MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.)

Back to top
View user's profile Send private message Skype Account
Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Dec 13, 2008 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

the new RISK style game play has its potential, but the AI is stupid, and there isn't enough to it to make it something you go back to continuously. You should be able to LAN with 3 other people and play them as well.

_________________
You come for the modding but you stay for the Crap Forum.

Back to top
View user's profile Send private message Skype Account
Inzane Krazy (Guest)
Guest




PostPosted: Sat Dec 13, 2008 3:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh crap, Who would have known EA would patch an expansion when the new game came out :O

Apoc wasnt kidding when he said that they were focusing on patching RA3 and KW :O

Back to top
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sat Dec 13, 2008 6:52 am    Post subject: Re: Patch 1.02 for Kane Reply with quote  Mark this post and the followings unread

What about the Nod SAM Turret de-synch fix everyone kept shrieking about, or allowing the Enlightened to enter the Redeemer? :/ Anyway, besides that, all I don't like are:

Quote:
· Devourer tank range reduced from 350 to 340


Any nerf of this tank at all is unwarranted. Feh.

Quote:
· Seeker tank armor versus rockets increased 10%, armor versus gun increased 10%


Wha? OK, versus gun I can handle, but why rockets? If you aren't Traveler, Attenuated Forcefields alleviate any armor issues with the Seeker and Gun/Shard Walker. IMO, anyway.

Quote:
· Mechapede: disintegrator segment range increased from 150 to 175


Disgusting. Nothing more to say. Moving on.

Quote:
· Blink Packs: cost/build time reduced to 500/15s


This wasn't needed, either. For the more clever Scrin player, this upgrade WILL make a substantial difference in combat. The cost of this difference was fine before and shouldn't have been tampered with. The build time change is tolerable but the cost is a bit low now.

As Revolutionary said, better late than never, and I do welcome a lot of the changes. But they need to do a hot-fix 1.03 for the de-synchs and AI bugs.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
Gun Ship
Cyborg Soldier


Joined: 28 Jan 2006
Location: Melbourne, Australia

PostPosted: Sat Dec 13, 2008 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

To little to late EA! This isn't enough to make me installing KW again!

_________________

Back to top
View user's profile Send private message Skype Account
Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Sat Dec 13, 2008 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I´m still waiting for those Art Assets, but I guess the patch is a good start for damage containment. What a shame that the capabilities of the SDK make TW so much more fun to play now.

_________________
Off Duty.

Back to top
View user's profile Send private message
Y.B. Volgin
Guest




PostPosted: Sat Dec 13, 2008 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your loss, Gunship. Not EA's.

Also, a nice little gift indeed. I can't wait to get to playin again when the holidays roll 'round.

Back to top
Hotcakes
Guest




PostPosted: Sun Dec 14, 2008 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, at least Kane's Wrath got as many patches as The First Decade. It's still embarrassing that EAs 'new support policies' are as good their old.

Back to top
Gun Ship
Cyborg Soldier


Joined: 28 Jan 2006
Location: Melbourne, Australia

PostPosted: Sun Dec 14, 2008 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Y.B. Volgin wrote:
Your loss, Gunship. Not EA's.

Also, a nice little gift indeed. I can't wait to get to playin again when the holidays roll 'round.


How is it my loss when I though KW sucked? I was glad to see the back end of that buggy, unbalanced, continuality confused piece of crap spam fest!

_________________

Back to top
View user's profile Send private message Skype Account
Guest





PostPosted: Sun Dec 14, 2008 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gun Ship wrote:
How is it my loss when I though KW sucked?


Your lose Gun Ship, wasn't EA who thought it sucked. lol

Back to top
Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Dec 14, 2008 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why do people insist on forgetting the topic and trying to score points in conversation?

Back to top
View user's profile Send private message
Gun Ship
Cyborg Soldier


Joined: 28 Jan 2006
Location: Melbourne, Australia

PostPosted: Mon Dec 15, 2008 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

Your lose Gun Ship, wasn't EA who thought it sucked. lol


Oh, I get it your a troll which would also explain why you are posting as guest. Well I'm not going to play along so go find someone else annoy! Anyway, like I said earlier this isn't enough to get me playing KW again but its good to see EA is doing something about fixing, some of, KW's many problems.

_________________

Back to top
View user's profile Send private message Skype Account
Y.B. Volgin
Guest




PostPosted: Mon Dec 15, 2008 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry sweety, last post was not me. But you already lost by becoming ENRAAAAAAAAAAAGED. The troll won already, you've lost.

The mods/admins can totally check IPs on guests, right?

Back to top
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 15, 2008 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, where'd my post go?

Back to top
View user's profile Send private message Send e-mail
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Dec 15, 2008 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

there's also a "beta" patch 1.06 for ra3. I have no idea what it is, but the homepage of c&c.com mentions it.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Dec 15, 2008 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Half of these changes are total reverts from patch 1.01.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Dec 15, 2008 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Y.B. Volgin wrote:
The mods/admins can totally check IPs on guests, right?


Goes without saying #Tongue

Back to top
View user's profile Send private message
DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Dec 16, 2008 2:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Sup, deleted two posts considering them as spam.

And mod SDK would be very nice for C&C modders if it'd come soon or at all...

Back to top
View user's profile Send private message
Y.B. Volgin
Guest




PostPosted: Tue Dec 16, 2008 6:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe the game uses references to a Titan Mk. 2, the chassis base the Juggernaut Mk. 3 is based on.

Besides, the Tiberian Sun Titans were phased out way before KW. If EA really wanted to be lazy, they could've used the models already in KW and just boned 'em.

Back to top
Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Dec 17, 2008 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh god both of you stop this, it's pointless I already trimmed the weeds out of this thread already. Stop telling each other to shut up, because you're creating an ever lasting cycle. Also I have a great great great difficulty in understanding why someone would insist to spell a word wrong for the sake of proving a point (what point?). Just bloody spell properly and consider that you're not the only person here.

Although back to topic, I'm yet to download this patch. I have to say I was quite disappointed with the KW balancing issues, I seriously hope this patch can iron out a lot of annoying flaws.

_________________


Back to top
View user's profile Send private message
DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Dec 17, 2008 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Huge split is huge! #Tongue

For those who insist using words that does not exist just check the frigging dictionary before posting and making yourselves clowns.

Back to top
View user's profile Send private message
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Wed Dec 17, 2008 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
there's also a "beta" patch 1.06 for ra3. I have no idea what it is, but the homepage of c&c.com mentions it.


Said patch is now out of beta and final. It corrects a critical exploit and makes Automatching easier.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Dec 17, 2008 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heads up!!!

KW Patch 1.02 is up for DL on the auto-updater!!!

Im downloading it right now!!! WOOOTTTT!!!!

****Official patch info from read me thing****

==================================================================
Command & Conquer(tm) 3: Kane's Wrath
Version 1.02 Patch Notes - December, 2008

This patch brought to you by the C&C Live Team, EALA
==================================================================



This patch for Command & Conquer(tm) 3 Kane's Wrath fixes several
bugs and makes gameplay and slight economic balance changes across all nine factions.



Bug fixes:

· Fixed an error that sometimes caused players to unexpectedly select multiple control groups at once when rapidly switching between control groups.

· Beacons once again work for subfactions

· GDI Slingshot and Shatterer icons swapped at the Reclamator Hub to mirror the War Factory

· Watch tower will now correctly autotarget units at maximum range

· ZOCOM Shatterer can no longer bypass the overload beam power down by using Call for Transport

· Sonic fencing will no longer disappear from the armory when healing infantry

· Decoy Specters will no longer deal the full non-decoy damage if the decoy dies while the weapon shell is in flight

· Decoy specters will no longer do damage if the decoy dies while the shell is in flight

· Specters will no longer damage airborne units

· Nod Crane can now build the Voice of Kane

· Units will no longer retain the mothership catalyst effect when transported through a wormhole

· Decoy Tripods can no longer EMP

· Fixed an exploit that allowed small units to walk along the map border, outside of normal detection, on the Tournament Tower map


Global Conquest:

· Meta-unit hardpoints will be reset at the beginning of each Global Conquest battle

· Strike forces can now have spaces in their names



Global changes:

· Level 2 Veterancy bonus increased from +20% damage, +30% health to +25% damage, +40% health.

· All Harvesters: cost reduced to 1600, build time reduced to 16s.
This will speed up the time to unit production and decrease the impact of all-in rushes without affecting the early-game scouting phase.



GDI factions – units

· Guardian Cannon damage increased from 175 to 200

· Hammerhead: range increased from 200 to 300, speed increased from 150 to 160

· ZOCOM Orca: clip size increased to 5

· Rig: unpacked hit points increased from 5000 to 5500

· Rig stealth detection range increased from 200 to 400

· Zone Shatterer overload beam damage increased from 1250 to 1500

· Shatterer and Zone Shatterer: range increased from 325 to 350

· Orca attack duration increased by 50% per shot

· Mobile Repair Transport repair drone leash distance increased from 50 to 100

· Mammoth tank health increased from 10000 to 11500

· Juggernaut: clip reload time reduced from 5s to 3s

· Juggernaut and Behemoth: turret turn rate doubled

· Titan range increased from 300 to 325



GDI Factions – abilities

· Zone Trooper/Zone Raider jumpjets no longer have a small pre-jump delay, flying speed increased

· Sniper Team no longer unstealths when using Bombard

· Sensor pod cost reduced to 100

· APC minefield cost reduced to 300



GDI Factions – upgrades


· Pitbull Mortar: upgrade cost reduced to 1000

· AP Ammo: cost reduced to 2000, build time increased to 60s

· Hardpoints: build time increased to 60s

· Zone Trooper/Raider Scanner Pack: upgrade range bonus increased from 10% to 20%, cost reduced from 1000 to 500, build time reduced to 15s

· Zone Trooper/Raider Autoinjectors: cost reduced to 1000, build time reduced to 30s

· Stratofighter: upgrade cost reduced to 1000, build time reduced to 30s

· Composite Armor: cost reduced to 1500, build time reduced to 45s

· Tiberium Field Suits: cost reduced to 1000, build time reduced to 30s

· Railgun: upgrade cost reduced to 4000

· Adaptive Armor: research cost reduced to 1000



GDI Factions – powers


· Railgun accelerator: rate of fire bonus increased to 200%, cost reduced to 500

· Orbital bombardment: cost reduced to 3000

· Supersonic air attack: cost reduced to 2000




Nod factions – units


· Fanatics: damage increased from 700 to 800, explosion radius increased from 50 to 60

· Attack bike armor versus cannon reduced by 10%

· Black Hand raider buggy stealth detection range increased from 200 to 400

· Obelisk of light cost/build time increased to 2000/20s

· Specter cost/build time increased to 1500/15s

· Shadow team: range increased from 200 to 225, clip reload time reduced by 40%, speed increased from 80 to 90, flying speed increased from 100 to 120

· Reckoner health increased from 2000 to 2200

· Avatar range increased from 350 to 375, commandeered beam cannon damage increased from 900 to 1100, range of flame weapon increased from 100 to 200

· Flame tank range increased from 100 to 150

· Awakened are now much more resilient to missile and cannon fire

· Enlightened hit points increased from 600 to 650

· Venom damage, pre- and post-upgrades, increased by 10%

· Vertigo Bomber area effect radius increased from 30 to 40



Nod factions – Abilities

· Disruption pod: cost reduced to 300

· Booby trap: cost decreased to 100



Nod factions – Upgrades

· Tiberium Infusion: cost reduced to 1000, build time increased to 30s

· Laser capacitors: cost reduced to 2500, build time increased to 1:15

· Black disciples: upgrade cost reduced to 1000, build time reduced to 30s

· Tiberium core missiles: cost increased to 2500, build time increased to 1:15

· Super charged particle beam: cost reduced to 3000

· Dozer blades: armor bonus decreased from 25% to 15%




Nod factions – powers

· Cloaking field: damage vs infantry reduced to 400 from 500

· Power signature scan: cost reduced to 300

· Decoy temple: cost reduced to 500

· Redemption power: cost decreased to 750

· Radar Jamming Missile: cost reduced to 300




Scrin factions – units

· Hexapod: ravager addition no longer hits air

· Devourer tank range reduced from 350 to 340

· Corrupter healing reduced by 50%

· Seeker tank armor versus rockets increased 10%, armor versus gun increased 10%

· Planetary Assault Carrier: damage increased from 45 to 55, health of drones increased 10%

· Mechapede: disintegrator segment range increased from 150 to 175

· Mechapede corrupter segment healing reduced by 66%

· Mechapede ravager segment: range increased from 300 to 325

· Shard Walker: cost/build time increased to 800/8s

· Tripod and Reaper Tripod damage increased by 10%



Scrin factions – abilities

· Blink packs have been tuned to feel significantly more responsive

· Ion storm healing increased from 2% to 5%

· Mastermind/Prodigy teleport recharge increased to 20s, no longer works on EMP’d/phased units

· Cultist, prodigy, and mastermind mind controls (all types) no longer work on Epic Units or commandos



Scrin factions – upgrades

· Advanced articulators: cost reduced to 1000, build time reduced to 30s, speed bonus increased by 10%

· Traveler engines: cost reduced to 1500, speed bonus increased by an additional 10%

· Reaper 17 forcefields: cost reduced to 2000, build time reduced to 60s

· Shard launchers: cost reduced to 2500, build time increased to 1:15

· Plasma Disc launcher: cost and build time reduced to 1500/45s

· Blink Packs: cost/build time reduced to 500/15s

· Forcefield generator: cost reduced to 4000

· Blue shards: cost reduced to 2000, build time increased to 60s

· Attenuated forcefields: build time reduced to 60s



Scrin factions – powers

· Tiberium vibration scan: cost reduced to 300

· Infestation power cost reduced to 1000

_________________
MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.)

Back to top
View user's profile Send private message Skype Account
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Thu Dec 18, 2008 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

That was fast. Now if they'd release a de-synch hot-fix patch and if they roll back the cost of Blink Packs, then I think they'll be about done patching that until all of RA3's kinks are worked out.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Dec 18, 2008 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds kinda kinky

Hmm, whats does EA have in the works, patch for RA (the main team), RA xpack (third party team in india), and then I am guessing the 'live' team is making the supposed 1.10 for TW. RASDK, we will never know.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 18, 2008 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now give us a KW mod SDK and I'm really happy #Tongue

Back to top
View user's profile Send private message Send e-mail Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [31 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You cannot post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2148s ][ Queries: 11 (0.0097s) ][ Debug on ]