Technical Rush Fixes:
We attacked this problem from two different directions. One was to make sure that all sides got access to vehicles at about the same time and with a similar amount of money. The other was to reduce the power of a level-1 upgraded technical.
? Increased the build cost of the GLA Supply Stash from $1000 to $1500
? Increased the build time on the GLA Supply Stash from 10 seconds to 15 seconds.
? Increased the cost of the Arms Dealer from $2000 to $2500. This is intended to make GLA opening-game costs comparable to USA costs. GLA still gets to build vehicles for $800 less than the USA (not counting difference in worker/chinook costs).
? Technical 2nd level weapon made small-arms damage type instead of explosive. Will do less damage to tanks.
? Technical Health down from 220 to 180.
Some Under Used Units:
Some of the Generals units are too pricey or take too long to build for them to be useful.
? Hijacker build time cut from 20 seconds to 10 seconds.
? Hijacker speed up from 20 to 30 (should be able to keep up with enemy vehicles and catch slow ones like Overlords).
? Paladin price down from $1200 to $1100.
? Chinooks now much tougher against all damage types. Should help them get in close for combat drops.
GLA Base Defenses Too Weak/Powerful:
We have had mixed feedback on these defenses. Players who are aware of the fact that the Stinger Soldiers inside can be killed by most small-arms weapons find the Stinger Sites to be way too weak. Players who don?t know this find them to be way too strong. So we upped the price (to make them weaker) and made the soldiers inside vulnerable only to infantry shooting (to make them stronger). You will now want to approach these with a mixed group of vehicles and infantry.
? Gattling Weapons no longer kill the soldiers inside Stinger Sites.
? Technical and Humvee no longer clear Stinger Sites. Now only soldiers and snipers can do this.
? Stinger Site cost increased from $750 to $900.
? Splash damage on stinger missile reduced. Should make them more vulnerable to infantry attacks.
MiGs
We found these to be not as useful as we would like. Rather than make them more powerful, we thought we would try cheaper. These are Chinese aircraft after all. They aren?t dangerous, just numerous. This also helps the Chinese deal with Rocket Buggies and a few other fast vehicles.
? MiG cost reduced from $1200 to $1000.
? MiG build time reduced from 15 seconds to 10 seconds.
Capturing Faction Buildings
This can be a very frustrating thing for newer players. More experienced players do learn to defend against it, but we want everyone to have a good time. Also, we found that with the capture upgrade up high on the tech tree that Oil Derricks and such weren?t really getting captured. So we have made it more prominent but weaker.
? Moved the capture building upgrade from the technology building for each side to the barracks for each side.
? Rebels, Red Guard and Rangers now take 20 seconds instead of 10 to capture a building.
The Evil Rocket Buggy:
Rocket Buggy is a difficult unit for new players to deal with, while we have found more experienced players do learn to handle them, they are still a little too challenging. Also, the ability to dodge rocket buggy volleys requires too much user control. We have a cocktail of fixes to make this guy more fun and more balanced.
? Rocket Buggies now require the Palace to be built.
? Rocket Buggies now cost $900 instead of $800.
? Rocket Buggies now have a build time of 10 seconds instead of 15.
? Rocket Buggy missiles now track.
? Rocket Buggy missiles now scatter only against infantry.
The Aurora
We love him but he is very scary, especially to players who aren?t ready for him.
? Aurora cost increased from $2000 to $2500.
Stealth Detection
Sadly Col. Burton and Black Lotus get spotted and killed a lot. This should help them a bit.
? Gattling Cannon, Patriot Battery and Stinger Site stealth detection radius cut from 360-400 down to 200.
? Tunnel Network stealth detection radius cut from 200 to 150.
Bug Fixes:
These are just some general balance bugs or little fixes that we did to make the game more fun.
? Made damaged Comanche?s move faster. This should help Comanches run from AA fire (which before was almost impossible because he became very slow when damaged).
? Comanche Health changed from 200 to 220.
? Stinger missile fuel reduced from 10seconds to 5seconds so they won`t chase you as far across the map as they used to.
? Technical 3rd level weapon no longer likely to miss infantry. Player no longer punished for upgrading.
? Raptors and MiGs slightly more effective against Stinger Sites.
? Added a minimum ranger to Inferno Cannon. This helps prevent him from accidentally blowing himself up.
? Made Jarmen Kell and Path Finder not kill aircraft with a single shot (while on the ground).
? Nuclear Reactors now give the proper amount of power when you over-charge them. They used to give way too much.
? Increased the build time on the SCUD storm to 60 seconds to keep it in line with the other super weapons.
? Stacking of Speaker Tower healing on Overlord tanks.
? NAT negotiation problem when there is an ?empty? spot in the slot list. (host/join screen), NAT negotiation will fail.
? SCUD Storm exploit
? Nuke low power exploit
? /ME crash in Generals lobby
? A few spelling errors.
Things we are working on that didn?t make it into this patch:
? Special Weapons: What can and cannot or should or should not be shot down.
? Super Weapons: Build limits?.25 SCUD Storms is a tad bit too much!
? Particle Cannon: Whole new code for this, you will be able to direct the beam as it fires?nothing like leaving the mark of Zorro after you kick someone?s butt.
? Stealth Fighter: Will actually stealth like Colonel Burton?..oooooh aaaaah!
? Lots and lots of other stuff stay tuned!
Keep up the good work!
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