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Lovehandles

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About Lovehandles

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  1. The second release of the balance patch is more or less ready to go, we just need to add it to the CnCNet client. :- )
  2. Very glad to see my favourite Matt of Attack is still alive and well; keep up the good, and no doubt immensely arduous, work. :- )
  3. I think what White's talking about is adding a toggleable option that locks in certain settings, like 10000 starting credits, 0 starting units, crates off, bases on, (no Visceroids, please) and limiting the map selection to a curated pool of maps suited for 1v1, and maybe 2v2 games. This would be especially helpful for people that are relative newcomers to the scene, and it would give us somewhat of a tournament standard to work with too. As long as the interface is easy to understand, I don't think this argument holds much water. That said, though, the CnCNet client itself could do a better job of explaining what exactly the "Balance Patch" setting does -- a simple link to the main thread whenever you turn the option on/join a game with it enabled, would be a helpful addition. :~)
  4. As other people have already mentioned, these changes are part of an optional setting you can turn on/off whenever you host a TD game. :- )
  5. It would appear MikePence has a lot of sympathisers. :- )
  6. Shucks, I'll have to simplify the poll in one way or another, then. Thanks for the input! EDIT: Alright, it's been done did. This change is probably for the best either way, considering how bloated it was before. 🐵
  7. Hello, peeps! We'd like to gather some simple data on where the community stands in regards to each individual change that was made in the Community Balance Patch. You can read more about the Community Balance Patch here, for further explanation of each change. Feel free to post more in-depth feedback as a comment instead. 🙂
  8. Lovehandles

    Rule braker

    If you're not mercilessly ganging up on people, you ain't playing FFA right :~)
  9. Why do you believe this to be the case?
  10. You'll still see all games; it's an optional setting you can enable when hosting a game, like crates and capture the flag. (-:
  11. The Visceroid will be forever immortalised in the original game -- something this optional balance patch can't, and won't change :~)
  12. *WORK IN PROGRESS* Consider this thread the dumping grounds for changelogs and any feedback related to the Community Balance Patch. These changes are not 100% set in stone, and are liable to change in future releases. Release 1 is largely a test bed for the current modifications. What is the Community Balance Patch? A completely fair and warranted question, my fellow. In essence, it's an attempt at rounding out some of the game's rougher edges, and giving some of the more undertuned units a bigger chance to shine. This has mostly been achieved by dialing back a couple of keys units, while padding out some of the more commonly neglected units, be it due to their stats, or just high tech requirements. Ultimately, our goal is to improve over-all unit and strategy variety, while keeping the gameplay in line with the original as much as possible. Can I still play with the original balance? Yes, yes, and yes. The Community Balance Patch is an entirely optional setting that can be enabled (or disabled) at one's own leisure, whenever hosting a game on CnCNet. Release 1 (21st March 2019) Apache Ammo has been reduced from 15 to 12. As a rule of thumb, it now takes 1 more Apache to snipe a given structure, with the buffed Construction Yard (4 Apaches -> 6 Apaches; more on this later) being the exception -- possibly also the 3 structures with heavy armour; that is, Turrets, Airstrips and SAM Sites. APC Cannot crush infantry anymore. Generally, this means they're much less suited as an anti-infantry unit, while still retaining its arguably niche role as infantry transport. The intention behind this change is to bring the other, usually support-oriented anti-infantry units further into the game's meta. Stealth Tank Health has been increased from 110 to 125, and cost has been reduced from 900 to 700. It's essentially just an over-all increase to cost efficiency. This gives them a damage output advantage over Recon Bikes for one, meaning that their entire selling point isn't just their stealth functionality anymore. I don't think this change requires much explanation; Stealth Tanks are largely just worse Recon Bikes, but with a stealth gimmick. This buff is an attempt at making them a more worthwhile investment, while still keeping them inferior at unit skirmishes, when compared to Recon Bikes. Humvee Health has been changed from 150 to 185 -- in short, roughly 33% more than a Buggy, so their respective health pools are proportional relative to their costs. This buff gears them further up for pretty much every fight imaginable, but the biggest focus was shrinking the cost-efficiency disparity between Humvees and Buggies (they still do not trade one-for-one, due to Buggies having a damage output advantage). Additionally, they can now engage against Recon Bikes quite confidently, although Recon Bikes will still scale better. Artillery Turn rate has been increased from 2 to 5 (Same as SSM Launchers, the MLRS, and the majority of the tanks). This makes it easier to target fire with, and react to flanks. MLRS (Rocket Launcher) It's now a GDI-only unit, has had its health increased from 100 to 125, and only requires a Communications Center (radar) to access now. We're gunning for this unit to function as a respectable support unit against light vehicles, and an outright counter to infantry and air units (through scaling/critical mass, if not by default). GDI's analogue of Artillery, but superior in most ways, except for their minimum range, inferior damage output and lower health (relative to their cost). Mobile Construction Vehicle (MCV) Its sight radius has been increased from 2 to 4. The sight radius increase is intended as a quality of life change to make it easier to orientate oneself at the start of a game, and help out people with lesser map knowledge. Chem Warrior Tech prerequisite has been changed to Communications Center (radar) to improve accessibility, and give them a chance to find a place/role in the metagame. I'm expecting/hoping it to function as something along the lines of a bootleg Grenadier, but time will tell! Rocket Soldier Health has been increased from 25 to 50, to match that of Minigunners and Grenadiers. Even though they're the best anti-armour and only anti-air infantry in the game, gutting their survivability this badly isn't justified -- especially when you consider their cost, and the fact that they basically have no favourable matchups, except against Orcas and Apaches (More or less all anti-air in the game is cost-efficient vs air units). Broadly speaking, this remains the case with the buff -- notable changes being that 2 Rocket Soldiers will usually bring an Apache down to a sliver or so of health, and 3 Rocket Soldiers will confidently beat it. Light and Medium Tanks are also going to have a notably harder time using their superior speed (and range, in case of the Medium Tank) to kite them to death. Engineer Health has been lowered from 25 to 20, and speed has been lowered from 8 to 7 (for comparison, Minigunners have a speed of 8 and Rocket Soldiers a speed of 6). Previously, it would take somewhere around 3-9 shots to kill a moving Engineer with a Humvee, Buggy, APC, or even Minigunner. This change reduces that range to 2-4 shots, bringing it much closer to the original minimum. As the cherry on top, Guard Towers and Apaches can now one-shot full health Engineers, unless they are already prone. Temple of Nod Cost reduced from 3000 to 2000. This is a simple accessibility change, meant to give Commandos and the Nuclear Strike a bigger chance of making an appearance outside of situations that essentially just amount to stalemates. Advanced Communications Center Cost reduced from 2800 to 1850. This is a simple accessibility change, meant to give Commandos and the Ion Cannon a bigger chance of making an appearance outside of situations that essentially just amount to stalemates. Weapons Factory Health increased from 400 to 480. The cardboard box has been reinforced with a double-folded sheet of toilet paper, equalising the amount of Orcas and Apaches it takes for a snipe (4 for both). Considering the massive difference in resilience between the Weapons Factory and Airstrip, I would colour this a justifiable buff. It needs to be vulnerable, but not to the point that brainlessly diving it will be almost effortlessly rewarded. Last, but not least, a Nuclear Strike CANNOT kill it anymore, but will leave it smoldering with a sliver of health. I believe the burn damage will usually kill it, unless it's repaired in time. Ion Cannon Damage has been increased from 600 to 640. This is a very focused change that's essentially just meant to make it so the Ion Cannon can still one-shot a Weapons factory. I am 99% sure this will not make it capable of orbitally annihilating anything it couldn't previously, but let me know if you can think of or know any potential candidates. Construction Yard Armour type has been changed from Wood to Light, and its sight radius increased from 3 to 6. This means Construction Yards will now take less damage from certain damage types/sources, namely High Explosive going from a 75% to 56% modifier, and Fire from a 100% to 69% modifier. The sight radius increase is intended as a quality of life change to make it easier to orientate oneself at the start of a game, and help out people with lesser map knowledge. Visceroid Health has been lowered from 150 to 1, it has been fully disarmed, had its ability to crush infantry removed, and in turn, been made crushable itself. This is really just to keep them from ruining the odd game now and then. Ideally, they would be removed completely.
  13. just tested the map, they went straight for me regardless
  14. Haha, that's awesome! And yes, I could make some maps for this for fun. I've been thinking about trying to get Tiberian Alert back in order, and maybe start working on that. Although I could definitely start doing some maps potentially for Tiberian Dawn as well. We'll see! EDIT: On another note, you should upload some more commentary videos! I've been lurking a little bit, and by the way, nice work on keeping content up on your channel. get on it, lad
  15. Mole40k wrote a really comprehensive guide for Tiberian Sun, I'd suggest you check it out here :~)
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