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KW 1.03 Balance Thread  XML
Forum Index » Tiberium Wars / Kane's Wrath General Discussion
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optik



Joined: 11/13/08 2:02:17 PM
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WolfPlayer wrote:

without a refs price reduction u will have just 1 bo over and over

cheaper refs= differents bos


Why do u think so?
Rushes r still same effective but in a other kind of effectiveness.
U can rebuild much more faster but ur opponent is faster ready with his eco and able to defend. Imo that sounds equal.



Elearen

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My opinions.

Many players that own both KW and TW prefer TW. I see that as a problem.

The three main differences between TW and KW, and in my opinion how each affects the (non- highly skilled) player's experience:

1) Epic Units
In many cases they don't feel like T4 units, more of a T3.5 or such. Many players go straight to epics after teching to T3, which I see as a problem, because epics I feel should be a seige-breaking / battle-turning type of unit, that gets built only rarely but, when it does come out, can have a significant effect on the outcome of the match.
An epic every match ≠ variety, and less variety = less replayability.

2) Extra Units / Subfactions
A great big plus. More variety in nearly all cases = more replayability.

3) Initial economy
Not so great atm.
For the TW player who wants to go to KW, the big kick up to $3000 refs is a hard hit.
At the start of the match I feel it is too much of a cash sink and many players new to KW get switched off right there when they run out of money straight up. I strongly feel that having less money at the start of the match makes it much harder to recover from early game rushes and harvester harassment, and that kills the enjoyment of the game for many people.
In most cases, more money means that players can stay in the game longer, and make successful recoveries, which is half the fun.
More money = more choices and more variety = more replayability.

In the end, more replayability = more fun!

People prefering TW over KW I see as a big problem, and means that something somewhere went quite wrong.

This message was edited 1 time. Last update was at 4/21/09 4:35:06 PM


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SLAYER00

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Joined: 11/4/08 11:33:09 AM
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Elearen wrote:My opinions.

Many players that own both KW and TW prefer TW. I see that as a problem.

The three main differences between TW and KW, and in my opinion how each affects the (non- highly skilled) player's experience:

1) Epic Units
In many cases they don't feel like T4 units, more of a T3.5 or such. Many players go straight to epics after teching to T3, which I see as a problem, because epics I feel should be a seige-breaking / battle-turning type of unit, that gets built only rarely but, when it does come out, can have a significant effect on the outcome of the match.
An epic every match ≠ variety, and less variety = less replayability.

2) Extra Units / Subfactions
A great big plus. More variety in nearly all cases = more replayability.

3) Initial economy
Not so great atm.
For the TW player who wants to go to KW, the big kick up to $3000 refs is a hard hit.
At the start of the match I feel it is too much of a cash sink and many players new to KW get switched off right there when they run out of money straight up. I strongly feel that having less money at the start of the match makes it much harder to recover from early game rushes and harvester harassment, and that kills the enjoyment of the game for many people.
In most cases, more money means that players can stay in the game longer, and make successful recoveries, which is half the fun.
More money = more choices and more variety = more replayability.

In the end, more replayability = more fun!

People prefering TW over KW I see as a big problem, and means that something somewhere went quite wrong.
People like TW because spamming preds will bring the victory no matter what.

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Elearen

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Kodaemon wrote:
Regenerit wrote:Hey Apoc, I get the feeling this thread isn't getting the attention it deserves on the forums here. I think it may be because its stickied. I for one rarely ever check to see what's stickied and go straight to read what's not stickied.


True. There's usually nothing interesting in the stickies.


This didn't have any replies as it had only been like an hour since it was posted.

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PurpleScrin

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jonwil wrote:You wont get mod support, its the game side parts of the mod support that are the difficult bits not the SDK.
More specifically to give mod support to KW they would need to:
1.Add support for the -modconfig switch
2.Add support for loading the mod.manifest file
3.Add MP3 audio support for music
and possibly more.
All of that is HARD and time consuming.
And not worth it for EA given the focus is on RA3 now.


Well that's true, jonwil. But the thing is that it's very hard for Apoc to promise us a KW art pack until EALA finishes from almost anything including RA3 and probably a new C&C game(s). They're still stuck to one live team and anything that we want to be in this patch counts. The mod support must count.
WolfPlayer

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Joined: 11/6/08 11:44:50 PM
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optik wrote:
WolfPlayer wrote:

without a refs price reduction u will have just 1 bo over and over

cheaper refs= differents bos


Why do u think so?
Rushes r still same effective but in a other kind of effectiveness.
U can rebuild much more faster but ur opponent is faster ready with his eco and able to defend. Imo that sounds equal.





i think so cuz on kw now u just go for ref wf 2 harv ref

cheaper refs = u can do a crane bo OR a ref ref + wf @ expo (surveyor emissary or w/e )

makes game more interesting and dynamic

DONT BUY THAT CRAP CALLED C&C4

ITS NOT REAL C&C!
WolfPlayer

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Elearen wrote:My opinions.


People prefering TW over KW I see as a big problem, and means that something somewhere went quite wrong.


why prefer TW is a problem?majority of players prefer tw are they all dumb? tw is more fun game better eco with only few unbalanced things

DONT BUY THAT CRAP CALLED C&C4

ITS NOT REAL C&C!
Fidla?



Joined: 4/8/09 6:45:15 PM
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- Make Redeemer's tiberium slot available to shoot while Redeemer is moving and also buff the fire range of the slot

- Make enlightenet avaliable to enter to Redeemer

- FIX the last desync when Nod Sam sites/GDI anti air turret shoots on Orcas/Stormriders.

- Release Mod SDK
00margo

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finally some word!

GDI
juggs need a rate of fire nerf, they were just fine before.
what you tried to do, ea, is to make teir 3 worth getting to.
and you did that by buffing mammoths. so juggs were fine.
(IMO artillery units should just kill buildings)

shatterers pwn infantry, making effective early game counters weaker. sure, you could use air, but 2 slings would put a stop to that. shatterers shouldnt pwn infantry, or alreast rocketsquads

ZOrcas need lock-on, they have hard time hitting moving targets. sure, you could micro, but its not very effective to micro a unit with limited ammo when it should just guide.

Nod
Specters range is too far, its hard to counter. it, like the jugg, is far to effective against all ground units.

Tib vein and cat missile are INCREDIBLY OP, you cant stop them, and cat missle is cost effective nearly 100% of the time. tib vapor is fine.

stealth tanks re-stealth to fast, they are far to hard to stop on open maps such as tourny dustbowl.

vertigo should no longer miss targets

stop black hand making more than two commandos

Scrin
scrin is the only faction i am even considering giving buffs.
ravager SUCKS HARD do something.

fix conversion reserves

devastators need cannon damage to even BEGIN to face juggs and specters. either give them cannon, or make them all only good vs. building. devs even *** vs infantry that are moving!

PAC's need to be able to hit moving targets. they cant hit them worth crap.

the eradicator can no longer be teliported, either no teliportation, or no teleporting when taking more then 200 DPS or something along those lines

storm columns lose to obelisks(within storn range)...
wtf...no, storm columns need DPS buff, or ion storm range increased to their max range.

corrupters can no longer stack heal more then 2.
even if 5 corrupters are healing, the rate of regen is still only that of 2.

i think thats it...

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CrazyGDIfan123

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Zhen wrote:
Dozers no longer crush heavy inf.


Then what would be the point of this upgrade...?

edit: oh and fix the SuperCharged Particle batteries less damage bug for Enlightened.
Make Awakened start with Particle Batteries.
Titans can no longer crush MCV's (lol)


All for now

the point of dozer blades?
- crushes disints without penalty
- clears mines for no damage
- provides 20% hp boost

that not good enough?

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Zhen

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CrazyGDIfan123 wrote:
Zhen wrote:
Dozers no longer crush heavy inf.


Then what would be the point of this upgrade...?

edit: oh and fix the SuperCharged Particle batteries less damage bug for Enlightened.
Make Awakened start with Particle Batteries.
Titans can no longer crush MCV's (lol)


All for now

the point of dozer blades?
- crushes disints without penalty
- clears mines for no damage
- provides 20% hp boost

that not good enough?


Keep the mine invulnerability but allow them to take damage when crushing those bug things. Didnt know they had a 20%HP boost.

Also are you a Scrin fanboy?

This message was edited 1 time. Last update was at 4/21/09 8:22:29 PM


Blargh.
CrazyGDIfan123

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Spartan666 wrote:
-Black Hands much more vulnerable to Rail Guns. As it is now, a single Black Hand team can destroy 6 Zone Trooper teams with no problem, and even other Rail Gun armed vehicles need to crush Black Hands because they must fire at them 500 rounds to kill them

blackhands can pwn 15-20 zone squads no problem
and that 1 bh member from a destroyed radar can decimate 3 zone squads from a droppod.

yea.... its re.tarded

talk about an overdone counter

this doesnt reward unit mixing or strategy or w/e. it just rewards n00bs for getting outplayed.

Keep the mine invulnerability but allow them to take damage when crushing those bug things. Didnt know they had a 20%HP boost.

Also are you a Scrin fanboy?

im not a scrin player
over 95% of my games are nod
i play gdi occasionally

they should take -some- damage from disints, sure, but not too much. probably 5% at most.
dozer scorps are actually nod's best option vs scrin/t59 seeker+disint+gunwalker spam, because disints are incredibly cost-effective.

but remove dozers crushing inf. its not needed and makes scorps too brainless.
reduce dozers upgrade cost a bit to compensate... perhaps 1500 from 2000.

This message was edited 1 time. Last update was at 4/21/09 8:51:11 PM


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CrazyGDIfan123

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Elearen wrote:My opinions.

Many players that own both KW and TW prefer TW. I see that as a problem.

The three main differences between TW and KW, and in my opinion how each affects the (non- highly skilled) player's experience:

1) Epic Units
In many cases they don't feel like T4 units, more of a T3.5 or such. Many players go straight to epics after teching to T3, which I see as a problem, because epics I feel should be a seige-breaking / battle-turning type of unit, that gets built only rarely but, when it does come out, can have a significant effect on the outcome of the match.
An epic every match ≠ variety, and less variety = less replayability.

2) Extra Units / Subfactions
A great big plus. More variety in nearly all cases = more replayability.

3) Initial economy
Not so great atm.
For the TW player who wants to go to KW, the big kick up to $3000 refs is a hard hit.
At the start of the match I feel it is too much of a cash sink and many players new to KW get switched off right there when they run out of money straight up. I strongly feel that having less money at the start of the match makes it much harder to recover from early game rushes and harvester harassment, and that kills the enjoyment of the game for many people.
In most cases, more money means that players can stay in the game longer, and make successful recoveries, which is half the fun.
More money = more choices and more variety = more replayability.

In the end, more replayability = more fun!

People prefering TW over KW I see as a big problem, and means that something somewhere went quite wrong.

well eco aside there are things in tw that appeal to me more than kw
- lack of epics- imo epics add nothing to gameplay and only detract from its value. in this sense tw is better imo.
- i hate some of the new kw unit upgrades/support powers. i have no clue why they even invented ap ammo when infantry in general are gddamn crap besides rocketmen (which were given 2389425 HP in tw 1.05 and havent been fixed one bit despite pr0s abusing them to the max and winning 2 ladder seasons consecutively with 3-4 barracks rocketman spam).
i have no idea why they made fences when commandos and engys are so situational as is
then theres hardpoints -- im fine with it affecting hawk/orca missiles, but why firehawk bombs?? they already decimate structures with such ease its borderline ridiculous.
then bs like tibcores/shards giving anti-air turrets like a 200% attack boost.... srsly??

seems like they wanted to phase out like half the units in the game, especially aircraft and infantry, and make the game even more tank-oriented and one-dimensional.
which, wow, is contrary to the point of adding upgrades, which are meant to enhance the strategic depth in the game.

but heres the problem -- trying to address 'one' of these problems leads to a chain of more problems.
so i dare say these issues are actually fundamental to kw's gameplay.

eg. you cant remove fences for example, because they happen to make buildings 100% stronger, and this greatly affects the effectiveness of hardpoint/ceramic firehawks.
you cant nerf hardpoint/ceramic firehawks because then theyd be useless vs tibcore/shad aa turrets.

one change made and it leads to breaking several faction matchups and interactions.

thats again another problem --- kw has too many subfactions, too many factors to be accounted for; too much to balance.
feels like there are flaws in the game that cant be addressed without overhauling several aspects of the game.
-----------
in tw these problems arent that bad
its only 3 factions, and its easier to 'fix'

This message was edited 1 time. Last update was at 4/21/09 9:10:15 PM


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WNxToRni27



Joined: 11/4/08 12:44:35 AM
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1. Improved chat lobby - I'd like to share all game lobbies with TW and KW players. I'd like that I can join TW games if I'm running KW, It should be compatible one sided. KW can play with TW but TW can not play KW games.

2. Bug - Chat Lobby blows up if you TAB to Windows/Desktop. Chat is messing up if you are using TAB. Fix that please <3

3. New Ladder System - 2v2 Arranged Team matches should be possible via automatch. Ladder Games should be possible via Automatch only. No more Costum ladder games!! = THXS!

4. Balance Scrin teleports (Epic Unit teleport is unbeatable) and of course NOD flamers are *** strong :S

This message was edited 3 times. Last update was at 4/21/09 9:19:41 PM


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Hey everyone,

The Changes below are verified with the Users from the Community-Page cnc-inside.de.



Changelog 1.03


Bugfixes:

- Fix emp bugs (no delay after giving command)
- Fix the Zocom Predator-EXP-bug
- Fix the shadows not being able to attack bug
- Fix the vein detonation bug (Tanks still get Damage even if they´re out of the Tib-Field).
- Fix the Reaper 17 Tripod bug, it messes up their lategame. (when loaded their Weapons with Tiberium they get even weaker)
- Fix Bug that Reaper 17 devourers are vulnerable to tiberium agitation, but vScrin devourers are not.
- Fix the bug that lets scrin have an ethernally phased hexapod. Atm if it's EMP'd phasefield won't go away until the EMP runs out. so unless you stop EMPing it, it will always be phased.
- Normalize the stealth fields lethality across all factions matching units. For example, T59 shocks shouldn't die to stealth field since vScrin shocks don't die to stealth field. (Atm T59 shocks do die). Same with Zone Raiders and Zone Troopers.
- Fix Bug that Magnetic Mines of MoK do not dissapear after Tanks rolled over them
- Fix all Harvester Bugs
- Fix Bug that Black Hand is able to build more than 2 Commandos
- Fix Bug: If you move a couple of Tanks backwards with Hotkey "D" sometimes some Tanks roll into the other direction (directly into the enemy´s fire)
- Fix Bug: If Sonic-Emitter or Zone Shatterer (GDI & ZOCOM) shoot and gets killed directly after shooting, the beam dissapears and doesn´t reach it´s target anymore
- Fix mcv waypath system (right now they seems to love it driving some circles around units and buildings, especially harvster)
- Fix Bug: If u tell the Shadow Teams to put the artillery beacons down and then they attacked or sometimes if they just glitch, the ability starts to cool down again but no beacon is placed.
- Fix Bug: Orcas ignore sometimes the attack move with the A button, or when units stand next to ur airfield and u want to kill the units which are attacking ur orcas.
- Fix Bug: If the Bombs of a Firehawk miss their Targets, they don´t explode correctly
- Fix Bug that EPICS can be built although the Tech-Center got destroyed
- Fix Bug: Confessor cabals show a garrison clear sign when you move curser over building
- Fix Bug with black hand starting as veteran but having to level up twice to become elite.
- Fix Bug that Prodigy with "Mass control" can capture enemy epics
- Fix Bug: if you sell a Building the Infantry you get is not equipped with the Upgrades you bought already (e.G. ZOCOM -> Field-Suits...)
- Fix Bug that using a cloaking field on Marv is useless
- Fix Bug that Infantry garrisoned in a Hammerhead isn´t able to shoot while the Hammerhead is over a Building
- When GDI-Commando is in defensive or agressive stance he sometimes ignores jumpjetting-order


General Changes:

- Preds+Scorps are 15% weaker to all anti-tank infantry. Reduce Speed of Preds by 10% and of Scorps by 15%. (would stop this dumb Standart-Tank-Spamming)
- Increase Damage of Heavy Infantry against T1-Tanks
- Reduce Costs of Refinerys to 2500 Credits and the needed Energy-Costs to 6
- Increase Health of Harvesters by 10% (kicking Harvesters & Refinerys would loose Priority again and Players could use other Tactics to defeat the Enemy than just dumb Harvester-Kicking + it would speed up the game a little bit)
- Reduce Carryall & OX-Transporter-Costs to 100 & increase armor by 20%, decrease the time to load and unload (Transporters would be more useful & cool new tactics would be available)
- Set HP & Armor of Commando-Units of all Factions to the same Level (Mastermind & Prodigy are more powerful than Nod/GDI-Commando atm)
- Nod- and GDI-Commandos should be able to destroy Tanks with TNT (would be a better match in comparison to Scrin-Commando-Abilitys)
- Increase Costs of all EPICS to 6500 (They are Ways too powerfull atm & too strong for 5000 Credits)
- Reduce cost of base expansion units and reduce deployment time.
- Increase Stealth-Detection-Range of defensice Structures to the same as their Weapons-Range
- Reduce Costs of Superweapons to 2500 (i love this idea of RA3, Superweapons are finally usefull)
- Infantry-Units of NOD and GDI with armor-upgrades should´nt die by the cloaking field anymore (Cloaking-Field is too cost-effective)
- Reduce Costs of all Base-Expansion-Units to 1000 & increase Health & Armor by 100%, reduce Deploy-Time to 10 Seconds (useless atm)
- Set the Damage of the Anti-Air-Towers, the Anti-Tank-Towers & the Anti-Infantry-Towers of all factions to the same Level (Hey, it´s just fair... same Costs, same Damage...)
- Increase Damage of the Anti-Aircraft Battery OF GDI (AA-Batery of GDI is too weak in comparison with the other factions AA; no Splash-Damage)
- Reduce Damage of Anti-Infantry-Towers against Commandos & Heavy Infantry (Maybe we would see some nice Infantry-Tactics then!)
- Reduce Rocket-Damage & Canon-Damage-Liability of all Types of Infantry by 20% (Time to make Infantry finally usefull)
- ROCKET damage from bikes, stanks, disints and rocketmen to infantry decrease.
- GDI/Nod Rocketmen get +50% gun penalty after upgrades. Now also take +50% penalty from grenade and tiberium type damage (both before and after upgrades).
- All heavy inf ROCKET armour increased significantly (50-100% depending on the inf).
- Mutant Marauder range+speed buff. Stealth while moving in Tib.


GDI in General:

- Increase Damage of the Anti-Aircraft Battery (AA-Batery of GDI is too weak in comparison with the other factions AA; no Splash-Damage)
- Reduce Costs of the Tungsten Shells-Upgrade to 1000 (Upgrade is useless at the Costs of 2000)
- Increase the Damage of the Orbital Strike by 10% (Damage is too low in comparison to the Costs)
- Reduce Costs of the Sniperteam to 800 (too expensive for a only-anti-Inf-Unit)
- Add Stealth-Detection-Ability to the Slingshot (Mantis got stealth detection, too)
- Reduce Costs of the Snipersupportpower to 2700 (because of the cheaper Snipers)
- Increase Damage of the Guardian Canon (Canon deals not enough Damage to stop Rushs by Bikes or Pitbulls)
- Double Grenade-Speed, Splash & Damage for Grenadier Squads (Unit is useless atm)
- Reduce fire-delay of Orcas by 50% & reduce Damage against Harvesters by 10% (would make the Orca a effective anti-Tank-Unit again, atm they´re just good for kicking Harv´s)
- Increase the duration of the shockwave artillery EMP effect, but make the shells come down a few at a time instead of all at once like it is now ( To help Steel Talons fight teleporting hexapods. The nerf is to compensate, so that it doesn't get OP vs normal units )
- Decrease the cooldown of shockwave artillery by 20% (To help Steel Talons vs teleporting hexapods)
- Decrease the damage bonus that AP ammo gives by 10% on all units except wolverines
- Increase Zone Troopers Health & Damage slightly. Remove jumpjet landing delay. (Too weak in comparison to Costs. Don't buff it too much though, as it would make it OP vs ST)
- Make effects of the Detection pods permanent - they don't wear out. Only stop if destroyed. (Upgrade would be finally usefull)
- Increase Healing-Rate of RIG-Drones by 25% (would be better match in comparison to the heal-rate of Corruptors)
- The Mortar of the Pitbulls should deal a bit more Damage against Infantry (useless atm, no one uses it)
- Reduce RoF of Juggernaut from 3 sec to 3.5 sec.
- Reduce Railgun Preds RoF slightly.
- 2 Repair MRT/Rig´s drones should be able to repair one unit at the same time (to compensate with Corruptors; Repair MRT/Rig´s would be more useful)
- Commandos and Zone Troopers can no longer be attacked while jumpjetting
- Increase Damage of Mammoth-Rockets against Air-Units by 25% and decrease against Infantry by 25%.


Steel Talons:

- Make the Railgun accelerator last 10 seconds longer, but have the same amount of damage, just spread out over a longer time (ST needs some lategame help vs teleporting hexapods)
- Add EMP-Grenades for the Grenadier Squad (This is in very urgent need for ST, would be a nice Combo with the Titans and would make ST more effektive against other stronger Factions)
- Every Mammoth starts at veteran level (they need it 'cause their epic is too weak)
- Slingshot starts at veteran level (would be comparable to the veteran Flametank of BH)
- Increase the Range of the Repair Drone of the Mobile Repair Transport + add a "fast Infantry-Unload-Button" (see normal Guardian APC) + make the Unit possible to attack enemy Units when Infantry is garisoned in it by right-click (atm you can´t choose which Enemy should be attacked by the garrisoned Infantry)
- Increase Healing-Rate of the MRT-Drones by 25%
- Increase Health of the ST-Rig by 10% and add a additional Repair Drone (ST is a Tank-based Faction and the RIG is important for them)
- Reduce Costs of Titans and Wolverines to 1200/12 and 800/8 (Prices are more adequate regarding the Power of these units)
- Add the Zone Trooper Drop-Pod for ST (they urgently need it because of their weak MARV)
- Give ST-Harvester same Health as Reaper17-Harv with Shield (Fairness)
- Set Costs of the Railgun-Upgrade to 3000/90 (Upgrade is important for ST)
- Increase HP of Behemoth slightly (ST is a tank-based factions and need stronger tanks & walkers than the other factions to compensate with their weak Infantry)


ZOCOM:

- Zone Shatterer cost normalized to regular shatterer (Special ability isn´t THAT good)
- Increase the Zone Shatterer´s Overload Beam damage by 15%
- Reduce Costs of the ZOCOM-Orcas to 1200/12 (They are weaker than normal Orca´s in the most Situations)
- Increase Health and AA-Damage of Zoneraiders slightly. Remove jumpjet landing delay. (lil too weak atm)


NOD in General:

- Reduce Damage of the Catalyst Missile regarding Buildings and Harvesters (it don´t destroys a Refinery anymore), increase it´s Radius by 20% + the Rocket deals damage to all Types of Units now (excluding Air) , reduce Costs to 2500 (Totally Overpowered Supportpower, Changes are a MUST. atm it destroys a Ref + all Harvs docking. This really needs a nerf)
- Reduce Damage of the Stealth-Tank without Tiberiumcoremissles-Upgrade by 10% and with Tiberiumcoremissle-Upgrade by 10% (too strong against Air-Units and Harvesters)
- Reduce Damage of the Anti Air Sam Missle Turret with Tiberiumcoremissles-Upgrade by 10% (Damage is too high in comparison with the other factions AA)
- Reduce Damage of the Tiberium Vein Detonation by 20% & increase the time until the explosion starts by 3 Seconds (an absolute MUST, too. Power deals too much damage to armored vehicles and gets activated too fast. More time until it begins would give you a little more time to micro your Units the right Way)
- Reduce Armor of the Flametank against Canon- and Rocket-Damage by 10% and reduce Damage against Buildings by 20% (With the Armor they have atm these Tanks are able to kick half of the enemys base in a few secs until they can get stopped, they should be nerfed very urgently! Flametanks should´t have the same Armor as Stadart-Tanks!!!)
- Increase Costs of the Beam-Canon to 1200 (Unit is too cost-effective) & reduce the multiplier that apply to combined Beam Cannons (atm 3 or 4 Beam Cannons destroy simply everything in a Couple of Seconds)
- Reduce HP of the Vertigo-Bomber by 10% & reduce Damage against Tanks and Buildings slightly (Vertigo´s are stealthed again too fast after dropping their Bombs, its too difficult to kill them)
- Increase Damage of the Laser Turret (Turret deals not enough Damage to stop Rushs by Bikes or Pitbulls)
- Make the EMP from EMP buggies last longer. (Black Hand needs it vs teleporting hexapods)
- Increase the speed of fanatics pre-upgrade to that of their upgraded speed ( I am talking about the tiberium infusion upgrade).
- Increase the post-upgrade speed of fanatics to that of upgraded disintigrators.
- Reduce Damage of the Cloaking Field against Infantry (This power should´nt be the Infantry-Killer Nr. 1, Instant-Kill-Button atm)
- Reduce Armor of Black Hand against MG- and Explosion-Damage by 10% (they are ways too resistant against simply every kind of Damage --> e.G. a Grenadier-Squad stands no Chance against them, not even close)
- When upgrading Avatars you should get 50% of the sacrified Unit´s Costs back (Upgrading a Avatar is useless atm)
- Reduce AoE-Damage of Specters slightly (lil too effective atm)
- Dozer blades are a little too effective atm as an infantry counter. Maybe make it so that scorps cannot crush any infantry before the upgrade, and can only crush light infantry afterwards (and maybe take half the damage from disintegrators). Make sure Predspam doesn't come back though! (this idea sounds cool, would help to stop standart-tank-spam)
- Reduce TibCore Bikes AA damage by 33% (normalised with anti-ground damage boost).
- Reduce Venom anti-inf damage by 15%.
- Reduce Health of positioned Reckoners slightly (too effective Rush-Tactic atm)
- Reduce Bomb-Damage of Shadow-Teams slightly (would stop Shadow-Team-Rush)


MOK:

Reduce Direct-Damage of Magnetic-Mines by 75% and increase the Damage that lasts until they get repaired by 75% (Atm the Mines kill a MARV driving over them in 5 Seconds!!! Nerfing this is really urgently needed!)
- Reduce Damage of Venoms with Super charged particle beam-upgrade by 10% (Venom-Spam wouldn´t be THAT effective anymore)
- Cyborgs should´nt take Damage from Tiberium-Fields anymore (like the Cyborgs in Tiberian Sun)
- Increase Damage of Tiberium-Troopers (too weak atm)
- Increase Health of Enlightened slightly + reduce Pre-attack delay significantly. (too weak, same as Zoneraiders & -Troopers)


Black Hand:

- Increase HP of the Purifier slightly & + 25% aura range buff (Purifier can match better other T3-Units this way)
- Make Black Hand specters Costs like 1.00 specters --> 1200 (they are not stealthed so it makes sense that it costs less to build them, both game and lore-wise)
- Buff the speed of the mantis to that of the stealth tank
- By selling a Anti-Infantry-Turret, Barracks or a Powerplant BH should get a damaged Infantry-Squad like MoK (when selling you get a full Infantrysquad by the Costs of 400 and 300 (250) Credits additional, but the Turret (Barracks, PP) is just at the Building-Costs of 600)
- Black Disciples health reduced from 500 to 300 (too resistant now)
- Decrease Damage of Confessor-Cabals by 15% (too strong in comparison with other factions Standart-Infantry)
- Give BH-Harvester same Health as Reaper17-Harv with Shield (Fairness)


SCRIN in General:

- Reduce Armor of the Shock-Trooper against MG-and Explosion Damage by 10%, reduce Damage by 10% (With Upgrade they are very effective against simply everything, thats why they are spammed frequently... + their armor is ways too heavy for a uncrushable T2-Unit and their Price...)
- Reduce Duration of the Phase-Field to 12 Seconds (It protects a Hexapod ways too long while he can crush enemy vehicles)
- Reduce Duration of the Stase-Shield to 8 Seconds (It stops a whole Army while the Enemy can easily kick your Harvesters)
- Reduce Damage of the Plasma Missle Battery with Shards-Upgrade by 10% (Damage is too high in comparison with the other factions AA)
- Increase Damage of Overlord's Wrath by 15% (Damage to low in comparison to Costs)
- Reduce Damage of Disintegrators against Infantry by 50% and against Tanks and Buildings by 15% (They shouldn´t be Infantry-Killers + for the Costs of 300 Credits they deal too much Damage against Tanks)
- Remove devourer tanks ability to shoot while moving. They were fine in Tiberium Wars ffs. There, you have to actually micro them. Reduce their Speed by 10% or their Fire-Range by 25% to compensate with weaker Preds & Scorps.
- Gun-Walkers & Shard Walkers can´t crush Infantry anymore (like Raider-Buggy and Guardian-APC)
- When putting Shock-Troopers into a Hexapod they should be only able to shoot on Airunits (atm ways too powerful --> Hexapod gets a "Anti-Everything-Unit" with 3 Shocktroopers in it)
- Hexapod can no longer be teleported by Masterminds or Prodigys (Scrin has a unstoppable EPIC with this tactic ---> before getting destroyed they teleport it back into the base and repair it) + hexapods can´t be teleported anymore while emp'd.
- Increase Health of Ravagers (too weak atm)
- Decrease Health of Stormriders by 10% (too strong atm)
- Corrupters: make only 2 Corrupter can heal one unit at the same time. (to get on a level with the MRT/Rig-Changes, would stop imba Hexapod/Corrupter-Combo)
- Increase HP of Growth accelerator/stimulator. (Gets kicked too fast)
- Reduce Damage of Gunwalkers against Airunits and Infantry slightly (lil too powerfull in comparison to their Costs atm)
- Scrin Harvesters should be crushable by heavy Tanks (Titans, Mammoths...) and should be able to crush enemy Infantry (Fairness)


Traveler 59:

- Increase Costs of the Prodigy to 3000 (ways too cost-effective atm)
- Prodigy: The teleporting and instantly after it mindcontrol ability is too strong. Waiting for 2 seconds would nerf it too much. My suggestion would be decreasing the range of teleporting but decreasing the cooldown.
- Reduce HP or Speed of Cultists by 20% (ways too powerful atm)


Reaper 17:

- Reduce Damage of Shardwalkers against Airunits and Infantry slightly (lil too powerfull in comparison to their Costs atm)


__________________________________________________________________________________________________


- Adding some new 1on1-Multiplayer-Maps would be nice!

- Release MOD-SDK!


EDIT: List updated!


Thanks for taking care of the game!

Kind regards

Danny & the cnc-inside.de Community

This message was edited 154 times. Last update was at 6/24/09 1:04:17 PM

 
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