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Tiberium Wars Editing Discuss any modding related issues to do with Tiberium Wars here.

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Old 05-23-2007, 02:25 PM   #1 (permalink)
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Default Patch 1.05

So, who else is pissed about some of these "updates"? In case you're not up to speed on EA's upcoming Two-Steps-Forward--Three-Steps-Back, go read their complete update list:

http://www.commandandconquer.com/com...s/default.aspx

Some of it sounds good, sure [Stronger Flame Weapons, Way Stronger Mothership Beam Thing, Much Stronger Tech Defense Tower Weapon, Tougher Air-Transports, and several others]. But the majority of this Balance Patch seems like it's going to remove a lot of the actual Fun-Factor because of
whinny-kids' complaints.

I'm not going to go really specific on this just yet, but one thing I will say is that their tweak to CANNON vs Infantry Damage is complete garbage. Yeah, yeah, 'all the other C&C games had balanced infantry vs tank stats', but having to fear for an infantry squad when they encounter a tank all by themselves gives a cool sense of realism to the game. Tiberian Sun: several Light Infantry units could hold their own against a Tick Tank. Nooo, no, no. The current tank vs infantry settings are one of my favorite things about Tiberium Wars, having to be careful, having to look out, and actually being forced to value infantry makes the game feel so much more real. EA doesn't... They need to think a little more about Fun than Balance.

[Also, Almost, if not every, Upgrade Cost Has Been Substantially Increased. Not Cool.]
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Old 05-25-2007, 01:00 AM   #2 (permalink)
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The problem with the current system is that, when upgraded, vehicles that are supposed to be ineffective against infantry (tanks) end up killing them just as fast as vehicles that are supposed to be effective against infantry (APCs, Raider Buggies, and the like). Why bother with light vehicles when you can just spam anti-everything tanks instead? I think the change is a step in the right direction, thought I would have accomplished it by other means (such as having infantry automatically try to dodge incoming tanks and having tanks turn and accelerate more slowly).

My feelings about the increase in cost for upgrades and abilites is largely similar: the Railgun and Laser Capacitor upgrades come to mind as prime examples of raw overpoweredness, but increasing upgrade cost across the board along with the price of Harvesters wasn't the greatest solution.
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Old 05-25-2007, 06:58 AM   #3 (permalink)
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Well, that's true, tanks shouldn't be able to completely slaughter infantry, but they should be able to cause more than a few healthpoints of damage per shot. The idea of them dodging, or simply making tanks have a more difficult time tracking them would be my suggestion. They should have a tough time hitting them, but when they do, it should hurt.

Upped Rilgun and Laser Capacitor, [and the like], are fine, but some of the more non-essential upgrades costing more seems off, discouraging from purchasing. And yeah, Harvester price was perfectly fine, no need to change.
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Old 05-25-2007, 07:02 AM   #4 (permalink)
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Also, it seems like if they wanted to balance everything, they would have cut the Scrin's lack-of-need for silos, [which I have no problem with, them not needing silos seems appropriate for their tech style, but is a huge advantage nonetheless].
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Old 05-25-2007, 08:26 AM   #5 (permalink)
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What concerns me more is the removal of ground control from some key base buildings, it obviously seems like a half assed attempt to prevent base crawling which they could have avoided by not having such flat maps in the first place or by limiting cranes to one for every MCV.

Now there will be situations where you'll deliberately have to be aware about expanding your base's buildable area, previously you didn't have to think about it, every structure except for defence expanded the build area, you could place a building anywhere near another one, now some buildings don't provide buildable area and some don't, its rediculous, there'll be situations where you want to build on the outside of your base beside your barracks and you'll have to contruct a warfactory to do that, just for that function!
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Old 05-25-2007, 10:03 AM   #6 (permalink)
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Absolutely. The tank thing is a personal preferance, but the ground control change will affect everyone. That's a huge fundimental change, not something small like weapon-damage variences. I wonder if they just decided to do this, or if some gamers actually suggested it... AND, I wonder if when this happens if enough people complain if they will change it back...
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Old 05-25-2007, 10:34 PM   #7 (permalink)
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Quote:
Originally Posted by Waraddict";p=&quot View Post
What concerns me more is the removal of ground control from some key base buildings, it obviously seems like a half assed attempt to prevent base crawling which they could have avoided by not having such flat maps in the first place or by limiting cranes to one for every MCV.
Base crawling is stupid as all %$@^


I just got into playing the game online in the past few days, and thats all GDI players do, Crawl with power plants and drop sonic disrupters.


I was in a 2vs2 game a few hours ago and my teammate dropped out, so I had two GDI powerplant/disrupter crawlers all over my base wiithin the first 3 minutes
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Old 05-25-2007, 11:16 PM   #8 (permalink)
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hm... Ouch. I've never tried that... I liked the idea of Outposts/Emissaries/...ugh what are the Skrin's expansion units called... Explorers! That's it. We're gonna have to use them a lot more now.
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Old 05-26-2007, 05:21 AM   #9 (permalink)
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I dislike th fact that missile soldiers will be able to fire across nearly the whole screen or even wider. That's really annoying. :|
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