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CnC lab : Modification pour balance (Command & conquer 3)
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Salut à tous ,premier post sur la section CnC et n´étant pas joueur de Cnc , joue voulais simplement , simplement pour prevenir que j´ai trouvé un projet trés bien foutu fait par les gars de gamereplay.org , un site qui a quand meme des teams de trés gros niveau sur les RTS

c´est donc CnC lab Command and conquer labo ,qui est juste un mod qui fait le travail de EA , pur balance donc , pas de conversion ni de nouvelle unités
http://www.gamereplays.org/community/index.php?showtopic=315361


n´étant pas familier de CnC je peut pas dire grand chose sauf que le systeme de contre est belle est bien present ,

aller je resiste pas à l´envie de poster le change log , avec bien sur des changements globlales qui devrait pas trop vous traumatiser

Si un Cnceurs se sent assez temeraire pour jouer sur quelques chose d´équilibrer , si il pouvais poster ses remarques , ca serait bien ,

Ca devrait arriver , comme avec dow , la moitié se casse , 1 /4 joue lame , 1/4 fait un mod balance
Citation : «

GDI Key Changes

[li]Foxhole bunker from dig-in ability of riflemen earned a small detection range and is super-resistant to cannon damage, but not very resistant to rockets. Coupled with the airborne power, that can be launched everywhere in the battlefield even without line of sight, makes up for a very good offensive and defensive option.[/li][li]APC mines deal more damage and cost 350 instead of 500, are dropped at the immediate location and scattered along a bigger radius.[/li][li]Firehawk air-to-air missiles deal 50% more damage and reload much faster (4s from 10s)[/li][li]Juggernaut bombard ability deals 2.5x more damage and have a bigger radius, yet take longer to recharge and costs 300 credits everytime you aim it.[/li][li]GDI Sniper and Grenadier pre-requisites swapped; the sniper reloads faster and the grenadier moves faster and fires a faster grenade.[/li][li]Orcas are sensibly weaker but now outspeed all air combat units and have a 50% bigger shroud-clearing range.[/li][li]Mammoth Tank now has +15% health, rockets have 350 range (was 300) with double the splash radius[/li][li]Orca Strike support power cost is now 1800 (from 500) but can take out a refinery and put most key structures at red health.[/li]

Nod Key Changes

[li]Black Hand and Fanatic pre-requisites swapped; fanatic crush-revenge damage increased by 25%; Black Hand cost/buildtime 900/9s, health and damage reduced, pre-attack delay removed.[/li][li]Attack Bikes now turn faster, can fire over structures and vehicles and have a -30% damage penalty vs ground vehicles except harvesters (+15% damage bonus)[/li][li]Raider Buggy cost and buildtime 600/6s (was 400/4s), health 2200 (was 1500), EMP ability activates faster, more resistant to gun and grenade damages[/li][li]Nod commando now stealth while moving, re-stealth time 4s (from 1s), can now go over hills[/li][li]Stealth Tank reloads slower and fire four missiles per clip, with a 50-units radius explosion.[/li][li]Flame tank much more resistant to rockets and guns[/li][li]Avatar reload is now 2.5s (was 1.2) and 20% more vulnerable to rockets; beam-upgrade weapon now deals double damage and has 420 range; attack-bike upgrade increases the moving speed to 57 (from 50); stealth tank upgrade makes it stealth while moving. Notice that beam-upgraded Avatars are the strongest Tier 3 ground combat unit in CnCLab.[/li][li]Cloaking field costs 2200 (from 3000) and now also affects combat aircraft.[/li][li]Catalyst Missile now costs 3000 (from 2000) and only deals maximum damage at its center (50-radius)[/li]

Scrin Key Changes

[li]Growth accelerator effect reduced to +33% (was +50%)[/li][li]Disintegrator speed 80 (was 65), cost/buildtime 400/8s (was 300/3s), takes less damage from gun and has a +30% damage bonus against structures[/li][li]Shock Trooper now requires just the Stasis Chamber, range 350 (from 250), blink recharge 15s (from 30s) and activates in 0.5s (was 1s)[/li][li]Seeker speed 112 (was 90), +30% damage bonus to harvesters[/li][li]Gun Walker cost/buildtime 900/9s (was 700/7s), range increased, damage now grenade-type (was gun)[/li][li]Devourer health 2720 (was 3200) but take less damage from flank and rear attacks than by the front; tiberium-enhanced weapon now has three shots activated by force-fire (not automatic) with large splash and damage[/li][li]Corrupter now takes much less rocket, gun and cannon damage; faster speed and more attack range, heals slightly slower[/li][li]Annihilator Tripod speed 54 (was 60), base health 6750 (was 7500)[/li][li]Storm Rider turns faster and deals 10% more damage[/li][li]Phase Field Support Power duration 27s (was 40s)[/li][li]Swarm Power now requires the Technology Assembler[/li]
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