Totem Arts Staff MathDotPI Posted September 18 Totem Arts Staff Share Posted September 18 "Welcome back, Commander!" The team has been hard at work revamping major features of the game, including veterancy, AOW and more. Several bugs have been squashed alongside some balance tweaks and map fixes. Spoiler Balance | Veterancy Rework | The Veterancy System has received a major overhaul in order to offer a more gradual progression and make rank difference feel less drastic. Some character/weapon parameters have also been changed for a better consistency across ranks Veterancy Added 2 incremental steps between the previous ranks: Recruit > Recruit I > Recruit II > Veteran. Infantry Building damage modifiers now start at Veteran and increase with every major Rank. Increased the VP reward for killing advanced infantry. Secondary weapons damage is maxed out at +35% instead of +50% at Heroic. Grenade Launchers/Flamethrowers/Chem Sprayers damage against buildings scales up with veterancy. Weapons range/Projectile speed will be consistent across all ranks. Their new values are the previous Elite stats. The effect time of EMP/smoke grenades no longer scales with veterancy. Changed Infantry repair VP checkpoint from 50 to 75. Weapons ammunition no longer refills on promotion. Running speed slightly reduced. Sprint speed values were normalized for all characters: Patch: 1.125 -> 1.1 Stealth Black Hand: 1.125 -> 1.1 Mendoza: 1.1 -> 1.05 All Anti Tank and Sniper Classes (except Marksman and Laser Chain Gunner) : 0.95 Laser Chain Gunner: 0.85 -> 0.9 Every other class: 1 Removed the health disparities between Nod/GDI Officers/Rocket Soldiers Vehicles Normalized some vehicles reload time multipliers. Vehicle Limit is now globally 20. Entering vehicles unequips weapons, cancelling any weapon actions. Flame Tank Damage against buildings scales with veterancy Harvester Reduced damage taken from Airstrikes Orca/Apache Orca now gains 4 rockets at Heroic instead of just 2 Overall reduced a disparity in the Orca/Apache veterancy gains Missile Launcher (Rocket Soldier) Lowered reload speed at Heroic Lowered Their damage against buildings at Heroic (from +33% to +20%) Rocket Launcher (Gunner) Clip size increases with veterancy: Elite: +1 Heroic: +2 Laser Chain Gunner Increased base armor by 50. Armor at Heroic remains the same Marksman Increased armor from 75 to 100 Changed armor type from Kevlar to Light Sniper Rifle / Ramjet Rifle Magazine size increased by +1 for every major rank Defense Turret Increased rate of fire but reduced damage resulting in slightly better DPS Increased damage against Flak armor Rocket Emplacement Increased Swarm missile range to better match lock on range Shotgun Decreased spread, increased range Lowered pellet damage from 13 to 12 Spread pattern is now consistent Remote C4 / Timed C4 Reduced the damage against Master Control Terminals at Recruit ranks Bug Fixes Defense Mode Fixed invisible wall on Dark Night near vehicle spawn area Fixed kills not being counted in Defense mode Bots now have their class name instead of generic name Fixed the placeable per-player defense limit not working Fixed Dark Night minimap being barely visible Fixed character purchase not going through sometimes after respawn. Fixed elapsed / remaining time ticking before match has officially begun. Fixed map selection pool not being suited for player count. Fixed an issue where damage dealt by volumes would give points for repairing. Fixed an exploit where if you switch team and you have reserved vehicle on the opposing team, you can circumvent the team exclusivity. Fixed player pawns still drawing on minimap while dead. Disabled "feigndeath" command. Global fix for jumping over the Barracks' sandbags in non flying maps. Fixed bounty notification showing 0 credits. Fixed an issue where commander smokes on Nod sometimes didn't work as intended. Fixed spacing issue in spotted messages.. Killing vehicles that never had a driver or on your own team no longer triggers a voice line. Disabled spatialization on voicelines from own character. Fixed some PT descriptions. Fixed scoped weapons being obstructed by objects that are not in view but close to the weapon. Fixed infantry being rewarded points for killing themselves with their own weapons. Fixed infantry falling through the map on death. Fixed snipers being able to sprint while scoped. Fixed health bars showing 0%. Fixed Radar crate spotting players inside buildings. Fixed players becoming invisible after sharing the passenger seat of a vehicle. All Out War Marathon mode has received virtually all of the playtime from the playerbase for in-numerous years. With the revamp of the AOW (timed) mode, we are looking to solve some of the pain points of hours long marathon slugfests, while improving on the original AOW formula Overtime Overtime triggers if one team isn't at least 1000 points (configurable) ahead of the losing team when time runs out. Overtime disables building revivals Sudden Death Sudden Death triggers if one team still isn't more than 1000 points ahead when Overtime runs out. Sudden Death disables repairing buildings Buildings revive after a set period of time (default is 10 minutes) Victory by points ends now by forced surrender Default duration is 50 minutes Overtime duration: 20 minutes Sudden Death duration: 10 minutes Autobalancer Following the introduction of autobalancing in the last patch, we have gathered player feedback and taken several steps to improve the system in order to provide a better and more fair experience. All parameters can be configured by server owners Can be enabled/disabled via Vote Disabled for the first 10 minutes of a game Now gives out the reward over a period of time Now has a cooldown between attempts regardless of it succeeding or being cancelled or failing Can now give a VP reward Now does not auto balance people who have placed down important objects like nuke or ion cannon beacons Now does not auto balance people who have a score of over 100 in the last minute Players who were autobalanced will be skipped the next time autobalancing gets activated. (Players can not be autobalanced twice in a row) Balancing will now last 30 seconds by default Will not balance Commanders Will no longer force people to switch on death by default Changed acceptance key to F12 Added warm up period when auto balance starts (10 seconds) to let volunteers go first before swapping people on death Quality of Life Random weapon crate no longer sets acquired weapon as current. Added an option to vote for stopping/starting the harvester. Added notification when enemy votes in commander and you don't have one.. If an Infantry group gets splashed only one person in the group will trigger a hit reaction. Disabled surrender votes if a team has already surrendered. Vote/radio menu now shows correct hotkey for 0. Pressing Q on a friendly vehicle that's damaged, while being a Engineer/Technician/Hotwire will now prompt an "I can repair you" message. Visuals / Audio New Flame Trooper Model FlameTrooperPreview.mp4 New Black Hand Sniper Model based on the original concept art for Command&Conquer Renegade Updated sprint animations. Added Chemical Trooper's First Person Arm mesh. Updated Nod Soldier's texture. Added unique voice lines for every free class available: Soldier, Shotgunner, Marksman, Engineer, Soldier, Shotgunner, Marksman, Engineer Added more voice lines for Black Hand Sniper, Technician, Mendoza, Sakura, Chem Trooper, Rocket Soldier, Raveshaw, McFarland, Officer, Hotwire and more. Removed voice lines that were too different from Black Hand Sniper, Flame Trooper, Rocket Soldier, Officer, Officer, Laser Chain Gunner. Added more death sounds to characters. Added effects to restored/restoring buildings. Replaced the "VS" at the center bottom of the screen with the current game mode/game stage: AOW, Marathon, Overtime, Sudden Death. Added UI elements that appear when: joining a Marathon/AOW match one team is dominating (AOW) the match is close to finish (AOW) the match is entering Overtime/Sudden Death (AOW) Maps Tomb Blocked the ridge from Nod's Silo Side from climbing Added blocking volumes on the Weapons Factory Reservoir Overhauled the vehicle section of the map Tiberium Silo has been moved at the base of the Dam Raised Nod Defense Turrets to better defend against infiltrators Moved both factions' Guard Towers to better aid in base defense against infiltrators The middle walls on the Dam have been raised to stop snipers from covering the entire area from their base Reworked the infantry exits near Hand of Nod/Barracks to offer symmetrical opportunities and cover from other vantage points Fixed being able to climb into the Dam Tunnel from Nod's Power Plant Increased Nod's Airstrip drop off height to prevent new vehicles destroying others by accident Changed some collision to stop vehicles from getting stuck Economy changes: harvesting time increased, credit amount increased Updated visuals Updated the minimap Increased mine limit from 24 to 26 Increased the airstrike cooldown from 90 to 120 Under Added cover to prevent vehicles from shooting into the tunnel entrances Fixed the Ice Cave causing the game to freeze briefly upon death Goldrush Moved the Guard Tower from GDI Power Plant next to the GDI Repair Facility Moved the AGT closer to the Weapons Factory Removed the Guard Tower in front of GDI base Islands Fixed a base to base spot Fixed Remote/Timed C4 getting tossed on the tunnels from above Added missing materials from bunkers Blocked an unintended spot near the GDI tunnel exit Blocked line of sight from Nod's tunnel entrance in base to field Fixed being able to climb the perch on Nod side from Nod's base Increased Air Strike cooldown from 60s to 85s Blocked a climbable spot next to Hand of Nod Fixed an exploit that allowed infantry to stand on a water mine Mines Reduced the income from Refineries Blocked the usage of Ion cannon/Nuke beacons inside the tunnel area Moved the Guard Tower from the GDI Refinery Rotated the AGT to allow better targeting for rockets Elevated the Airstrip to be easier to hit Lowered mine limit from 30 to 26 Lowered Air Strike cooldown from 110s to 100s Expanded vehicle routes. Enabled vehicles to enter the area next to the lake by destroying fences Blocked vehicles from boosting into the other team's base via the central path Reworked some areas in field. Overall more cover for support infantry Blocked some lines of sight for snipers Visual changes Crash Site Economy tweaks Reworked the Ship tunnels layout Blocked the usage of Proximity/Remote/Timed C4 in the tunnels Changed the area in front of GDI's base to be easier to defend and reach the Capturable Silo Field X Added cover to prevent vehicles from hitting inside tunnels from the field area Adjusted the rocks in the tunnels in order to allow both factions to climb Adjusted the GDI long tunnel to be easier to defend Field Fixed an exploit that allowed MRLS to climb the rocks behind GDI Weapons Factory and shoot into GDI long tunnel Walls Fixed an exploit behind GDI base that allowed vehicles to climb the rocks Outpost Fixed a ladder volume on the tower near GDI's base that caused players to die instantly Oasis Scaled down some rocks to free up the space blocked by collision Hourglass Improved infantry visibility Fixed the decorative lights on the AGT antenna floating Cliff Side Blocked an area in the tunnels where players would get stuck with no way back Xmountain Increased the brightness of the map Mesa Fixed projectiles going through the water and not hitting the surface Fixed the decorative lights on the AGT antenna floating Lakeside Fixed being able to get on top of the cliffs next to GDI base Fixed being able to get on top of some other cliffs with a Chemical Trooper Darkside Improved infantry visibility Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.