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Patch 1.09 readme...
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Banshee
Supreme Banshee


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

PostPosted: Thu Sep 27, 2007 1:03 am    Post subject:  Patch 1.09 readme...
Subject description: Years before the release, we bring it for you!
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Aaron "APOC" Kaufman, C&C Community Manager, has provided the patch 1.09 changes document to some lucky webmasters. So, here's the changes you may find on 1.09. It's really a big list.




---------------------------------------------------------------------------------------
"==================================================================
Command & Conquer 3 Tiberium Wars(tm)
Version 1.09 Patch Notes - October, 2007
==================================================================

This patch for Command & Conquer 3 Tiberium Wars fixes several
bugs, makes balance changes across all three sides, adds a
new four-player multiplayer map, and more.

<Bug>

· Fixed an error that sometimes caused players to unexpectedly
type-select multiple unit types at once due to an interface lag
when rapidly switching between unit types during online play.

· Structures now lose Ground Control radius as soon as they are
destroyed. Previously they continued providing Ground Control for
several seconds while their husks remained onscreen.

· Fixed an error that caused some infantry units to continue
approaching their targets while firing, rather than firing
while standing at their maximum range.

· Fixed an error that caused upgraded Power Plants and Reactors to
continue providing power for several seconds after being destroyed.

· Fixed an error that allowed players to detect enemy structures
through the shroud by using the Set Rally Point marker.

· Fixed an error that caused computer-controlled players with the
"Turtle" personality to not build base defenses as expected.

· Nod Avatar's flamethrower upgrade now correctly shows a
garrison-clearing effect.


<Multiplayer>

/New Map: Wrecktropolis/
The ongoing conflict between the forces of GDI, the Brotherhood
of Nod, and the Scrin have taken a tremendous toll on the world,
as evidenced by countless ruined husks of cities. Wrecktropolis
is one such example. This is a four-player map available for
unranked matches.

/Rebalanced Map: Barstow Badlands/
This map is now slightly larger: There is more buildable area
near players' starting bases, and the chokepoints are not as
narrow. Garrisonable structures should now be symmetrical for
both players.

/Rebalanced Map: Tournament Tower/
This map no longer has a third-tier elevation level in the center
of the map, which frees up this area for battle. Expansion
Tiberium fields switched from blue to green. Various objects
throughout the map have been removed to free up room for base
building and combat.

/Rebalanced Map: Pipeline Problems/
This map no longer has pipelines near the northern starting
position, to mirror the layout of the southern starting position.

/Rebalanced Map: Tiberium Gardens III (Kane Edition)/
This Kane Edition map no longer has Tiberium fields along the
narrow ridges. New expansion fields have been added to the far
side of each basin containing a player position.


<Balance>

The following balance changes are intended to make resource-
gathering more strategic and artillery units more viable, while
also further tuning the combat forces to ensure even balance
across all three factions in any combination.


/General Balance Changes/

· Harvesters: Carrying capacity reduced by 42% to 1400 credits of
green crystals and 2800 credits of blue crystals. Gathering cycle
sped up by 8 seconds. Overall rate of income reduced by
approximately 35%.

· GDI MCV, Nod MCV, Scrin Drone Platform: Cost/Build time
increased by 40% to 3500/35, health and speed normalized.

· Outposts: Health increased by 5%. This prevents them from being
destroyed by one use of the Nod Shadow Team's Explosive Charges.


/GDI Balance Changes/

· Grenadier Squad: Range increased by 20%.

· Commando: Suppression time reduced by 70%. This means the
Commando can use his C4 Charges to demolish multiple structures
more quickly.

· Juggernaut: Range increased by 25%.

· Mammoth Tank: Turret turn rate reduced by 66%. This makes the
vehicle slightly less effective at quickly changing targets.

· Sonic Emitter: Attack power reduced by 25%. This means the
Sonic Emitter can no longer one-shot-kill certain vehicles.


/Brotherhood of Nod Balance Changes/

· Crane: Health increased by 50%, normalizing its health with
that of the GDI Crane and Scrin Foundry.

· Fanatics: Cost/Build time reduced by 13% to 700/7.

· Commando: Suppression time reduced by 70%. This means the
Commando can use her C4 Charges to demolish multiple structures
more quickly.

· Attack Bike: Range increased by 16%.

· Stealth Tank: Attack power increased by 66%.

· Beam Cannon: Range increased by 25%. This does not affect the
Avatar's extra weapon gained from commandeering a Beam Cannon.

· Avatar: Health increased by 25%. Pre-attack delay reduced by
33%. Main weapon's attack power increased by 25%.

· Confessor: Upgrade no longer provides a rate-of-fire bonus to
affected infantry squads.

· Tiberium Infusion: Upgrade bonus to infantry squads' health
reduced by 60%.

· Catalyst Missile: Support Power cost increased by 33% to 2000.

· Tiberium Vapor Bomb: Support Power cooldown time increased by
25% to 300. Attack power increased by 140%.


/Scrin Balance Changes/

· Disintegrators: When crushed by enemy vehicles, attack power of
explosive revenge attack increased by 30%.

· Seeker: Health reduced by 13%.

· Devastator Warship: Range increased by 20%. Rate of fire
reduced by 200%. Attack power increased by 100%. Scatter radius
reduced.

· The Swarm: Support Power can no longer be used directly on top
of infantry and vehicles. Cooldown time increased by 66% to 150.
Now spawns 5 Buzzers instead of 7.

· Phase Field: Support Power no longer affects infantry. Cooldown
time reduced by 50% to 180.


<Other>

· Tuning to Classic Command & Conquer (Left-Click Orders)
mouse interface: Bridges are no longer selected in favor of
issuing move orders. Players can now issue orders on the Radar.

· There is a new Fast-Forward button onscreen while watching
Replays or BattleCasts."

---------------------------------------------------------------------------------------





That's looking good so far. Let's also hope that some of these changes are ported to Kane's Wrath as well.

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Thu Sep 27, 2007 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

WOW THIS IS THE FIRST PATCH LIST THAT ACTUALLY HAS USEFUL CHANGES.

_________________
0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Sep 27, 2007 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Battleview, will be awesome, if you won't need the game...

Yay for me!

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DUNK!

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Sep 27, 2007 5:28 am    Post subject: Reply with quote  Mark this post and the followings unread

chyeah, and left-click orders!

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Thu Sep 27, 2007 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry to burst your bubble, left clicks been there for a long time, Dats. :p

At least the bloody Bridges won't interfere with placement of things now. >.<

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 27, 2007 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Whoa, no more red...err...hotfix?

Hell yes!

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Thu Sep 27, 2007 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I have to say, I am very pleased with some of the changes brought forth here with 1.09, it'll be interesting to see how well the changes come through ingame.

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If there is a problem on the forums, PM me.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Sep 27, 2007 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Bridges being selected instead of your selected unit(s) moving to that spot really has been a really annoying issue. I'm glad it'll be fixed.

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Thu Sep 27, 2007 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hope they release wall patch soon.. the unofficial one didn't work for me.

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Sir Modsalot
Commander


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

PostPosted: Thu Sep 27, 2007 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, the Avatar might actually be useful now, and those bug fixes are very welcome. Strange changes to the Devastator though... and the Stealth Tank's firepower didn't need to be increased, and they did that by 66%... wtf? Overall a great patch, though, especially with the Sonic Emitter's power decrease. Very Happy

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