The changelog has arrived! |
The changelog has arrived! |
21 Oct 2010, 2:02
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#26
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Group: Members Posts: 16 Joined: 12 June 2009 From: Nové Zámky, Slovakia Member No.: 132 |
Wow a lot of changes are made for the new release.
I would like to ask if there will be GC maps for Fai, Deathstrike, Leang and Ironside? Sorry if this has been answered before but I didn't see it. Also will there be new nuke for the nuke general? BR Warhawk |
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21 Oct 2010, 2:44
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#27
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Group: Members Posts: 614 Joined: 11 June 2009 From: On the Russian front lines Member No.: 127 |
Oh my god just wait until the ECA, thats all I'm sayin' You tease >< QUOTE -Alpha Aurora Bomber bomb damage increased from 40.0 to 400.0. THIS. SOUNDS. AWESOME. I would have to agree. From a attack like: hehe, is that all you can do - To - OYG what happen to my base! -------------------- This is so on the ball----> http://www.youtube.com/watch?v=2m4SCUaBHS8
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21 Oct 2010, 2:51
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#28
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Emotion is available as an additional download Group: Members Posts: 77 Joined: 7 June 2009 From: UK Member No.: 72 Lossless Addict |
-Overlord Gattling Cannon can detect stealth.
Seems awesome. And three round lazer turrets... Mmm... -------------------- [Sources] ASUS Essence ST, iPod Touch 64GB [Amplifiers] DIY HA5000, iBasso D2+ Boa [Headphones] Audio Technica ATH-AD1000PRM, Ultimate Ears TF10 Pro |
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21 Oct 2010, 3:12
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#29
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Group: Members Posts: 77 Joined: 27 January 2010 From: Australia Member No.: 716 |
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21 Oct 2010, 3:50
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#30
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
Yeah, finally it will be able to at least damage structures. The previous version is a joke... though now it's the price that's outrageous.. It wasn't actually meant to be good against structures by design . You guys always want an Aurora Alpha that's overpowered beyond reason it seems .-------------------- TN
"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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21 Oct 2010, 4:00
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#31
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Group: Members Posts: 20 Joined: 20 June 2009 From: Slovenia Member No.: 186 |
CODE -Alpha Aurora Bomber build time increased from 20.0 to 30.0. -Alpha Aurora Bomber bomb damage increased from 40.0 to 400.0. -Alpha Aurora Bomber fuel bomb weapon damage type changed from JET_MISSILES to EXPLOSION. -Alpha Aurora Bomber bomb primary weapon damage radius decreased from 20.0 to 5.0. -Alpha Aurora Bomber explosion primary damage radius decreased from 60.0 to 30.0. -Alpha Aurora Bomber explosion secondary damage radius decreased from 100.0 to 50.0. -Enforcer now requires a 1 star unlock -Particle Cannon cost increased from $2500 to $4000. Wow, didn't know that we had to give up our SuperWeapon advantage as well as our only tank (that doesn't die with 1 hit) to get our Auroras back, and they'd still be massively nerfed (sure we got the punch back, but it's hard to call it an AOE bomber anymore). Well, guess from 1.0 on it's gonna suck being the SuperWeapon General when the only positive difference with the stock is 20% cheaper super weapons and EMP Defenders/Patriots (and their EMP missiles are much weaker than regular ones). This post has been edited by ShEsHy: 21 Oct 2010, 4:04 -------------------- I looked, and behold, an ashen horse; and he who sat on it had the name Death; and Hades was following with him.
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21 Oct 2010, 9:02
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#32
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
CODE -Alpha Aurora Bomber build time increased from 20.0 to 30.0. -Alpha Aurora Bomber bomb damage increased from 40.0 to 400.0. -Alpha Aurora Bomber fuel bomb weapon damage type changed from JET_MISSILES to EXPLOSION. -Alpha Aurora Bomber bomb primary weapon damage radius decreased from 20.0 to 5.0. -Alpha Aurora Bomber explosion primary damage radius decreased from 60.0 to 30.0. -Alpha Aurora Bomber explosion secondary damage radius decreased from 100.0 to 50.0. -Enforcer now requires a 1 star unlock -Particle Cannon cost increased from $2500 to $4000. Wow, didn't know that we had to give up our SuperWeapon advantage as well as our only tank (that doesn't die with 1 hit) to get our Auroras back, and they'd still be massively nerfed (sure we got the punch back, but it's hard to call it an AOE bomber anymore). Well, guess from 1.0 on it's gonna suck being the SuperWeapon General when the only positive difference with the stock is 20% cheaper super weapons and EMP Defenders/Patriots (and their EMP missiles are much weaker than regular ones). This post has been edited by Chyros: 21 Oct 2010, 9:14 -------------------- TN
"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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21 Oct 2010, 12:45
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#33
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Group: Members Posts: 565 Joined: 14 June 2009 From: Sri Lanka Member No.: 155 |
I think I'll love the new "Chrono" Enforcer . Just out of curiosity, what is the damage of the hypersonic Aurora?
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21 Oct 2010, 13:19
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#34
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
I think the same as a normal Aurora i.e. 400 AURORA_BOMB damage, not counting experience level bonuses. And yeah, you will love the new Enforcer, I promise you . Not easy in its use but very devastating when you get the hang of it.
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"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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21 Oct 2010, 19:23
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#35
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Group: Members Posts: 12 Joined: 21 September 2009 Member No.: 423 |
GREAT CHANGES BUT .......
Does Anyone feel That toxin general is Week? -Toxin RPG Trooper poison field weapon damage type changed from POISON to SURRENDER. -Toxin RPG Trooper poison field weapon upgraded damage type changed from POISON to SURRENDER. -Toxin RPG Trooper resistance to Toxins decreased from 5% to 20%. -Toxin Tractor health decreased from 550.0 to 450.0. Toxin Jarmen Kell poison field weapon damage type changed from POISON to SURRENDER. -Toxin Jarmen Kell poison field weapon duration decreased from 10000 to 5000. -Toxin Jarmen Kell poison field weapon upgraded damage type changed from POISON to SURRENDER. -Toxin Jarmen Kell poison field weapon upgraded duration decreased from 10000 to 5000. ??? |
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21 Oct 2010, 19:44
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#36
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Group: Members Posts: 38 Joined: 25 August 2009 Member No.: 380 Projects: ROTR Tester |
You guys are making a big jump 0.94 -> 0.95 -> 0.951 -> 1.0. This looks wonderful. I love the Topol M!
But you should really decrease the strenght of the Angry Mob, I owned 2 Hard Armies with them. 4 Groups, upgraded with AK47s and Molotovs -------------------- 'Pride of the working class!'
'I don't like Animaniacs?' |
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21 Oct 2010, 20:04
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#37
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Twintails are eternal! Group: Members Posts: 473 Joined: 7 June 2009 From: Singapore Member No.: 74 Lurk, cleaned and mounted. |
Pathfinders and a couple of those...units are the death of mobs.
...especially Hurricanes. Also will the Hypersonic Aurora get a possible speed boost by using an unused locomotor with higher speed? The namesake if the Aurora compared to the other non-hypersonic Auroras makes it really...sad. If not, is it possible to remove the 'Supersonic aircraft!' voice line specifically from the Hypersonic Aurora? Hahaha just playing around for a bit. -------------------- |
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21 Oct 2010, 21:08
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#38
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
GREAT CHANGES BUT ....... Yes, I'm not happy with many of those changes. And other changes to Thrax in the current public version as well.Does Anyone feel That toxin general is Week? -Toxin RPG Trooper poison field weapon damage type changed from POISON to SURRENDER. -Toxin RPG Trooper poison field weapon upgraded damage type changed from POISON to SURRENDER. -Toxin RPG Trooper resistance to Toxins decreased from 5% to 20%. -Toxin Tractor health decreased from 550.0 to 450.0. Toxin Jarmen Kell poison field weapon damage type changed from POISON to SURRENDER. -Toxin Jarmen Kell poison field weapon duration decreased from 10000 to 5000. -Toxin Jarmen Kell poison field weapon upgraded damage type changed from POISON to SURRENDER. -Toxin Jarmen Kell poison field weapon upgraded duration decreased from 10000 to 5000. ??? The change to the toxin RPG still makes me unhappy, but it is needed - they are nearly uncounterable with POISON damage. Thrax's Jarmen got nerfed because his poison field would kill all troops inside of a troop crawler instantly when he sniped the driver. Believe me, I had to do an insane amount of lobbying before I got it REDUCED to this amount of nerfs - in our earlier devs he was nerfed so badly at one point that his toxins killed infantry practically slower than radiation did and that Deathstrike had better toxin units than Thrax had D: . -------------------- TN
"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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22 Oct 2010, 9:43
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#39
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The Oxymoron General Group: Members Posts: 29 Joined: 27 June 2009 Member No.: 214 |
What does the surrender damage type mean?
-------------------- Commands
(1977-1992) S.H.I.E.L.D. Supreme Headquarters, International Espionage, Law-Enforcement Division (1992-2006) S.T.R.I.K.E. Special Tactical Response for International Key Emergencies (2006-Present) Executive Commander of Team America and S.H.U.S.H. I have a policy about honesty and ass-kickings: If you ask for it, I have to let you have it. FEEL THE OP!!! |
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22 Oct 2010, 12:52
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#40
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
all it means is that units don't get damage over time from those specific toxin weapons.
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22 Oct 2010, 15:09
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#41
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Group: Members Posts: 77 Joined: 27 January 2010 From: Australia Member No.: 716 |
The Pathfinder nerf is ridiculous. If you wanna reduce its cost efficiency then reduce its ROF, not output...How on earth is that a sniper deals only a tick more damage to infantry than standary infantry does? Gameplay-wise if you can't kill off enemy infantry with one shot then you spook them too early and they will have chance to pull their infantry back. After all the Pathfinder still need a skill point to unlock and is not that cheap to train either.
This post has been edited by wangho1990: 22 Oct 2010, 15:09 |
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22 Oct 2010, 18:47
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#42
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Group: Members Posts: 18 Joined: 2 December 2009 From: Wisconsin Member No.: 564 |
Wow, that's a huge changelog. You guys have been busy! The new railgun effect looks great, and I can barely imagine how much fun the RPG angry mobs are going to be. "
I only made it about halfway through the change log, but the Pathfinder thing did catch my eye. With the Strategy Center prereq removed, it will be easier to build them, but the idea of a sniper without a 1 hit kill is strange. Do all basic infantry have the same amount of health? |
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22 Oct 2010, 20:45
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#43
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Group: Members Posts: 10 Joined: 6 August 2009 From: Stockholm Member No.: 330 |
Whats up with all the weapon range decreases?
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23 Oct 2010, 0:52
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#44
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
I guess I'll be the team changelog defender again .
The Pathfinder nerf is ridiculous. If you wanna reduce its cost efficiency then reduce its ROF, not output...How on earth is that a sniper deals only a tick more damage to infantry than standary infantry does? Gameplay-wise if you can't kill off enemy infantry with one shot then you spook them too early and they will have chance to pull their infantry back. After all the Pathfinder still need a skill point to unlock and is not that cheap to train either. At first I was skeptic of this as well, but if you try it, you'll find it's not as black-and-white as you think. They're still incredibly effective - don't forget they have great range and they don't unstealth when they fire. They're a pest to get rid of and at least kill for example Angry Mob guys still in one shot. It's just that one of them won't render a whole enemy army of infantry useless all by itself anymore. Wow, that's a huge changelog. You guys have been busy! The new railgun effect looks great, and I can barely imagine how much fun the RPG angry mobs are going to be. " No. Rocket men for example are all weaker than riflemen. I only made it about halfway through the change log, but the Pathfinder thing did catch my eye. With the Strategy Center prereq removed, it will be easier to build them, but the idea of a sniper without a 1 hit kill is strange. Do all basic infantry have the same amount of health? Whats up with all the weapon range decreases? You mean the rocket men range decreases? Those were done because they made them dominate the game way too much. It was one of the reasons that for example main battle tanks were relatively underused. It's a change LONG overdue. -------------------- TN
"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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23 Oct 2010, 2:37
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#45
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Group: Members Posts: 38 Joined: 25 June 2009 Member No.: 212 |
QUOTE MiG Bomber experience levels increased from 0 | 100 | 200 | 400 to 0 | 125 | 250 | 500 Was it even possible to get veteran MiG-Bombers in .95? Is it possible now? IMHO the EMP/Nuke bombers were underused already, what was the reason for the nerf? -------------------- "Under communism, man exploits man. Under capitalism, it's just the opposite." --- John Kenneth Galbrith
"He who prefers security over freedom deserves to be a slave." --- Aristotle |
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23 Oct 2010, 3:25
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#46
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Captain of the U.S.S. Kelvin Group: Members Posts: 84 Joined: 7 June 2009 From: WA, USA Member No.: 32 Exploring new worlds... |
Fascinating that the changelog has been posted. Having a chunk of the stats returned to zero hour 1.04 will help make gameplay fresh. I'm very excited to see what other updates are released before the final release is made.
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23 Oct 2010, 4:14
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#47
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
Was it even possible to get veteran MiG-Bombers in .95? Is it possible now? Yes, they gain experience now. As for how regularly they are used - they're a niche unit perhaps, but devastating. The EMP bomber also has been made more of a destruction unit and less of an EMP unit. IMHO the EMP/Nuke bombers were underused already, what was the reason for the nerf? -------------------- TN
"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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23 Oct 2010, 11:38
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#48
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Group: Members Posts: 195 Joined: 6 June 2009 From: Germany Member No.: 26 Projects: ShockWave Tester Mindfuck of the month: Casimir effect |
Last time i tested it pretty much sucked at the EMP-part in internal versions :\
I liked the old one better actually. -------------------- And you feel a sudden chill How do you do? My name is Trouble I'm coming for the kill... And you know I will |
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23 Oct 2010, 14:02
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#49
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
Last time i tested it pretty much sucked at the EMP-part in internal versions :\ Yeah the EMP part is a lot lot less now. I liked the old one better actually. -------------------- TN
"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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23 Oct 2010, 15:24
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#50
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Twintails are eternal! Group: Members Posts: 473 Joined: 7 June 2009 From: Singapore Member No.: 74 Lurk, cleaned and mounted. |
Will PDLs have a bit more range? I feel that it's way TOO small...can't point defend properly.
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