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19.2.1 Hotfix changes
June 12, 2019 8:48AM
edited June 2019
Hello Community,
we are working on a small update to the game that will address certain problems that have upset the balance recently.
We will patch the first set of changes later today, starting around noon 11:00 -15:00 UTC.
Today we patch the following changes, more will be added later before we ship theses to the other worlds. Please test them rigorously.
Changes June 12
Changes June 16
we are working on a small update to the game that will address certain problems that have upset the balance recently.
We will patch the first set of changes later today, starting around noon 11:00 -15:00 UTC.
Today we patch the following changes, more will be added later before we ship theses to the other worlds. Please test them rigorously.
Changes June 12
- Infantry parachuting after their air transport was shot down will now open fire on their preferred targets. They can also be targeted by anti-air weaponry now.
Changes June 16
- The Move Cooldown from moving a base is not replaced by the move cooldowns resulting from sector relocation anymore, they now add up.
- Using sector relocation now always results in the highest move cooldown on a base, either 12h or the regular Move Cooldown duration.
Envision Entertainment Community Liaison
Post edited by EE_Elephterion on
0
Howdy, Stranger!
Replies
+ add this to the venom bug , it means 72hours waiting with buildings positionned like **** and producing less ressources.
+ who can stay 72 hours waiting for people to drop a bubble ? this is not human .
People start to be really mad about that situation , why spend funds to farm and build an offense/defense if we can't even attack ennemies the whole server ? The only moment people can fight back is when the ennemy decide to jump on us with 45 preset supports (under bubble so unkillable ) and a **** defense but they dont care since they have put everything in offense to one shot everybody in range.
This game should not be the "who exploits the most win the game "
The fastest solution would be to disable supports coming from bubbles . Or reduce the shield to only 1 hour ;)
Thanks for doing something
post a cnc opt of the base and ill show your base how to stop it
> post a cnc opt of the base and ill show your base how to stop it
The problem is not how to protect yourself against it but what you lose as a result. Production is for ....
cncopt.com/CJMv
The cooldown on bases after sector jumping has been changed. The resulting duration is now equal to a regular base move cooldown, but always at least 12h. This will result in an increased cooldown duration for bases with at certain level.
In addition to that, sector jumps can not be used anymore to clear existing move cooldowns on a base, they now stack cumulative.
[BIGGERBOSSSZ]: 34d ???
Cheat: Success
Cheat: Success
[masterppc88]: The cooldown on bases after sector jumping has been changed. The resulting duration is now equal to a regular base move cooldown, but always at least 12h. This will result in an increased cooldown duration for bases with at certain level.
[BIGGERBOSSSZ]: serious 34 days relocate time??
[masterppc88]: yap xdddd
[masterppc88]: lvl 1 base 12hr
[masterppc88]: lvl 34 18days
[masterppc88]: lvl 54 34days
[BIGGERBOSSSZ]: nobody notice because most use autoclick and have no time to test or talk
[BIGGERBOSSSZ]: moderators and developers must be ashamed of them self
All sounds fine to me, except: "The resulting duration is now equal to a regular base move cooldown". I know that me only answering to this post will result into many flames, because apparently you only listen to us. But this change will have some sideeffects, which I'm not sure are wanted.
-If you start a new world, and want to join another alliance on the other side of the world. This will result in about 3 days of move recovery. (At the start of the world, game over for you). ~500 fields for a lvl 10 base.
-Sector jump is basicly dead. If someone with lvl 40 base makes a jump from south to north, well GG 20 days move recovery. I don't know if that's wanted. In this special case it would kinda hit the purpose with nerfing SS, since you never would use it. But not only us in the middle, also the other side. Even worse, since they have a longer jump.
You can increase move recovery, but since a player cannot choose where to land, his move recovery cannot exceed the time he is protected. Which is 24 hours now. For example, make it something like:
minimum(12h+move recovery from before jump, 23 h)
That would make your idea of taking previous move recovery into account, but not kill the sector jump.
Any increase above 24 hours defeats the purpose of the sector jump.
The sector jump mechanic is designed to give relief/protection/safety temporarily to a player that has been killed and has nowhere to go.
One MUST be able to move BEFORE bubble drops, because otherwise you land in new sector in a random place and cannot move, enemy can kill you before you can move.
Also, what Mediv88 wrote - at start of the world you might have chosen the wrong sector, should be able to correct that mistake. You already lose 12 hours package production and that hurts development a lot at start, but making it multiple days means you can't develop at all and fall behind - the server is over for you right there.
> There isn't a problem with move timers after sector jumping. They are more than enough of a penalty for players to wait to advance. And now, pvp teams that sector can not advance together in grid formation due to different timers. The problem the community has been talking about is the fact that a player can be killed on one side of the fort and a few minutes later they can sector to the other side of the fort and land on top of your grid with bubbles and without attack penalty. Other teams get destroyed and take a 40 field jump past the sector border and then sector back with bubbles and without attack penalty landing on top of the team that just destroyed them. You destroy an entire grid in a 2 hour pvp operation just to have them sitting on top of you with bubbles and without penalty a few minutes later. When a player is destroyed and sectors, they should maintain an attack penalty. I'm not sure why the current sector timers are a problem.
Add to this the overprotection of poi by sectoring bubbles unkillable on them every 12hours with also unkillable support weapons and the problem gets way bigger than just removing attack ability
and there will be no problems with jumps to land higher but
they will not do it because the alliance from the 1st place will not get up: D they are only feeding on it
Everything that bothers them must be changed; /
one big cheat
This did not show up in internal testing, so we moved it to PTE to test it in a live environment. That is what PTE is there for, to break things before they go live.
> There isn't a problem with move timers after sector jumping. They are more than enough of a penalty for players to wait to advance. And now, pvp teams that sector can not advance together in grid formation due to different timers. The problem the community has been talking about is the fact that a player can be killed on one side of the fort and a few minutes later they can sector to the other side of the fort and land on top of your grid with bubbles and without attack penalty. Other teams get destroyed and take a 40 field jump past the sector border and then sector back with bubbles and without attack penalty landing on top of the team that just destroyed them. You destroy an entire grid in a 2 hour pvp operation just to have them sitting on top of you with bubbles and without penalty a few minutes later. When a player is destroyed and sectors, they should maintain an attack penalty. I'm not sure why the current sector timers are a problem.
@EE_Elephterion this is part of the core issue here. It's not just that a player can do this. Imagine just 5 players with 30 - 40 supports doing it. Supports pre-calibrated on a main while it's still under a bubble. Because of Sector jump supports are bubbled for 24 hours but the supported main can attack at any time. It's impossible to fight back because you cannot do anything about the supports and the main is heavily supported even before it comes out of bubble.
If you do manage to kill a main, they sector again, bring in another 30 24 hour bubbled supports and are ready to attack the next group immediately since the death penalty removed. They die there and sector back to the 1st sector again, under another 24 hour bubble with another 30 bubbled supports and the cycle continues.
Not to mention that due to analyzing the algorithm, it's entirely possible to know where you will land on a sector jump, so you can take POI from the opposition (and even allies) while under a bubble and nothing can be done to get it back until the bubble bursts.
Solutions are simple and mentioned many times before.
A) Sectored bases cannot land on POI (coding already in place for that since you cannot moved a newly respawned base onto POI while it is bubbled) same should apply on sector relocate too.
B) Supports should be disabled when under Bubble and enabled when bubble bursts as well as the option to pre-calibrate while under bubble too. This means you can still use 30-40 supports in a battle but it balances out tactically making it fairer on both teams.
You are losing a lot of good players because of exploits but these have simple enough fixes and the code already exits for the majority. It's just a case of implementing in the right place to make the game fairer and more balanced so that people play on skill and tactical decisions, not on what exploits they can use.
The line which needs to specified clearly is: "you are supposed to only get the regular move cooldown duration". What is meant here? If someone jumps from east x: 700, y: 500 to west x: 300, y: 500. He gets a move recovery, as if he would have jumped without SS over 400 fields. 400 fields means very long movement recovery.
Or do you mean with regular jump, he get the maximum movement recovery he would get for 20 field jump?
@Murbay
Don't underestimate the effort it needs to implement those changes. "The code is already there", is not entirely true. Only because its implemented for newly respawned bases, doesn't mean you can just copy paste it to the sector jump. I'm sure the devs can implement such a change, but it won't go fast, since I'm sure the code is old and in a forgotten language.
Sector jump itself has an escalating cooldown, so if the player killed has used that more than once they will have to wait for an increasing amount of time.
The change for sectoring next to POIs will be implemented next.