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Command & Conquer SAGA

Beta Patch Rev17 et fin de la Beta


tchutch

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Aaron vient d'annoncer la sortie de la Rev17 de la Beta de CnC4. Il s'agira de la dernière sortie pour la Beta. Toutes les prochaines remontées seront incluses dans un patch post sortie du jeu.

Par ailleurs la Beta prendra fin vendredi 5 Mars prochain pour laisser le temps à l'équipe d'EALA de préparer les serveurs, le site et autres outils pour le lancement du jeu le 16 mars prochain aux Etats-Unis.

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Hey everyone,

We've updated the C&C 4 Beta to Rev17 with what is officially our biggest balance update yet. Please login to update your beta client, or logout, then login This balance update is the culmination of weeks of feedback from you in the Beta and brings the Beta client up to date with our retail release. The change-list is below. Thank you for all the feedback.

Before you read the change-list, we'd like to announce the C&C 4 Beta will be shutdown officially on Friday, March 5th, likely in the afternoon PST time. This will give our team enough time between beta close and launch to prepare our server backend, website, and everything we need to be ready to rock on Launch Day March 16th.

All feedback from Beta Patch Rev17 will be incorporated in to our post launch support. So please, keep it coming, we're looking forward to hearing your feedback. Here is the Rev17 change-list:

General Changes

• Units with Heavy Armor now take 75% damage from rockets.

• Husks now have 1200 health (was 1500), and regenerate 10 health/sec (was 12) from backup systems.

• Bombers (Vertigo and Firehawks) reload at 30% of normal speed near a support crawler (i.e. 6 seconds, was .

• Rank 4 & 5 support powers now required tech 2 to use.

• Husks no longer have directional armor.

• Husks affected by the Backup Systems upgrade no longer heal while under attack.

• Medium Aircraft & ground vehicles take 75% damage from all lasers.

• Tier 3 upgrade points increased to 9 (was 7)

GDI Offense

• Mammoth Tank: Taunt laser now fires less often and cannot affect a taunted target, fixing an issue where laser units could get locked out of attacking at all. Health is now 2100 (was 1700).

• GDI Shockwave changes:

- Fires twice as fast, and its explosion damage has been reduced to 20 (35 when upgraded).

- If the sonic charge is destroyed prematurely (by another sonic charge), it deals an additional 20 damage.

- The GDI Shockwave´s health is now 900 (was 700).

- DoT fire frequency increased to every 0.5 seconds (was every second). Duration on both normal and upgraded charges decreased to 2 seconds.

- Net effect – Shockwave damage is front-loaded, and the AoE blast with the crate upgrade is marginally more effective.

• The GDI Sandstorm´s health is now 900 (was 675), and its rockets deal 25 damage (was 22). Rockets fired while Missile storm is active slow anything in their blast radius to 75% speed and reduce affected units´ dodge chance by 25%.

• GDI Zone Raiders have been sped up significantly (120, was 90), and their laser damage is now 10 (was 7). Their health is now 500 (was 400).

• Mastodon main gun explosions now deal 80 damage each, not 100. It now has a minimum range of 100.

The GDI Commando´s speed is now 100 (ws 80). Its health is now 750 (was 500).

GDI Defense

• The GDI Zone captain always finishes firing their weapon now. Their damage is frontloaded so it starts as the lasers begin to come together.

- 40 AoE damage is frontloaded across 2 seconds, then the main blast deals 40.

• All GDI Mines deal 50 damage (was 35) and EMP affected units for 4 seconds (was 2).

- Nod mines remain the same (50 damage plus 20 fire damage over 20 seconds).

• The Ion Cannon´s AoE damage starts at 0.5 seconds at charge level 2 & up. It deals 24 DPS at charge level 2, 48 dps at charge level 4, and 72 dps at max charge. Both superweapons take 4 minutes to reach full charge.

• The GDI Focus beam base health been increased to 850 (was 750). It now deals a base of 9 damage every half-second (was 6) and ramps up as follows:

- After 3 seconds, damage is 200%

- After 6 seconds, damage is 300%

- After 9 seconds, damage is 400%

• The GDI Armadillo´s command point cost has been reduced to 8 (was 10). Health is now 1600 (was 1300).

• The GDI Rhino´s health is now 2000 (was 1600)

GDI Support

• Hammerhead changes:

- Vulcan cannon fires twice as fast (once every 0.1 seconds, was 0.2), for a fire and reload cycle of 15 seconds (was 25).

- Gun damage has been increased to 3.0 per shot (was 2.25).

- Costs 8 cp (was 10)

• GDI Firehawk strike

- Swoops in instead of coming in from the map border

- Summons 3 more bombers

- Deals 50% more bomb damage in a larger radius (150 bomb damage per bomb (x2 per bomber) in radius 60 (was 30))

• The GDI Sheppard Tank´s health is now 660 (was 700).

• The GDI Firehawk´s health is now 500 (was 300).

• GDI Spanner health reduced to 120 (was 200).

• Overkill lasts 6 seconds (was 10) but increases RoF by 80% (was 25%)

• Displacement Field lasts for 30 seconds (was 20), and increases dodge by 50% (was 75%, but we have a hard cap at 50%), and halves incoming damage (so it still averages to a 75% damage reduction).

NOD Offense

• Nod Spider tanks have a 0.5 second pre-fire (was 1s) and fire every 3 seconds (was 4). Their Dps is the same as that of the Striker.

• The Nod Widow now gains rate of fire and armor boosts as well as damage from garrisoning spider tanks.

- Each ordinary spider tank grants +25% damage, +10% RoF, and 5% reduction in damage sustained.

- Each crate-upgraded spider tank grants +25% damage, +20% RoF, and 5% reduction in damage sustained.

• The Avatar´s health has been increased to 2000 (was 1500). Its chest cannon deals 60 damage per shot and its arms deal 40 per shot. It automatically heals 3 damage/second, starting 1 second after being damaged.

• The Nod Mantis´s ballistic missile has had its damage doubled to 40 (was 20)

• Nod Flame Tank speed is 100 (was 80). Trail of Flame ability duration increased to 15 seconds (was 10 seconds). Total recharge time is 25 seconds. Fixed a bug where Nod Flame tanks deal DoT´s were not working properly.

• The Nod Commando´s range is increased to 350 (was 250). Its speed is now 95 (was 90).

NOD Defense

• The Nod Hijacker´s virus ability now deals 6 damage every 0.5 seconds to infected units (was 10).

• The Nod High Confessor still deals 50 damage to its first target but the scatter laser now deals a base of 30 damage and drops off in the same pattern as the Basilisk (100%, 85%, 70%, and so on down to 40%).

• Reckoner no longer slows down while burrowed.

• Nod Cobra turrets deal 55 damage (was 45) per shot, and have 450 range (was 425).

• The Nod Underminer now deals 100 AoE damage per shot (was 70)

• Nod Aftershock health is now 2700 (was 2100) and its speed is now 80 (was 70).

NOD Support

• Eyes of the People lasts twice as long (20s) and extends shroud clearing by 25%.

• Demoralize lasts 15 seconds.

• The Nod Obelisk of Life lasts for 20 seconds (was 15).

• The main explosion of Nod´s Tib Vein Detonation now deals 300 damage (was 500).

• Nod´s Risen Monolith now lasts 90 seconds (was 30).

• The Nod Vertigo´s health is now 600 (was 400).

• The Nod Leviathan´s fireballs now travel twice as quickly.

• The Nod Leviathan´s drones (created by the Hangar Bays upgrade) now deal twice as much damage (4 dps, was 2).

• Subterranean strike now summons 20 drills (was 12), and the drills deal 100 damage each (was 75).

• The Nod Basilisk still deals 50 damage to its first target, but the prism beam has had its starting damage reduced to 30 (was 50), and drops off in damage faster (100%, 85%, 70%, and so on down to 40%).

- It also only prisms from ground units to ground units and air units to air units, instead of jumping from one to the other and back again.

• The Nod Medusa´s debuff reduces speed to 60% (was 75%) without an upgrade and to 40% (was 50%) for 3 seconds (was 2 seconds) with the upgrade.

• The Nod Marauder base speed is now 140 (was 130).

• The Nod Firestorm Ignition power now lasts 30 seconds (was 20)

• Nod Scalpel health reduced to 240 (was 400).

• Salamander costs 8 CP (was 10). Its Purification ability deals 18 damage/tick (was 15), for a 20% damage increase.

• EMP Countermeasures´ EMP immunity now lasts 45 seconds (was 20)

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Beaucoup de bons changements, par contre :

[q]Tier 3 upgrade points increased to 9 (was 7)[/q]

Euh... déjà que sur les matches en ligne on a à peine le temps d'utiliser le tier3 (d'ailleurs beaucoup de monde a demandé à ce que ça soit baissé). Je suis étonné, mais bon on verra.

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Beaucoup de bons changements, par contre :

[q]Tier 3 upgrade points increased to 9 (was 7)[/q]

Euh... déjà que sur les matches en ligne on a à peine le temps d'utiliser le tier3 (d'ailleurs beaucoup de monde a demandé à ce que ça soit baissé). Je suis étonné, mais bon on verra.

surtout qu'ils avaient baissé à 7 pour remonter à 9 après c'est limite du foutage de gueule , m'enfin s'pas grave en off les t3 servent à rien , mais pour support/def ça risque de redevenir chiant

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Ah oui O.o' c'est un pau abuser.

J'explique.

Deux types d'équipes pour la collecte :

- équipe qui ne collecte pas régulièrement. On arrive au T2 puis finalement parfois au T3, mais sans plus.

- équipe comptant des "collecteurs" : on peut réaliser toutes les upgrades. Tout simplement.

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surtout qu'ils avaient baissé à 7 pour remonter à 9 après c'est limite du foutage de gueule , m'enfin s'pas grave en off les t3 servent à rien , mais pour support/def ça risque de redevenir chiant

Perso je suis support only et passer T3 ou pas, ne change rien pour moi, je reste avec mes unités T2 et je m'en sort très bien (même mieux je dirai) que certain qui passes T3 au plus vite. Pour moi (mais je n'est pas tester a fond offensif et défensif voulant en garder un peu a découvrir pour le vrai jeu quand même) le T3 ne sert pratiquement a rien mise a part bouffer des points de commandements alors que l'ont peu utiliser ces points pour d'autres unités.

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Oui mais à quoi bon avoir un tier3 si on peut à peine y jouer? Car déjà avec 7 points pour le débloquer, on ne voit des unités/upgrades tier3 que peu de temps avant la fin d'un match en général.

Edited by Rom_110
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Non ça vient pas de ma carte GFX, je le vois que sur des unités du Nod et en particulier les venoms quand ils sont hyper nombreux, quand il y en a que 5 -6 ça va tout est normal.

Et je suis pas le seul vu qu'Yssan là constaté aussi.

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Et puis même si c'était lié à la carte graphique il faudrait que EA résolve ce problème... Le bug est tellement présent qu'au début j'ai cru que c'était de la fumée dégagée par les Venoms. Enfin si ce bug est encore présent dans la version "finale" ça va faire tache.

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Non ça vient pas de ma carte GFX, je le vois que sur des unités du Nod et en particulier les venoms quand ils sont hyper nombreux, quand il y en a que 5 -6 ça va tout est normal.

Et je suis pas le seul vu qu'Yssan là constaté aussi.

J'ai en effet le même problème.

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