The new patch for Kane's Wrath is now live, here's the changelog:
All in all it seems the game is a lot slower now. You can either choose to go for a standard build order and get spikes or go for a crane order and get an early rush in to take some harvesters that are more important than ever. I usually play GDI and from what I've found steel talons are amazing at rushing. With one titan alone I took out three harvesters just by crushing them. It's too early to give my final verdict but a lot has changed because of that refinery nerf.
Get it from the autoupdater in-game or from EA.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 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.
· 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
· Can no longer build more than one VOICE of Kane
· Can no longer build multiple epic unit factories
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%, un-upgraded 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%.
· Flying shadow team will no longer force-fire at the ground when group-selected with ground units
---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%, 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---
· Lightning 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
All in all it seems the game is a lot slower now. You can either choose to go for a standard build order and get spikes or go for a crane order and get an early rush in to take some harvesters that are more important than ever. I usually play GDI and from what I've found steel talons are amazing at rushing. With one titan alone I took out three harvesters just by crushing them. It's too early to give my final verdict but a lot has changed because of that refinery nerf.
Last edited by Fat_Swinub (2008-07-09 10:45:23)