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Report article RSS Feed TS:Reborn July Balance Patch

The July balance patch (1.0.1.4) is now available! It will be automatically downloaded by your BHP Launcher, which itself may prompt you to update if you haven't done so for a while. Lots of great new stuff and behind-the-scenes programming changes, but the focus was on infantry balancing and bugfixes this time around.

Posted by Chronojam on Jul 17th, 2013

The brand new July balance patch for TS:Reborn update was just sent out, bringing players up to version 1.0.1.4 if you're keeping score at home. Your launcher will automatically prompt you to update before playing. If you haven't played in a while, you might have missed important updates for the Launcher itself, and might need to apply those as well.

The goal for this patch was to correct several pressing issues with infantry combat, in the form of bugfixes and balance adjustments. Also included are stability improvements by the engine crew, some crash fixes, performance enhancements, etc. Plus we've included a variety of new graphical effects for weapons, a new crosshair, and more.

If you've had difficulty running the game in the past, or were unsatisfied with how infantry were balanced, you will probably be pleasantly surprised with this update. Some highlights:

Bugfixes

  • All infantry have had their hitboxes revised (your shots will connect more accurately now)
  • Worldbox discrepancies have been corrected (you will no longer "stick" to walls after soldier purchase)
  • Vehicles can no longer enter the passageways on TS_Field
  • TS_Field waterfall performance impact has been reduced with a new effect
  • TS_Snow map mesh fixed to remove gaps/holes
  • TS_Snow laser turrets fixed
  • TS_GrandCanyon map blockers fixed
  • TS_Isles "pool party" fixed (Hand of Nod no longer contains water)
  • Infantry skinning (rendering) process 600% as efficient as last version-- rendering nearly 80 soldiers simultaneously previously ran at 30 FPS, and now runs at 180 FPS.
  • Deformable mesh rendering process 150% as efficient as last version-- test case previously ran at 180 FPS, now runs at 270 FPS.
  • Decals/bullet holes now respect level lighting

Balance Changes

  • Projectile extension for knife, crowbar, and disruptor (sized projectiles)
  • Added small cash/score reward for disarming EMP mines
  • Added $200 cost to GDI Disc Thrower and Nod Rocket Soldier
  • Set $300 cost (50% increase) for GDI Officer and Nod Elite Cadre
  • GDI Officer and Elite Cadre can be purchased without Barracks/Hand of Nod
  • GDI Officer now has the portable SAM launcher, independent AA soldier is removed
  • Increased Disc Thrower and Nod Rocket Soldier hitpoints
  • Increased Elite Cadre grenade explosion radius
  • Increased Elite Cadre rifle-to-grenade switch speed (time reduced by 20%)
  • Increased Elite Cadre rifle and grenade reload speed (time reduced)
  • Increased Disc Thrower explosion radius
  • Increased Disc Thrower damage
  • Increased GDI Medic heal range by 66%
  • Increased damage and ammo supply of Uzi/SMG weapons slightly
  • Increased Toxin Rifle velocity by 50 m/s
  • Increased Toxin Rifle accuracy (twice as accurate now, e.g. half as much error)
  • Increased Umagon sniper rifle spray slightly
  • Increased Cyborg run speed slightly
  • Increased Ghostalker projectile speed and damage; can pierce up to one soldier
  • Increased Ghostalker splash damage radius
  • Increased Ghostalker hitpoints by 50
  • Increased Cyborg Commando splash damage radius
  • Increased Cyborg Commando splash damage, but decreased direct impact damage
  • Increased Devil's Tongue flame tank damage by 50%
  • Increased Wolverine projectile speed by 200 m/s
  • Increased Wolverine accuracy (twice as accurate now, e.g. half as much error)
  • Increased Tick Tank's existing deployed armor bonus
  • Increased Stealth Tank missile damage
  • Increased Cyborg Reaper rocket damage
  • Increased Cyborg Reaper webbing radius
  • Increased laser damage versus infantry
  • Increased missile damage versus non-air units
  • Decreased Hover MLRS range by 10m
  • Decreased Jumpjet rifle range by 10m
  • Decreased Jumpjet rifle damage by 15%
  • Decreased Nod MRV repair rate by 15%

While we have a small internal team of testers, we cannot test all circumstances and catch all bugs; some problems only become evident with higher player counts. Please help us as we try to improve our patch turnaround time by reporting issues in our bugtracker or ask for help on our forums if you have any problems or concerns.

Post comment Comments
CnC_Fin
CnC_Fin Jul 18 2013, 4:24am says:

Very good update

+8 votes     reply to comment
GooberTrooper
GooberTrooper Jul 18 2013, 10:46am says:

Sounds good. Gonna have to hop on and give it a shot!

+4 votes     reply to comment
NodGuy
NodGuy Jul 18 2013, 12:18pm says:

Very nice. This will make the game a lot better.

+3 votes     reply to comment
Lucífer
Lucífer Jul 19 2013, 2:06pm says:

TS_Field just got increasingly more difficult for GDI. (Because it wasn't hard enough already if you're stuck as GDI)

+1 vote     reply to comment
Ahrimansiah
Ahrimansiah Jul 20 2013, 1:41am says:

hmm no buff for Mammoth mk2? commando changes are good but mk2 need some balancing too! he is kinda useless most of times because of his slow rate of turning and moving right now! also he need some serious changes in his targeting system! its very hard to hit anything!

+1 vote     reply to comment
Lucífer
Lucífer Jul 29 2013, 3:32pm replied:

She's really quite simple to control if you can figure it out.

+1 vote     reply to comment
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