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Patch - Command & Conquer 3: Kanes Rache : Patch 1.01 erhältlich: Kane rächt sich an Bugs

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Electronic Arts hat einen ersten Patch zu Command & Conquer 3: Kanes Rache veröffentlicht. Dieses Update aktualisiert das Add-on auf Version 1.01. Der Patch steht sowohl für die Kane Edition als auch die Standard-Version zum Download zur Verfügung.

Desync Fixes

* Fixed a desync that occurs when a Nod ally attempts to create a Decoy army of a Mechapede.
* Fixed a desync that occurs when creating a free-for-all 8 player game with 6 brutal AI.
* Fixed a desync that occurs when playing a 6 player game with 4 AIs after both human players have been eliminated and are spectating the match.
* Fixed a desync that occurs when playing against a brutal AI with 2 players on level Unfair Advantage.
* Fixed a desync that occurs when playing with 2 players against a Brutal Black Hand AI on the map Unfair Advantage.
* Fixed a desync when 2 players use Black Hand vs GDI on the map Tournament Arena.
* Fixed a desync that occurs when engaging Firehawks with Seekers
* Fixed a desync when Venoms attack a Plasma Missile Battery that is detecting an invisible unit

Bug/Exploit Fixes

* The Message of the Day will now show up online for Kane's Wrath.
* In-game rank/stats now show up alongside player name while in the game lobby, or during Automatch screen.
* Improved Automatch performance
* Reaper 17 – You can no longer sell a stasis chamber to receive a group of Ravagers for only 600 credits.
* You can no longer use group selecting to allow a Mantis, AA-loadout Firehawk, flying Shadow Team, or Slingshot to force-fire on other ground units.
* Titans crushable level increased. Titans can no longer crush other Titans.
* Fixed the minimap while match is loading

Balance Changes

The following balance changes are intended to make resource-gathering decisions more strategic, while also further tuning the combat forces to ensure even balance across all three factions in any combination.

General Balance Changes

* Refinery cost increased to 3000 credits, build time increased to 30 seconds, power requirement increased to 15 units
* Harvester cost increased to 2000 credits, build time increased to 20 seconds
* Tiberium Spike capture bonus decreased by 33%, income per second decreased by 60%
* Harvester health increased 25% for most factions, Steel Talon/Black Hand harvester health increased by 16%
* Build radius: most unit production structures no longer provide a build radius, all conyards have had their build radii increased by 25%
* Advanced infantry structures now provide a basic infantry unit when sold or destroyed
* Grasslands Landgrab: blue tiberium now starts at 0

GDI Balance Changes

---Structures---

* Silo cost reduced by 80%
* Power Plant upgrade now provides double the bonus power
* Power Plant cost and build time reduced by 12.5% to 700/7

---Units---

* Commando armor versus gun, rocket, and grenade doubled
* Grenadier range increased 8%, grenade speed increased 50%, scatter increased 33%, blast radius increased 50%
* Rig: packed HP increased 33%, unpack/pack time decreased 40%, repair drone range increased 33%
* Pitbull damage increased 25% against ground units, HP reduced 10% against air scale reduction 200 to 150.
* Hammerhead speed reduced 17%
* Mammoth speed increased 12.5%
* Shatterer range increased 30%, sonic wave horizontal damage radius tripled, pre-attack delay removed, clip reload time increased, cost increased to 1500/15
* Zone Shatterer range increased 30%, sonic wave and overload beam sonic wave horizontal damage radius tripled, removed pre-attack delay, increased clip reload time, cost increased to 1600/16
* ZOCOM Orca burst damage capability dps increased significantly, clip size reduced 50%, cost and build time increased to 1500/15
* Titan crusher/crushable level increased to that of a heavy tier 3 walker, damage increased 12.5%, railgun-upgraded damage increased 9.2%
* Behemoth range increased 20%, HP increased 10%
* Combat Engineer damage increased by 17%
* APCs now lay mines as quickly as the Mobile Repair Transport (instantaneously)
* Firehawks will no longer force-fire at the ground when loaded with anti-air missiles and group-selected with ground units
* Slingshots will no longer force-fire on the ground when group-selected with ground units
* Surveyor -- damage taken by gun-type decreased by 25%, speed increased by 20%.

---Upgrades/Abilities/Powers---

* Call for Transport ability cost reduced by 60%
* Hardpoints upgrade no longer decreases Firehawk anti-air missile speed
* Autoinjectors health bonus increased an additional 20%
* Ceramic Armor bonus versus gun- and cannon-type damage decreased by 50% for the ZOCOM Orca
* ZOCOM Bloodhounds power cost increased by 50%, now provides veteran APCs
* ZOCOM Airborne power cost increased by 50%
* Steel Talon Bloodhounds power cost increased by 40%
* Composite armor build time tripled
* Tiberium Field Suits build time and cost doubled, armor bonus vs cannon halved
* MARVesting now returns 33% of the harvested Tiberium value

Nod Balance Changes

---Structures---

* Silo cost reduced by 80%
* Voice of Kane now provides the appropriate increase in combat effectiveness to nearby infantry
* Shredder Turret Hub for Marked of Kane subfaction can now fire when upgraded with quad turrets

---Units---

* Commando armor versus gun, rocket, and grenade doubled
* Beam Cannon range increased 20%
* Avatar beam weapon damage increased by 6.25%
* Purifier beam weapon damage increased by 6.25%
* Flame Tank damage taken from cannon-type decreased 25%
* Fanatic damage increased 54%, blast radius increased 25%
* Redeemer laser damage increased 6%, range increased 7%
* Mantis range increased 10%
* Confessor Cabal cost/build time increased 33%, unupgraded damage increased 50%
* Tiberium Trooper rangefinder has been fixed, increases unit range by 20%
* Awakened speed increased 11%, health reduced 25%
* Emissary -- damage taken by gun-type decreased by 25%, speed increased by 20%.

--- Upgrades/Abilities/Powers---

* Reflector Beam ability no longer diminishes attack power, reflection range doubled
* EMP Cannon of the Awakened/Enlightened tuned for significantly faster responsiveness, squads will no longer perform a funky backwards walk-dance when attempting to get into EMP range
* Call for Transport ability cost reduced by 60%
* Charged Particle Beam cost reduced 66%, upgrade time halved
* Dozer Blades cost and research time doubled
* Black Disciples cost increased 33%, research time doubled
* Purifying Flame cost increased 33%, research time doubled, damage bonus to Flame Tank increased 116%, damage bonus to Purifier decreased 75%
* Commandeer Beam Cannon damage bonus increased by 50%
* Commandeer Stealth Tank: stealth-upgraded Avatar will no longer lose stealth when moving
* Rage Generator hallucination time reduced 60%, cooldown halved
* Supercharged Particle Beam damage bonus to Shredder Turrets decreased 70%
* Charged Particle Beam damage bonus to Shredder Turrets decreased 60%
* Laser Capacitor upgrade damage bonus to raider buggy increased 33%, damage bonus to laser turret increased 50%
* Disruption pods now subtract the appropriate 500 credits on use
* Tiberium Vein Detonation damage decreased 20%
* Tiberium Core Missiles no longer reduce the range of the Attack Bike
* Shadow Strike Team power cost increased by 25%
* Shadow Team Explosive Charge damage reduced 10%
* Catalyst Missile radius decreased by 50%
* Mantises will no longer force-fire at the ground when group-selected with ground units

Scrin Balance Changes

---Units---

* Devastator Warship range increased 14%, damage type changed from cannon to grenade
* Storm Rider health, cost, and build time normalized to base Scrin across all subfactions
* Cultist health reduced 20%, speed increased 12.5%, mind control cooldown increased 33%
* Seeker damage taken from cannon type damage increased 10%, damage taken from gun-type damage doubled
* Disintegrator range increased 36%, back-end members of the squad should no longer have trouble firing
* Devourer Tank uncharged damage increased 23%, charged damage increased 6%
* Mechapede disintegrator segment damage and range halved, corrupter segment range decreased 25%, disc segment modified to be anti-air only, range of disc segment increased 8%, Shard segment rate of fire improved significantly
* Corrupter range increased by 50%, speed increased by 17%
* Ravager damage from gun-type reduced by 33%
* Explorer -- damage taken by gun-type decreased by 25%, speed increased by 20%.

--- Upgrades/Abilities/Powers---

* Lightening spike power cost increased by 50%
* Plasma Disc Launcher upgrade cost and build time doubled
* Blink Packs upgrade cost and build time halved
* Attenuated Forcefields research cost normalized to base Scrin across all subfactions
* Advanced Articulators cost/build time quadrupled
* Lifeform Recycling range increased 50%
* Blue Shards upgrade no longer reduces the clip size and firing rate of the Shardwalker
* Overlord’s Wrath damage reduced by 55%
* Conversion reserves now provide the stated bonus of 2x charged shot capacity
* Forcefields now take the intended 1% damage from sniper fire

Neutral Balance Changes

---Units---

* Mutant Marauder damage and speed increased 50%

Other Changes

* Added a Russian Lobby

Dateiname: CNC3EP1_patch101_german(KaneEdition).exe
Dateigröße: 68 MB

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