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about 1.5 patch

Historical capture recovered from the Wayback Machine · captured 2003-05-11 · 19 posts
can someone tell me where i can get the details on the 1.5 patch
thanx alot
i would lke to know as well...a bunch of my friends dont have real keys so we all need to use no-cd cracks..i dont' want to update unless i know it has some worthwhile stuff.
here you go:

1. STAT RECORDING INACCURACY: Made sure the online stats are tracked correctly. Initial disconnecting players will be tracked and wins/losses will be correctly tabulated. One note to remember: At the Disconnect Voting screen players MUST wait for the count down to finish. A player that exits this screen before the count down is done will receive a disconnect. Also, the voting button has been removed from any 2 player game Disconnect Screen.

2. US BARRACKS EXPLOIT: Lowered the number of Rangers that appear after a US Barracks is destroyed.

3. BUGGY MISSILE TRACKING AFTER UPGRADE: Made sure the missiles continue tracking targets after the player upgrades the Rocket Buggy.

4. RELOADING COMANCHES, ROCKET BUGGIES: Made sure the Rocket Buggy and the Comanches can reload reliably.

5. GLA FAST BUILD BUG: Fixed exploit that allowed multiple Workers to speed structure build times.

6. DOUBLE PLANE WEAPONS CAUSE INCORRECT DAMAGE (All planes): Made sure that targets take damage correctly when multiple ordinances hit a target simultaneously.

7. SOME USERS ARE SEEN IN THE WRONG GAME LOBBIES: Fixed this so that “phantom” users wouldn’t be seen in misc. lobbies.

8. COMP STOMPS ADD TO RANKINGS/STATS FIX: We no longer allow stats additions if there is a computer opponent involved in an online game. A comp stomp is considered a null game (but fun!)

9. GENERAL BALANCING ISSUES:
• Bug fixed in MiG damage code where upgraded napalm did too much damage to targets.
• GLA Bomb truck health up from 220 to 250.
• Worker health up from 100 to 140.
• Tunnel Network gun damage increased from 10 per shot to 15 per shot.
• Overlord build time increased from 20 to 25 seconds.
• Scorpion Tank now builds in 10 seconds instead of 14.
• GLA Arms Dealer build up time decreased from 50 to 40 seconds (ini seconds, not game seconds.)
• Tunnel Network Build Time improved from 20 seconds to 15 seconds (ini seconds, not game seconds.)
from what drex posted it seems like GLA is getting their asses handed to them online. i wouldn't know though cause i can only use them in skirmishes (fukin computer).
IMO, prior to 1.5 GLA wasn't underpowered in the hands of an experienced player (except at the beginning), but when they're doing to them now is putting them even with or better than the other teams (in the right hands) throughout the game...
GLA almost always sucked in the hands of anoob player cause compared to the other teams, their defenses suck..i mean stinger sites can be completly taken out by like 4 pathfinders, and tunnel networks don't really hold back any force...typically noob players rely on a large defense to hold out for like 2 hours and then finally try to attack...and its a lot harder for GLA then say China, who can get like 4 bunkers filled with anti-tank and some gatlin tanks and hold off pretty well against assaults (assuming they have something to hit artilery)
Originally posted by: w00k-m0nEy

GLA almost always sucked in the hands of anoob player cause compared to the other teams, their defenses suck..i mean stinger sites can be completly taken out by like 4 pathfinders, and tunnel networks don't really hold back any force...typically noob players rely on a large defense to hold out for like 2 hours and then finally try to attack...and its a lot harder for GLA then say China, who can get like 4 bunkers filled with anti-tank and some gatlin tanks and hold off pretty well against assaults (assuming they have something to hit artilery)


I know what you mean, newbies try and use GLA completly wrong. I'm no GLA pro, but I'm going off what I know.

GLA's defence doesn't really suck. Tunnel Networks are used more/better as transports for tanks to get to the other side of the map faster, not really for defence. However, they still do stop alot of infantry rushes, and detect stealth units.

Stinger sites do suck, I agree, they can be taken out easily. There only really needed if the enemy has a ton of planes.


Originally posted by: Necrosis
GLA's defence doesn't really suck. Tunnel Networks are used more/better as transports for tanks to get to the other side of the map faster, not really for defence. However, they still do stop alot of infantry rushes, and detect stealth units.

All I will say is that the time decrease on the Arms Dealer and Scorpions keeps GLA in the game early, but they've never been hurting mid to late game. Without giving away how I play with them, I can safely say that against any decent GLA player will not be defeated, though it may take 3 hours to secure victory, which is why I tend to stay away from them.
Post edited by «ß»Pyro at 4/5/2003 1:38:11 AM
i don't find tunnel networks...compared to say gatling guns, as good anti-infantry...the best way i use them is plant them outside the enemy base in different sections so i can make attacks at them from different angles without them actually seeing me leave my base.

I think the increase in dmg on tunnel networks is a welcome addition to make them more useful, as wel as the faster building....not only that but the quicker building arms dealer is a MUST for GLA, cause that thing built REALLY slow

typically i find that if i wait long into the game (3 hours like one person was talking about) as GLA i find it much harder to secure a victory then say 30 minutes into the game...i don't see their tanks (expensive ones) being superior to china and USA and i dont' see their weapon, the scud storm as being as useful (except if your realy far in the game and china is relying on hackers...then its funny as hell ) 3 hours into the game i find being USA is very easy to secure a victory against GLA....espiecially if i have paladin tanks (which i love)...China i really find no problem cause a combo of gatling tanks and overlords can quickly desimate the GLA defenses....i think late game GLA MAY be decent against China, but against US i find they have no chance...but then again, i hardly ever play them so there are probably many strategies i am missing.
GLA is my favorite side , then china =P dont like usa much

A noob definetly wouldnt stand a chance playing GLA though
I'm not that good but I have to say GLA is hard to master. It's really alot of micro management involve. I'm happy to see this patch
Actually tunnels do detect steath units. All defence structors except for the bunker detects.
GLA aren't "unbeatable" with the mass tunnels all over the map tatic. I just ownt someone this mourning that tried to do that... your right about it taking a while, though.
Post edited by Necrosis at 4/4/2003 11:58:22 AM
GLA is beatable by USA. A good china cannot defeat a good GLA, though.
Usa can see stuff coming china is blind and can't see techs with terrorists coming up or find all the little tunnels that gla has made. Usa has drones and can use them to find jarm. and uncamo trucks. China is their and ext thing he knows a truck hits him or terrorists in techs come flying by to keep destroying his supplies. If on tournament desert I get some one who goes gla I will go gla too because I can't win a game against a good gla.
Originally posted by: })FA|McDrex

Actually tunnels do detect steath units.

You're kidding me? I've played numerous games against and as GLA and never knew tunnels detected...can't believe I never knew that. lol
yea ok i still can't play online so remember all my advice and strats come from the 100's of skirmishes i've played (since its the only thing i can do).

before i really tried GLA the US was my fav because i'm a big fan of having air supremecy. however deciding to finally learn all aspects of the game for all 3 sides (such as which units i prefer over others) i found that i could be quite dangerous with the GLA. kinda ironic seeing as GLA has no planes whatsoever. anyways after messing with them for countless hours i found the units i most preferred and that were the most cost efficient for me to use. as a product of this i now have a rush that can take out a brutal opponent at around 5 mins into game and still have a nice economy.

i know this was a story book but all i'm saying is find a side that you like most (or that goes with your natural tendencies, spelling?) and then learn which units do the most damage against what and how much they cost. after finding your "true love" i then suggest fooling with the other 2 sides to find where your biggest weaknesses lie when facing them.

damn i wish i could play online
lol, pick a team which goes with your natural tendencies...i am afraid if thats GLA for yoU
haha

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