Update 1.2.4

by EA_dance210
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Original Post

Update 1.2.4

Community Manager (retired)

Commanders,
We have released an update with some balance changes and bug fixes.

 

Balance Changes
GDI
Riflemen
"This will allow Riflemen to win against Shockwave Troopers and Flame Troopers in a 2v1 situation."

  • Damage increased to 38 (was 30)

 

Talon
"This helps push Talon into a stronger anti-infantry unit, especially against units such as Shockwave Troopers and Flame Troopers."

  • Damage vs Infantry increased to 55 (was 50)

 

Rhino
"This change allows Rhinos to take down infantry a bit faster."

  • Attack speed increased to 0.85 (was 1.0)

 

Nod
Militants
"Similar to Riflemen, this will allow Militants to win against Shockwave Troopers and Flame Troopers in a 2v1 situation."

  • Damaged increased to 38 (was 30)

 

Flame Tank
"This change will give players more time to respond to a Flame Tank attacking their base. The lower health will also make it easier to destroy."

  • Speed decreased to 5.5434 (was 6.929)
  • Health decreased to 3050 (was 3500)

 

Kane
"Kane was oppressive when a player was ahead. This change will give players a window where they counter."

  • Obelisk death timer duration decreased to 30 seconds (was 45 seconds)

 

Bug Fixes

  • Fixed issues known to cause game crashes
  • Fixed an issue where the Talon did not fire at enemy units
  • Fixed an issue where the Tier III bundle was not available after purchasing the Tier II bundle
  • Favorite Unit stats now track properly for Commanders
  • Fixed Ion Cannon one-shotting Harvesters
  • Fixed localized text on the Tick Tank description
  • Fixed an issue where the Weekly Best reset time was longer than 7 days
Message 1 of 10 (2,100 Views)

Re: Update 1.2.4

★★ Novice

I hope this also helps against Zone Troopers, as GDI the only counter against them seems to be shockwave troopers - turning many GDI vs GDI games into shockwave/zonetrooper micro-fests

Message 2 of 10 (2,074 Views)

Re: Update 1.2.4

★★★ Apprentice
Youre kidding me... You litteraly just decreased the flame tank's health. Now it only has 50 more health than when it first got addded in the game. So once again the toughest nod tank in the game has less health than the disruptor, which is much scarier, and for some reason still has way too much health.

Like seriously. A flame tank can be beaten by two cyborgs if positioned correctly, but good luck even touching the disruptor when its able to fire from two tiles away while falling back. That thing can snipe almost all infantry in one shot. Two at most for tech units. It can severly * an obelisk, if not outright destroy it, in a single shot. Best of all? It doesnt do any friendly fire damage. It can snipe units from out of their firing range and move away if they get too close but theyve got so much health that even if you catch up to them youll only tickle them

Disruptors are much easier to use than flame tanks and are much more of a threat but you guys thinks its a good idea to give the flame tank less health than the disruptor again?

You guys want to stop it from taking out bases so easily? Lower its building damage and/or its movment speed. Problem solved.
Dont reduce the flame tank into the fragile suicide unit it used to be. Even at 3500 hp orcas were sometimes able to blow them up with one salvo. Its not like they can shoot at range (or while moving) like disruptors. They need to get up in your face but it turns out that making them (Nods toughest tank atm) flimsier than disruptors again is "balanced."
Message 3 of 10 (1,968 Views)

Re: Update 1.2.4

★★★ Apprentice
Oh and also: fix the confessor's description already. Their aura had been buffed to 50% some time ago but it STILL says they only increase friendly attack speed by 30%
Message 4 of 10 (1,967 Views)

Re: Update 1.2.4

★★★★★ Newbie

The description of the change to Kane's Obelisk of Light doesn't make sense to me, is there a typo or can someone explain this text?

  • "Kane was oppressive when a player was ahead. This change will give players a window where they counter."

    • Obelisk death timer duration decreased to 30 seconds (was 45 seconds)
Message 5 of 10 (1,931 Views)

Re: Update 1.2.4

★★★★★ Newbie
Relax buddy, if flame tanks didn't have an excessive win rate they wouldn't be nerf'ing them. Nerf'ing its building damage is a valid approach, but maybe they want to keep it as an anti-infantry/building specialists while being vulnerable to vehicle & air counters.... It sounds like your're misusing it as a front-line tank vs other vehicles & that's not its job. An embedded tick tank or maybe even a scorpion are probably going to be more cost-effective when it comes to soaking up damage from enemy vehicles & air units.

With its current stats you can completely destroy a base w/ 2 or 3 flame tanks long before anything can respond to them. That means you can just stall the game until you get them online, distract w/ some cheap units and backdoor the base to win every time, Strategies that have no counter play are bad for the game. Flame tanks are supposed to melt infantry & bases, not be indestructible front-line units. They aren't meant to counter disruptors so maybe you just need to change your tactics...
Message 6 of 10 (1,918 Views)

Re: Update 1.2.4

★★★★★ Guide

@acallan1 wrote:

The description of the change to Kane's Obelisk of Light doesn't make sense to me, is there a typo or can someone explain this text?

  • "Kane was oppressive when a player was ahead. This change will give players a window where they counter."

    • Obelisk death timer duration decreased to 30 seconds (was 45 seconds)

Strongarm and kane's turrets slowly lose HP. This is the death timer. So if kane deployed his tower and nothing shot it, it would self destruct in 30 seconds now rather than 45. Shooting it will speed this process up. 

Message 7 of 10 (1,765 Views)

Re: Update 1.2.4

★★★★★ Newbie
Thanks! "Death timer duration" had me confused into thinking it was a cool down between one dying & being rebuilt. Calling it simply "duration" (minus any damage taken) would probably be more clear & concise, I.e "obelisk's duration decreased from 45 to 30sec"
Message 8 of 10 (1,742 Views)

Re: Update 1.2.4

★★★ Newbie

Can you please change nod drones? I mean they literally one hit almost every unit they shouldn’t be able to damage air units or something. Plus how much it costs and it’s unit speed is so broken of unit rotation situations. 

Message 9 of 10 (1,523 Views)

Re: Update 1.2.4

[ Edited ]
★★★ Newbie

Are those the stupid self-destruct bugs that come in pairs? Re-F-in-diculous is what they are. Basically, if an opponent has those, they're pretty much unstoppable. I've sank $20 into this game and after the 20+ time being taken out by those dumb bugs without any way to effectively counterattack. I'm thinking I'll bug out *myself* and quit for a while... for two or three months/years... until they fix this. And they thought the flame tank was a problem? These drones need to be exterminated.

Message 10 of 10 (1,329 Views)